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GamerEscape's Post Vanafest interview with SEFollow

#53 Jul 26 2012 at 6:36 PM Rating: Good
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Camate wrote:

Greetings,

To answer the question about "why can't these new jobs also use relics?"

The main reason why rune fencers and geomancers will be unable to equip Relic and Empyrean weapons is because those weapons were created and balanced around the jobs that existed at the time. This is also the reason that blue mage, corsair, puppetmaster, dancer and scholar were never given access to relic weapons.

However, as Mythic weapons are job-specific, it won't be a problem to design a weapon that is best suited specifically for rune fencers or geomancers.

As an additional note, when we release content for these new jobs in Seekers of Adoulin, they will be able to earn the equivalent of Relic equipment, Empyrean equipment, and Mythic weapons. We simply used these terms to make it clearer and we haven't officially decided on what names these types of equipment will take.

http://forum.square-enix.com/ffxi/threads/25931-Gamer-Escape-Interviews-FFXI-Dev-Team-Post-VanaFest-2012?p=343642#post343642
#54 Jul 26 2012 at 6:47 PM Rating: Excellent
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"Square-Enix" wrote:
New jobs can't use relic weapons FOR BARANCE

The idea that relic weapons were ever balanced properly to begin with is lulzy.
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#55 Jul 26 2012 at 6:48 PM Rating: Excellent
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So uh make more relic / empyrean weapons? I know, so groundbreaking. Smiley: rolleyes
#56 Jul 26 2012 at 7:07 PM Rating: Excellent
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kimjongil76 wrote:


On a side note, I really don't understand why they either can't add the 7 jobs to relic weapons or add 1-7 new relic weapons for the new jobs? Its not like they couldn't even add new Dynamics zones



Edited, Jul 26th 2012 3:34am by kimjongil76



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#57 Jul 26 2012 at 7:16 PM Rating: Good
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Relic weapons are balanced around a WS fairly unique to each of them rather than being particular to a job, evidenced by RDM being on Excalibur or PLD being on Ragnarok.

Let's say RNK isn't supposed to deal so much melee damage with their regular swings and WS lest they turn into a DRK with resistance or even invincibility to magic, so while they get most of the pre-99 'good' WSes like Spinning Slash they don't get put on Resolution. If you then put RNK on Ragnarok, a 99 Rag with the 40% damage bonus on Scourge would actually be a huge upgrade in WS power for them, roughly like going from Spinning Slash to Torcleaver, such that any RNK not toting a Ragnarok would be considered half-assed. Most Relic WSes never competed with or were at best a sidegrade to the top level 75 WSes, but after the renaissance most of those Relic WSes were obsolete and so were given the +25% and +40% damage bonuses to make them compete with the new, but more exclusive, Merit WSes. If you wanted to limit a Great Sword wielder's potential to the degree that you might not want to give them Resolution, you sure as **** don't wanna let them wield Ragnarok to get even lolScourge with that 40% damage boost.

For that matter actually, if SE wanted RNK to deal at least respectable melee damage, they'd leave them off Resolution but let them wield Ragnarok and put them on decent crit gear, or give them tons of tanky VIT gear and sneak them onto some particular 'WAR but not DRK' pieces and let them be pretty good with Calad/Torc.

So yes, it's a balance thing. If you don't get Vorpal Blade or CDC, Knights of Round is a staggeringly powerful WS in relation to your normal ones. If you don't get Resolution, Scourge easily beats out Spinning Slash. If you don't get Exenterator or Evisceration (less likely, I know), Mandalic Stab is a huge increase to your damage. If SE added Onion Knight tomorrow and they were given A+ GK skill and were put on Amano but didn't have access to Y/G/K or Shoha, Kaiten would be their top WS by a ridiculous margin.

SE might not want to create more raw-power DDs. Relic weapons and their respective WSes would be a 'back-door' to adequately powerful weaponskills that would undermine this. If RNK gets put on Caladbolg but doesn't get Resolution though, there's no reason they couldn't be put on Ragnarok too... well besides the **** +40 accuracy and 14% crit rate.

Giving them their own Mythic, though, gives plenty of 'working room' to balance a unique and adequate WS for them that plays to whatever gearing strengths they have. I wouldn't expect some crazy "damage increases with active runes" thing which may instead be on the mythic weapon itself, but instead it will just be a decent multihit WS with, I dunno, a good DEX/INT mod setup. I could only hope, though, that they would revisit other Mythic WSes at the same time, I'm looking at you 20% mods on Insurgency, and address the redonkulous cost of a Mythic weapon these days so these new jobs have more than a pigeon-fart-in-a-typhoon's chance at seeing that potential come to light.

Edited, Jul 26th 2012 6:35pm by Raelix
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#59 Jul 26 2012 at 7:45 PM Rating: Good
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Zelduh wrote:
...Why would Rune Fencer *not* be given Resolution? Seeing as it's the only job whose main weapon is a greatsword, I'd imagine they'd have A+ skill and access to any and all greatsword weaponskills (besides relic and empyrean, of course)

Goes with apparently not putting them on Caladbolg too. Go figure SE is trying not to make a DRK clone, eh?

They'll probably get their own unique WSes from 60-90 or could have some affinity for Elemental WS. If RNK was given Resolution I would consider SE to be complete and utter game-design retards for unerringly making it a DRK clone... I mean more than normal.

Edited, Jul 26th 2012 6:47pm by Raelix
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#60 Jul 26 2012 at 7:59 PM Rating: Excellent
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Raelix wrote:
Mandalic Stab

You're thinking Mercy Stroke, but yeah.

The weird thing about not having BLU on Excalibur or DNC on Mandau is that they both already have access to every (worthwhile) WS for their weapon types; KoR and MS aren't that amazing in comparison to CDC and Rudra's. I'm no expert on Ranged WSes, so there may be some job envy if COR gets left off of Annihilator. The only real weapon to worry about is PUP on Spharai, and that's not because Final Heaven is OMGWTF good, it's primarily due to worries about PUP/MNK with a WHM puppet and the enhanced counter effect letting them solo the world--in practice Stringing Pummel and Victory Smite are more powerful WSes.

Blah blah blah, SE will never put them on Relics anyway. I'd at least like to see RNK on Caladbolg.
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#61 Jul 26 2012 at 8:03 PM Rating: Excellent
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Aliekber wrote:
Raelix wrote:
Mandalic Stab

You're thinking Mercy Stroke, but yeah.

Mandau, Mandalic Stab. Every **** time, yeah.
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#62 Jul 26 2012 at 8:10 PM Rating: Good
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Raelix wrote:
Aliekber wrote:
Raelix wrote:
Mandalic Stab

You're thinking Mercy Stroke, but yeah.

Mandau, Mandalic Stab. Every **** time, yeah.

If it helps, the etymologies are not related.

Mandau refers to the traditional weapon of the Dayak people of Borneo.

Mandalic Stab refers to the Mandala, which is related to Vajrayana Buddhism.
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#63 Jul 26 2012 at 8:32 PM Rating: Decent
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Yeah I'll probably forget again anyway. I'm not big on dinky weapons.

Aliekber wrote:
The weird thing about not having BLU on Excalibur or DNC on Mandau is that they both already have access to every (worthwhile) WS for their weapon types; KoR and MS aren't that amazing in comparison to CDC and Rudra's. I'm no expert on Ranged WSes, so there may be some job envy if COR gets left off of Annihilator. The only real weapon to worry about is PUP on Spharai, and that's not because Final Heaven is OMGWTF good, it's primarily due to worries about PUP/MNK with a WHM puppet and the enhanced counter effect letting them solo the world--in practice Stringing Pummel and Victory Smite are more powerful WSes.

Blah blah blah, SE will never put them on Relics anyway. I'd at least like to see RNK on Caladbolg.

Yeah, that's part of my point about it being more about the Relic WS than the weapons themselves. Can someone name a Relic WS that beats out every other WS of a job that can use it? If you don't have a better WS, you're then double-dipping for the benefit of getting a huge WS damage increase and you rock the aftermath full time.

Think of BST using Apocalypse. They'd suddenly have access to a DRK-class-in-damage WS and 10% aftermath haste.
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#64 Jul 26 2012 at 9:32 PM Rating: Excellent
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Camate wrote:
However, as Mythic weapons are job-specific, it won't be a problem to design a weapon that is best suited specifically for rune fencers or geomancers.

No problem to design, sure, but Mythics are notoriously a pain in the **** because it's hard to find anyone to do Assaults with (every one needs 3 people even when soloable at 75), and the cost and supply level of alex are already absurd without two more jobs to compete against. I just got Captain while helping someone with his Assault do-over for mythic, and he still has like 300M worth of alex left. (50K more tokens too)

tl;dr: please don't refer to mythics as a "no problem" option
#66 Jul 27 2012 at 12:43 AM Rating: Excellent
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Quote:
Her's is where the Crystal War has yet to end because no one was strong enough to beat the Shadow Lord, so she made a truce with Odin to gain the power necessary to fight him on equal ground


Yes, but it's much more complicated from that. Here are all the dimensions involved and connected with WotG.

* Past
- The original past, the one we all heard about in quests, missions, and Vana'diel Tribune articles. There are some key differences from the Shadowreign past. IIRC the fall of Garlaige is one of the key points of divergence.
- The Shadowreign past, the one visited in WotG. Different from the past we were told about, perhaps due to early interference. Everyone under the sun is meddling here. Lilith's faction, adventurers a la Cait Sith and then there's the Abyssean Maws back there too with Voidwalkers invading from Abyssea.

* Present
- The present of Vana'diel. Where everyone plays in. Where the adventurers meddling in the past are from.
- Lilith's present. Officially where the Beastmen win the Crystal War and remaining survivors have to try and survive against extermination. People confused it with Abyssea for a time. Not the official main reality despite what Lilith says because she's very POV and she basically transforms her parents a la a pact with Odin in the past and those altered parents sire a demonic **** child Lilith instead of siring Lilisette normally later on. She creates a paradox/for her to exist is a paradox. It takes the product of the union to change the nature of the union to produce that product.
- The alt-present Lilith wants to create. As heretics of Altana, she wants to win the Crystal War *her* way with a bunch of Odin worshippers instead of Altana worshippers. Literally, children of a lesser god. At least Promathia-worshipping Moblins and Uggalepih-worshipping Tonberries picked top-tier deities.
- Abyssea. The dimension that Atomos exempts from its devouring decree, AKA "There can be only one* (*: offer not valid in all dimensions. Terms and conditions apply)", which officially breaks at CoP but has blatant signs (Curilla's eye, those ancient supplements to enhance AF+3, et al) of having an earlier break. It wasn't meant to make sense because the writer clearly didn't care. It's essentially an apocalyptic world "what if?" fantasy. Only Abyssea in the present is accessed though it connects to the past & present of Vana'diel. The use of maws makes it blur heavily with the Shadowreign meddling of WotG and raised so many questions about it.

* Dimensions
And let's see all the dimensions...
Dynamis- attached to the present. Actually an integral part of Vana'diel.
Promyvion- the dimension of Emptiness, encroaching on Vana'diel.
Lumoria- the false paradise, 1/5th of the original paradise, existing inside the 5th Mothercrystal.
Limbus- a dimensional middle ground between Promyvion, Lumoria, and Vana'diel.
Diorama- actually in Vana'diel, just microcosm models hidden somewhere in the Tavnazian archipelago accessed via Mini & teleportation magic.
The elemental planes inside the Cloisters of X, where each Elemental avatar resides.
Walk of Echoes- some kind of void with the remnants of a bunch of alternate timelines devoured by Atomos.
and Abyssea of course.




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#67 Jul 27 2012 at 1:04 AM Rating: Excellent
Zelduh wrote:
Most of the relic weaponskills suck and their aftermaths are usually "lol, wtf was SE thinking?" like shock spikes... If PUP was on Spharai you can bet they'd still be using Stringing Pummel. The merit weaponskills have no reason to exclude RUN or GEO. WAR/PLD/DRK can all use it and when was the last time you saw PLD with their B greatsword spamming it? I imagine RUN to be an inverse of PLD in term of weapon skill, with A+ greatsword and B sword, and they'll have access to everything except relic/empyrean swords/greatswords and Swift Blade


Majority of the aftermaths for relics aren't that bad though. Sure, there are some wonky ones like Gungnir's Shock Spikes...to which I never go a day without being made fun of despite the fact I never use Geirskogul for damage, but a lot of them are actually really good, like the Haste on Apocalypse, the -enmity from Annihilator, etc.
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#68 Jul 27 2012 at 3:56 AM Rating: Good
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The problem with Relic aftermaths is that many of them last too little time to be worthwhile. 20 seconds at 100% TP may be good for some haste, since that actually means you get to renew it with another WS sooner, but 20 seconds of extra -PDT won't cut most of the time, for example.
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#69 Jul 27 2012 at 4:53 AM Rating: Excellent
I know the duration of the aftermaths are really lackluster, but Zelduh's comment suggested that what made them suck was their actual effects and not the duration, which is what I disagreed with as a whole. The majority of the aftermaths are actually really good, and if the duration on them lasted a bit longer time wise, then there'd be more incentive to use those weaponskills to trigger the aftermath.
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#70 Jul 27 2012 at 6:09 AM Rating: Good
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Yeah, some effects are quite good, I agree. However, even if they are good, they are not superior to the ODD or OA2-3 aftermaths of Empys and Mythics, which also have greater durations. Balancing the innate, but less frequent, occasionally 2x-2.5x-3x damage of relics with longer aftermaths would make some of the relic WS more attractive. Metatron torment will never be Ukko's Fury or even Upheaval, but if at 100% TP the -PDT lasted 40-60s, it could be worthwhile to use when tanking.
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#71 Jul 31 2012 at 1:04 PM Rating: Excellent
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Camate wrote:

Greetings!

I have the answer to the question that has been asked since VanaFest:
Almost Every Player wrote:

Will rune fencers utilize consumable items for their runes or is it a charge-type abilty?

No, runes will not be generated through consumable items like ninja tools. Instead, they will be generated/used via an ability. There will be a recast timer associated with runes, which is currently planned to be around 10 seconds. With that said, I think you can consider the system to be quite close to how dancers function.

Hope this clears up the debate

http://forum.square-enix.com/ffxi/threads/24612-Rune-Fencer-2nd-new-job?p=345428#post345428
#72 Jul 31 2012 at 1:05 PM Rating: Excellent
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Thousands of inventories sighed with relief.
#74 Jul 31 2012 at 2:39 PM Rating: Excellent
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Considering the dancer function system is pretty frickin amazing and fun, that's good news.
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#75 Jul 31 2012 at 5:49 PM Rating: Good
Erecia wrote:
Considering the dancer function system is pretty frickin amazing and fun, that's good news.

It sounded like dancer more to me too.
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#76 Aug 01 2012 at 2:15 PM Rating: Excellent
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yeah, while I can understand (sort of) the logic behind not necessarily wanting RUN/GEO on existing weapons... MYTHIC... ugh. I mean really?

They seriously need to adjust the ridiculousness of attaining a mythic if they are going to make their jobs mythic only. Crikes, even giving them each a unique relic would be less cruel (maybe add a second path to the greatsword using magian trials/trading a moogle currency?)

Or get rid of tags, instance the event and allow people to enter solo.
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#77 Aug 01 2012 at 3:05 PM Rating: Excellent
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Giving the new jobs mythics makes perfect sense. Not giving them relics doesn't necessarily make sense but is consistent with their previous actions. Not giving them ToM weapons would be silly.
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#78 Aug 01 2012 at 3:24 PM Rating: Default
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I might of missed something but I haven't seen any info from SE about RNF (RNK) not getting Resolution. Seeing as the merit WS's are very flexible on who can use them, for example SAM can use Apex Arrow and THF Last Stand, I don't see SE keeping Resolution from RNF.

The issue about RNF isn't about Relics it's about access to the ToM line of weapons. Without access to trial #216 a RNF can neither wild a Caladbolg nor the more important OaT GS. Without Rag nor OaT the potential damage output goes down the toilet really fast.

Don't kid yourselves, RNF will not be some type of "new tank". We already have two "Tanks" that don't tank anymore due to SE's screwed up hate mechanics, why would we want a third "Tank" that didn't tank. This means RNF will be judged by the end game player community for it's damage output and support capabilities. Seeing as I doubt it has curing potential nor any form of party buffing potential (could be wrong about that last one) it'll come down primarily whether it's damage output is worth giving up a party / alliance spot.

Finally giving RNF Rag / ToM access will not turn it into a "DRK clone" as it's lacking the holy mother of all DRK JA's, DB+LR and the signature DRK ability SE. As DRK also buffs Chaos Roll, all DRK's can feel safe in their alliance positions. If anything it's more of a "GS WAR clone" that doesn't have Rag ... so a Jingang GS WAR. Yeah real threatening there folks.

-=Edit=-

Also KoTR sucks ballz compared to Requiescat. Requiescat may have that atrocious -20% attack penality, but it also has a 1.2 fTP per hit multiplier and 5+1 hits to back it up. There is something to be said about a 7.2 fTP 100% MND WS that ignores all -PDT. This applies to most of the relic WS, their modifiers are too scattered and their fTP is too low compared with other alternatives.

Edited, Aug 1st 2012 9:43pm by saevellakshmi
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#79 Aug 01 2012 at 8:17 PM Rating: Excellent
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I think it's funny how everyone assumes that the future will just be more of the past. For all you know, they will release equipment in the new expansion that functionally obsoletes entire scores of current "must have" weapons and gear.
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#80 Aug 01 2012 at 8:54 PM Rating: Good
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saevellakshmi wrote:

Don't kid yourselves, RNF will not be some type of "new tank". We already have two "Tanks" that don't tank anymore due to SE's screwed up hate mechanics, why would we want a third "Tank" that didn't tank. This means RNF will be judged by the end game player community for it's damage output and support capabilities. Seeing as I doubt it has curing potential nor any form of party buffing potential (could be wrong about that last one) it'll come down primarily whether it's damage output is worth giving up a party / alliance spot.


SE wrote:

Why did you decide to implement these particular jobs?

ITO: Actually, the idea of having a Geomancer had been raised many times before. We sincerely wanted to make this a reality and then finally got the chance to do this and incorporate a new play style. With the Rune Fencer, we wanted to increase the number of options for ‘tank’ jobs that are needed for creating a rounded party and also to increase the number of tactics players can adopt to withstand elemental attacks from monsters.

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#81 Aug 01 2012 at 8:54 PM Rating: Good
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Erecia wrote:
I think it's funny how everyone assumes that the future will just be more of the past. For all you know, they will release equipment in the new expansion that functionally obsoletes entire scores of current "must have" weapons and gear.


Hopefully.


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#82 Aug 01 2012 at 8:59 PM Rating: Excellent
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TheBarrister wrote:
saevellakshmi wrote:
Don't kid yourselves, RNF will not be some type of "new tank". We already have two "Tanks" that don't tank anymore due to SE's screwed up hate mechanics, why would we want a third "Tank" that didn't tank. This means RNF will be judged by the end game player community for it's damage output and support capabilities. Seeing as I doubt it has curing potential nor any form of party buffing potential (could be wrong about that last one) it'll come down primarily whether it's damage output is worth giving up a party / alliance spot.
SE wrote:
Why did you decide to implement these particular jobs?

ITO: Actually, the idea of having a Geomancer had been raised many times before. We sincerely wanted to make this a reality and then finally got the chance to do this and incorporate a new play style. With the Rune Fencer, we wanted to increase the number of options for ‘tank’ jobs that are needed for creating a rounded party and also to increase the number of tactics players can adopt to withstand elemental attacks from monsters.
The playerbase does not always follow the intentions of SE.
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#83 Aug 01 2012 at 9:09 PM Rating: Decent
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xypin wrote:
TheBarrister wrote:
saevellakshmi wrote:
Don't kid yourselves, RNF will not be some type of "new tank". We already have two "Tanks" that don't tank anymore due to SE's screwed up hate mechanics, why would we want a third "Tank" that didn't tank. This means RNF will be judged by the end game player community for it's damage output and support capabilities. Seeing as I doubt it has curing potential nor any form of party buffing potential (could be wrong about that last one) it'll come down primarily whether it's damage output is worth giving up a party / alliance spot.
SE wrote:
Why did you decide to implement these particular jobs?

ITO: Actually, the idea of having a Geomancer had been raised many times before. We sincerely wanted to make this a reality and then finally got the chance to do this and incorporate a new play style. With the Rune Fencer, we wanted to increase the number of options for ‘tank’ jobs that are needed for creating a rounded party and also to increase the number of tactics players can adopt to withstand elemental attacks from monsters.
The playerbase does not always follow the intentions of SE.


Doesn't matter
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#85 Aug 02 2012 at 2:00 AM Rating: Good
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TheBarrister wrote:
saevellakshmi wrote:

Don't kid yourselves, RNF will not be some type of "new tank". We already have two "Tanks" that don't tank anymore due to SE's screwed up hate mechanics, why would we want a third "Tank" that didn't tank. This means RNF will be judged by the end game player community for it's damage output and support capabilities. Seeing as I doubt it has curing potential nor any form of party buffing potential (could be wrong about that last one) it'll come down primarily whether it's damage output is worth giving up a party / alliance spot.


SE wrote:

Why did you decide to implement these particular jobs?

ITO: Actually, the idea of having a Geomancer had been raised many times before. We sincerely wanted to make this a reality and then finally got the chance to do this and incorporate a new play style. With the Rune Fencer, we wanted to increase the number of options for ‘tank’ jobs that are needed for creating a rounded party and also to increase the number of tactics players can adopt to withstand elemental attacks from monsters.



*Cough*

Already answered your statement, before you even made it.

Quote:
We already have two "Tanks" that don't tank anymore due to SE's screwed up hate mechanics, why would we want a third "Tank" that didn't tank.
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#87 Aug 02 2012 at 8:19 AM Rating: Decent
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saevellakshmi wrote:
TheBarrister wrote:
saevellakshmi wrote:

Don't kid yourselves, RNF will not be some type of "new tank". We already have two "Tanks" that don't tank anymore due to SE's screwed up hate mechanics, why would we want a third "Tank" that didn't tank. This means RNF will be judged by the end game player community for it's damage output and support capabilities. Seeing as I doubt it has curing potential nor any form of party buffing potential (could be wrong about that last one) it'll come down primarily whether it's damage output is worth giving up a party / alliance spot.


SE wrote:

Why did you decide to implement these particular jobs?

ITO: Actually, the idea of having a Geomancer had been raised many times before. We sincerely wanted to make this a reality and then finally got the chance to do this and incorporate a new play style. With the Rune Fencer, we wanted to increase the number of options for ‘tank’ jobs that are needed for creating a rounded party and also to increase the number of tactics players can adopt to withstand elemental attacks from monsters.



*Cough*

Already answered your statement, before you even made it.

Quote:
We already have two "Tanks" that don't tank anymore due to SE's screwed up hate mechanics, why would we want a third "Tank" that didn't tank.


I think you need to separate:

(1) SE's intentions
(2) What the playerbase will do.

For example:

(1) SE could introduce a playable Genbu/Adamantoise
(2) The playerbase could decide it's just going to zerg everything.

This does not mean (1) was not a tank.

Another way of saying it...if people don't choose to bring paladins, this doesn't mean paladin is not a tank.



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#88 Aug 02 2012 at 10:35 AM Rating: Excellent
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TheBarrister wrote:
Another way of saying it...if people don't choose to bring paladins, this doesn't mean paladin is not a tank.

If a PLD tanks in the forest, and no one is there to rip hate off of him, does he make a sound?
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#89 Aug 02 2012 at 11:54 AM Rating: Excellent
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Curious if my post was nuked because someone thought it was spam?

If it was just deemed inappropriate for =10, then ok, but it was a joke based on this song, if you didn't get it. I thought it would be fine due to the "Jizzed in my pants" parody thread a few years back not getting locked (and participated in by Pikko, iirc).

Back to your regularly-scheduled loltanks.
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#90 Aug 02 2012 at 11:55 AM Rating: Good
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Aliekber wrote:
Curious if my post was nuked because someone thought it was spam?

If it was just deemed inappropriate for =10, then ok, but it was a joke based on this song, if you didn't get it. I thought it would be fine due to the "Jizzed in my pants" parody thread a few years back not getting locked (and participated in by Pikko, iirc).

Back to your regularly-scheduled loltanks.

Probably just Vlor being a Buzzkill, as usual. Smiley: laugh
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#91 Aug 02 2012 at 12:04 PM Rating: Decent
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Aliekber wrote:
Curious if my post was nuked because someone thought it was spam?

If it was just deemed inappropriate for =10, then ok, but it was a joke based on this song, if you didn't get it. I thought it would be fine due to the "Jizzed in my pants" parody thread a few years back not getting locked (and participated in by Pikko, iirc).

Back to your regularly-scheduled loltanks.


My response to you got nuked too. I think I've also had a bunch nuked for the little tiff Prrssha started about taking fights into PM with me.

Admins got a job to do. I'm not here to tell them how to do it. And they can tell you I haven't complained about it to them in PM or otherwise. But I don't pretend to know why they nuke.

I got your reference though.
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#92 Aug 02 2012 at 12:09 PM Rating: Excellent
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Far be it from me to derail a thread in =10 hahahahahahahahaha, but good to know.

I'm curious whether RNK will be on the TP bonus path Great Swords, since apparently they'll be left off the entire main Magian path, if they can't use Caladbolg.
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#93 Aug 02 2012 at 12:11 PM Rating: Good
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Aliekber wrote:
Far be it from me to derail a thread in =10 hahahahahahahahaha, but good to know.

I'm curious whether RNK will be on the TP bonus path Great Swords, since apparently they'll be left off the entire main Magian path, if they can't use Caladbolg.

I'm still kind of hoping SE will see how retarded that would be and retract it, because atm, it sounds like they're planning to leave Rune Fencer (Rune FENCER, stop using the k, goddammit, it's like calling pld pal or smn sum) and Geomancer off of the magian trials entirely, which would be so many different levels of terrible...
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Reiterpallasch wrote:
Glitterhands wrote:
Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#94 Aug 02 2012 at 12:13 PM Rating: Decent
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Lady Jinte wrote:
Aliekber wrote:
Far be it from me to derail a thread in =10 hahahahahahahahaha, but good to know.

I'm curious whether RNK will be on the TP bonus path Great Swords, since apparently they'll be left off the entire main Magian path, if they can't use Caladbolg.

I'm still kind of hoping SE will see how retarded that would be and retract it, because atm, it sounds like they're planning to leave Rune Fencer (Rune FENCER, stop using the k, goddammit, it's like calling pld pal or smn sum) and Geomancer off of the magian trials entirely, which would be so many different levels of terrible...

Weird, I could have sworn I wrote RNF. I blame the MRI contrast I had about an hour ago, it's making me feel funny.

And yeah, that would be unimaginably terrible.
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Sandinmygum the Stupendous wrote:
Human (?) females look ugly.
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#95 Aug 02 2012 at 12:20 PM Rating: Decent
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I hope Rune Fencer is like a reverse Black Mage, basically an elemental based siphon to take elemental hits designed for party members and use it to partially absorb as mp, hp, tp or even effects (e.g., absorb a Quake spell and receive -50% damage taken but get a Slow effect that then must be erased, thus leading to more strategies than simply curing.)
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#97 Aug 02 2012 at 6:20 PM Rating: Excellent
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Okipuit wrote:

Greetings,

We would like to provide further explanation as to why Relic Weapons will not be expanded to other jobs.
Relic weapons were created based on the current weapon types available in Vana'diel and not based on the available jobs. Since there are differences between which weapons certain jobs can equip, this is something that cannot be completely equal.
Quote:

So SE said in a interview that Geo and Rune fencer will not be able to use Relics and Empyrean weapons.

Either way the issue as a whole.

Firstly DNC and SCH
These 2 jobs fit the lore of relic weapons massively so i really think at the least DNC should be able to use mandau and SCH should be able to use club or staff

Now PUP COR and BLU
All 3 Weapons wouldn't make any of the jobs overpowered but the gun would help COR alot when wildfire (it's prome source of DMG) isn't available either way i think BLU is a skilled enough swordsman to weild an Excalibur and COR gunman to weild Annihilator and PUP worth enough to wield the hand 2 hand.

Finally GEO and RUN
They definitely should have the option to wield empyrean the gsd emp and staff emp arn't ground breaking weapons so i see no reason why they shouldn't have emps

Then Relics well it depends w/ the above if BLU COR and PUP get access so should GEO and RUN
Honestly only having mythics as a final weapon is kinda sad

In summary my suggestion is this
There should a be a relic and empyrean for every job in the game


In addition to the aforementioned reason, in order to make it possible for these jobs to equip relic weapons, we would have to make changes to the current stats on relic weapons, and since this would affect other jobs as well it is not such a simple thing to do. This doesn't just pertain to only adjustments, the same can be said for if we were to add new weapons, as they would affect currently existing items.

After a thorough discussion, we have decided to keep Relic Weapons as they are in the case new weapons are added. These new weapons will be designed around their respective jobs.

Also, in regards to mythic weapons, these weapons are similar to artifact and relic gear as they are job specific, so we plan on releasing mythic weapons for any new jobs that are introduced moving forward.

http://forum.square-enix.com/ffxi/threads/25963-Relic-and-Empyrean-jobs-that-can-use-them.?p=346860#post346860
#99 Aug 02 2012 at 8:31 PM Rating: Excellent
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Quote:
Honestly it makes sense that they can't use relics. I mean, if a DRK with 99 Ragnarok gets Rune Fencer to 99 on day 1, he automatically has the best weapon for it (minus the mythic, but that's still to be seen), and that kinda ruins the fun of it.


Because getting the brand new job to max level in a day isn't already "ruining" things?
#100 Aug 02 2012 at 8:59 PM Rating: Excellent
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Zelduh wrote:
Honestly it makes sense that they can't use relics. I mean, if a DRK with 99 Ragnarok gets Rune Fencer to 99 on day 1, he automatically has the best weapon for it (minus the mythic, but that's still to be seen), and that kinda ruins the fun of it.

That's not a "makes sense" reason. That's a "I wouldn't like that" reason. Other players may completely disagree with you that it ruins the fun.
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