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Patch 2.3 Notes (Preliminary)Follow

#1 Jul 04 2014 at 7:41 AM Rating: Excellent
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Awesomeness within.

Loving some of these updates! Frontlines sounds so fun...
#2 Jul 04 2014 at 8:48 AM Rating: Default
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As usual, weird changes in places that makes no sense. Decrease in Sol tome gain? Hopefully that means they decided to lose the cap or raise the cap.

Myth changes makes sense if Sands/Oil of time being at Aelina is Myth tome purchasable though. Otherwise it helps no one buy those who are doing Novus path as by now those who actively play should have already finished off myth sets gear wise, so myth has VERY little use outside of some mats.

They renamed all Knives and Daggers (and eqivillent..gladius?) So that's definitely in prep for 2.4. The echo on Leviathan and Moogle should help out those who couldn't clear it still and looks like we're going to see a lot of fresh 50s lose out on primal weapons because of the people who don't need them (i95 primal versus your i110+ Tidal/Mythic/Novus/High Allagan) will be lotting for the upgraded version Smiley: lol

Economy will definitely be in an interesting position for a few weeks.
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#3 Jul 04 2014 at 9:45 AM Rating: Default
I've been sitting on a couple Emerys for a while because I figured i90 jewelry was coming soon. That'll be some good gil there.

Not happy about the Soldiery nerfs though. They really took a bat to them. Then all this PVP crap I couldn't possibly care less about. And they increased the potency of two of Ifrit-Egis moves by a whopping five points. Yeah, that'll totally make him worth using over Contagion now. Smiley: glare

I'm excited for Syrcus Tower (until the trolls turn it into Circus Tower, but that gives me a month or so of awesomeness at least), Hullbreaker Isle looks cool, I'll take the minor BLM buff to single target spells, and I kinda want that succubus minion. The rest of that stuff looks like either small usability tweaks or big piles of fail. Chocobo raising is a neat concept sure - but what do we ever actually need our chocos for?
#4 Jul 04 2014 at 9:54 AM Rating: Excellent
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It will be interesting to see how the job adjustments play out. BLM received a pretty solid buff to their single target spells. 150 to 170 potency is roughly a 13% increase in potency! I don't realy play BLM so not too sure how the other adjustments will affect them.

SMN on the other hand gets Aerial Slash casting time reduced to instant and miniscule buffs on Ifrit abilities (which, as was mentioned above, is not enough to make using him worthwhile). Bio II costing less MP doesn't really affect much since MP is rarely an issue anyways.

Looks like a big win for BLMs in the Magic DPS race.
#5 Jul 04 2014 at 9:59 AM Rating: Decent
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Canadensis wrote:
It will be interesting to see how the job adjustments play out. BLM received a pretty solid buff to their single target spells. 150 to 170 potency is roughly a 13% increase in potency! I don't realy play BLM so not too sure how the other adjustments will affect them.

SMN on the other hand gets Aerial Slash casting time reduced to instant and miniscule buffs on Ifrit abilities (which, as was mentioned above, is not enough to make using him worthwhile). Bio II costing less MP doesn't really affect much since MP is rarely an issue anyways.

Looks like a big win for BLMs in the Magic DPS race.


Let's put it this way:

BLM buff won't turn those **** BLMs into decent BLMs and they'll still complain BLM is ***************** It'll definitely help curve out the movement intensive battles by basically "countering" that movement by being slightly stronger in general, so it's good for what the design of BLM is in XIV.

SMN buffs..is lol at best, SMN isn't a true SMN to begin with, since it's DoT based job like a certain class in WoW, buffing Garuda would have made 100x more sense since she directly supplements what SMN actually does in this game.



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#6 Jul 04 2014 at 10:29 AM Rating: Decent
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Awesome stuff but I'm really bummed that Chocobo Raising is dependent on owning a house.

1) The costs are still insane if you have a small FC
2) Everything has been purchased, save the uber mansions.

So, they made more content many can't enjoy.
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#7 Jul 04 2014 at 10:33 AM Rating: Excellent
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Theonehio wrote:
As usual, weird changes in places that makes no sense. Decrease in Sol tome gain? Hopefully that means they decided to lose the cap or raise the cap.

Myth changes makes sense if Sands/Oil of time being at Aelina is Myth tome purchasable though. Otherwise it helps no one buy those who are doing Novus path as by now those who actively play should have already finished off myth sets gear wise, so myth has VERY little use outside of some mats.

They renamed all Knives and Daggers (and eqivillent..gladius?) So that's definitely in prep for 2.4. The echo on Leviathan and Moogle should help out those who couldn't clear it still and looks like we're going to see a lot of fresh 50s lose out on primal weapons because of the people who don't need them (i95 primal versus your i110+ Tidal/Mythic/Novus/High Allagan) will be lotting for the upgraded version Smiley: lol

Economy will definitely be in an interesting position for a few weeks.


How did they nerf Soldiery gains? Maybe I'm just not seeing it but they *increased* the soldiery bonus for running an expert roulette. Granted they decreased the amount of soldiery in Brayflox HM, Halatali HM, and Amdapor, but those have been bumped down to "hard roulette" level so that makes sense. Besides, just through running my daily roulettes I usually have soldiery capped with plenty of time in the week to spare, so even if they did nerf it I wouldn't think it's a huge deal.

I also hope Sands/Oils are not myth purchasable. Everything costs myth - the books for animus, the maps for novus, all the relic items needed along the way, high level crafting materials... it's a little excessive. I don't think I'd mind them costing soldiery and presented a little more choice in what we do or don't spend our soldiery on (plus with the soldiery cap it slows down gear progression a bit, which SE seems to be a fan of).
#8 Jul 04 2014 at 10:34 AM Rating: Excellent
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Theonehio wrote:
As usual, weird changes in places that makes no sense. Decrease in Sol tome gain? Hopefully that means they decided to lose the cap or raise the cap.



My guess is the new dungeons will have the 45 Sol tome. They nerfed the current 3, moved them into high level roulette, the new 3 will take over as the main dungeons to farm for Sol in expert roulette.


48,000 seals to reset your chocobo skill points, seems a little steep.
#9 Jul 04 2014 at 10:39 AM Rating: Excellent
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How did they nerf Soldiery gains? Maybe I'm just not seeing it but they *increased* the soldiery bonus for running an expert roulette. Granted they decreased the amount of soldiery in Brayflox HM, Halatali HM, and Amdapor, but those have been bumped down to "hard roulette" level so that makes sense. Besides, just through running my daily roulettes I usually have soldiery capped with plenty of time in the week to spare, so even if they did nerf it I wouldn't think it's a huge deal.

I also hope Sands/Oils are not myth purchasable. Everything costs myth - the books for animus, the maps for novus, all the relic items needed along the way, high level crafting materials... it's a little excessive. I don't think I'd mind them costing soldiery and presented a little more choice in what we do or don't spend our soldiery on (plus with the soldiery cap it slows down gear progression a bit, which SE seems to be a fan of).


Agree with all of this.

Lots of cool stuff in this patch, but the thing that caught my eye that I didn't expect before today was a slight expansion to the treasure map system.
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#10 Jul 04 2014 at 11:06 AM Rating: Good
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One completely random thing that jumped out to me - we can place training dummies at our houses now. There is an oasis dummy, a riviera dummy, a glade dummy... and an alps dummy. Might we be getting a new residential area in the future?
#11 Jul 04 2014 at 11:06 AM Rating: Default
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ok im confused with the adjustments how is 50 mythology in brayflox hard an adjustment when thats what you already get? Also since youll get 70 myth instead of 50 now in the "old" dungeons (bray hard) i hjope the new ones will give 100 and be speedrunable
#12 Jul 04 2014 at 11:51 AM Rating: Decent
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DuoMaxwellxx wrote:
ok im confused with the adjustments how is 50 mythology in brayflox hard an adjustment when thats what you already get? Also since youll get 70 myth instead of 50 now in the "old" dungeons (bray hard) i hjope the new ones will give 100 and be speedrunable


Quote:
Upon completing one of the following duties, all party members will receive additional Allagan tomestones of mythology if one or more party members are completing the instance for the first time:


The 50 they mention is the bonus myth you receive for helping a first timer through the instance, in addition to the 75 myth you get for running the whole dungeon.
#13 Jul 04 2014 at 3:04 PM Rating: Excellent
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DuoMaxwellxx wrote:
i hjope the new ones will give 100 and be speedrunable


Man, I hope not. I'd much rather the new dungeons be fun and interesting instead "OMG this is so much work I just want to get it done as quick as possible".
#14 Jul 04 2014 at 3:14 PM Rating: Good
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The Update Notes wrote:
The Catalysts category has been added to the junk monger.


I'm curious as to what this exactly means. I have some guesses, but I want to see if someone who has a better idea than I do (which is likely) has to say about it.

CLARIFICATION: I know what adding the category means. I'm specifically wondering about what will be in that category. And I do mean more specifically than just "catalysts, herpderp!"

Edited, Jul 4th 2014 1:16pm by QSlick
#15 Jul 04 2014 at 3:20 PM Rating: Good
My guess would be clear prisms and maybe low level carbonized and dark matter.
#16 Jul 04 2014 at 3:43 PM Rating: Good
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DarkswordDX wrote:
My guess would be clear prisms and maybe low level carbonized and dark matter.


Yeah, that's what I was thinking too.

I suppose it's too much to hope that crafting catalysts get included in that so there would be a (comparatively?) cheap and quick way of obtaining shards.
#17Theonehio, Posted: Jul 04 2014 at 5:10 PM, Rating: Sub-Default, (Expand Post) Kind of like....
#18 Jul 04 2014 at 5:14 PM Rating: Decent
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Raylo wrote:
DuoMaxwellxx wrote:
i hjope the new ones will give 100 and be speedrunable


Man, I hope not. I'd much rather the new dungeons be fun and interesting instead "OMG this is so much work I just want to get it done as quick as possible".



except NOTHING like that exists it ANY mmo after 20+ times.... name one thing in FFXI youe done 20+ times that still as fun as the first time you did it instead of it just being a grind you have to endure to get whatever it is youre after?
#19 Jul 04 2014 at 5:20 PM Rating: Excellent
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Theonehio wrote:
Raylo wrote:
DuoMaxwellxx wrote:
i hjope the new ones will give 100 and be speedrunable


Man, I hope not. I'd much rather the new dungeons be fun and interesting instead "OMG this is so much work I just want to get it done as quick as possible".


Kind of like....

Pharos Sirius....
Halatali Hard ....
Lost City of Amdapor....

And what happened to them as they were pretty fun and interesting (with new types of mechanics)? Most people ***** they're too hard and rather settle for what can be speed ran. Hullbreaker isle will suffer the same fate as it sounds like it has too many mechanics which pisses off people because it's not easy mode enough, hence why Mythflox is what it is, lack of mechanics.

So once people find which HM is spammable and has little mechanics, the rest will be "get me the @#%^ outta here asap."


I dunno man... I mean yeah, occasionally I'll see the "OMG speedrun plz" guy, but I see people who go "Oh good, something besides Brayflox" just as much. I enjoy getting any of those dungeons you mentioned over Brayflox or WP every single time, and since I can enter duty roulette with a full party of FC members it's even less of an issue. If a certain section of the population doesn't like it, oh well. They can spam whatever they want in the party finder to their heart's content and I'll just go about actually enjoying myself.
#20 Jul 04 2014 at 5:20 PM Rating: Good
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DuoMaxwellxx wrote:
Raylo wrote:
DuoMaxwellxx wrote:
i hjope the new ones will give 100 and be speedrunable


Man, I hope not. I'd much rather the new dungeons be fun and interesting instead "OMG this is so much work I just want to get it done as quick as possible".



except NOTHING like that exists it ANY mmo after 20+ times.... name one thing in FFXI youe done 20+ times that still as fun as the first time you did it instead of it just being a grind you have to endure to get whatever it is youre after?


Proto/Arch Omega and Ultima
Nyzul Isle
Monstrosity
Alexander
Odin

:p
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#21 Jul 04 2014 at 5:24 PM Rating: Excellent
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DuoMaxwellxx wrote:
Raylo wrote:
DuoMaxwellxx wrote:
i hjope the new ones will give 100 and be speedrunable


Man, I hope not. I'd much rather the new dungeons be fun and interesting instead "OMG this is so much work I just want to get it done as quick as possible".



except NOTHING like that exists it ANY mmo after 20+ times.... name one thing in FFXI youe done 20+ times that still as fun as the first time you did it instead of it just being a grind you have to endure to get whatever it is youre after?


I still enjoy running 90% of the dungeons in this game. I still enjoy the challenge of the primal fights. I even still usually have a good time doing Crystal Tower. And honestly, they're generally more fun now than they were my first time because 1) I was usually a little nervous about ******** up my first time and 2) now that I'm comfortable with them I can joke around a bit and have some fun while clearing them.

If they're not fun... why are you still playing? You make it sound like a job.

Edited, Jul 4th 2014 7:25pm by Raylo
#22 Jul 04 2014 at 5:51 PM Rating: Good
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DuoMaxwellxx wrote:
Raylo wrote:
DuoMaxwellxx wrote:
i hjope the new ones will give 100 and be speedrunable


Man, I hope not. I'd much rather the new dungeons be fun and interesting instead "OMG this is so much work I just want to get it done as quick as possible".

except NOTHING like that exists it ANY mmo after 20+ times.... name one thing in FFXI youe done 20+ times that still as fun as the first time you did it instead of it just being a grind you have to endure to get whatever it is youre after?

I can easily fill both hands with things from XI that I still enjoy doing. Some of them have received additions and/or adjustments, but it hasn't stopped me from revisiting them time after time. Dynamis, Salvage, NNI to name a few. Most recently went back to camp LL for boots I don't even need just to say I got them. I ran the 20 and 40 BCNMs for the umpteenth time. You can add the escort quest and the ECO warrior quest to that list too. Oh, and campaign as well.

Some of these things aren't thrilling, but I enjoy them enough that it doesn't feel like I'm working. I did them because I wanted to, not because I felt like I was forced to or because there was anything outside of a good time to be had..
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#23 Jul 04 2014 at 6:29 PM Rating: Good
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Quote:
Completion of The Bowl of Embers (Extreme) is no longer required to undertake The Whorleater (Extreme) or Thornmarch (Extreme).


What? It's not like anyone is actually stuck on this fight.

Anyone that actually managed to get past Titan probably got Ifrit done too, and in a lot shorter time.

Quote:
The effects of Sword Oath will not be lost upon incapacitation.
The effects of Shield Oath will not be lost upon incapacitation.
The effects of Defiance will not be lost upon incapacititation.


Oh god yes

Quote:
The power of the Echo granted in the Binding Coil of Bahamut has been augmented.
The Echo will take effect upon entering the Binding Coil of Bahamut, increasing players' maximum HP, damage dealt, and healing magic potency by 20%.

* Unlike other instances, the Echo will not gain strength upon total party incapacitation.
* The Echo will not be granted in Turn 3.
* The Echo will not be strengthened in future updates.


Guess 20% is definitely all we're getting
#24 Jul 04 2014 at 7:08 PM Rating: Excellent
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What? It's not like anyone is actually stuck on this fight.


I think the point is you don't need Titan Ex or Ifrit Ex to advance. It's just that Ifrit Ex is the direct prereq.
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#25 Jul 04 2014 at 7:51 PM Rating: Decent
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I think the point is you don't need Titan Ex or Ifrit Ex to advance. It's just that Ifrit Ex is the direct prereq.


I'm not as confident of that as you are. D: It really should be clarified.

If they're allowing the skipping of all three EX primals, they should say as such. The action, as directly quoted, would help nobody. Navel Extreme is the real roadblock.

Edited, Jul 4th 2014 9:53pm by Fynlar
#26 Jul 04 2014 at 8:33 PM Rating: Excellent
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It's pretty obvious since:

1. You can't access Ifrit Ex unless you beat Garuda > Titan (in that order.)
2. Ifrit Ex clear, thus the QUEST clear is the requirement for Moogle and Leviathan Extreme.

So not needing Ifrit Ex clear means you don't need the initial Primal Ex clear to access Moogle/Leviathan Extreme and thus Ramuh Extreme (most likely, Moogle Ex will be required in some fashion though.)

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