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[Dev] We Reject Your Ideas and Substitute Our Own
Sylph.Krsone
Serveur: Sylph
Game: FFXI
Posts: 1299
By Sylph.Krsone 2013-04-20 00:12:14
All jobs have pros and cons CPT Obvious away!
Personally I would of chosen the word adequate not proficient.
Lakshmi.Saevel
Serveur: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-04-20 00:13:51
BLU is the epitome of "Hybrid", it can perform nearly all roles decent to good but not the absolute best. It's value is that it brings a plethora of utility to a group. People seriously undervalue the usefulness of SL / Delta Thrust or WoP. Not to mention once per 10m the BLU can do give everyone either an offensive buff (T.Roar) or a defensive buff (Cocoon / Tusk / H.Shell / S.Coat / Utsusemi:WTF). They don't last long yet if timed properly they can greatly assist in a boss battle. It has light and dark based aoe sleeps along with aoe defense down / 18hp/tick poison and various other abilities.
While it's not the absolute best at any particular role, yet it brings so much to the group that it's almost always worth having around.
Serveur: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-04-20 00:16:26
22/tic poison, strongest non-helix/kaustra DoT in the game alongside Cold Wave and Gates of Hades, which both share the same DoT formula.
VIP
Serveur: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-04-20 00:16:43
Valefor.Prothescar said: »Wouldn't really say that BLU's survivability is very limited compared to RDM's considering changes to game mechanics, new spells, etc.; Sudden Lunge, Delta Thrust, Cocoon, Occultation, Actinic Burst, a potent and MP efficient heal... not very much that RDM gets over us aside from a stronger Phalanx, Stoneskin, and Protect at the cost of not having some of the stronger defensive spells that BLU has at its disposal.
Smaller MP pool, less Refresh, higher cost/lower duration buffs. A lot of that is offset with quicker killspeed, more powerful buffs, workable eva/parry skill, native dual wield, etc. Often, sacrificing offense for defense is counterproductive.
If ultimate survival is the key, I'll still put my money on RDM for the long haul, though the situations where its advantage is relevant are VERY limitted or arbitrary.
Serveur: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-04-20 00:19:15
I'll agree to disagree then. BLU is one of the sturdiest jobs in the game, long term or not, and I don't believe that RDM has a major advantage over it in that regard with all factors considered.
By Gimp 2013-04-20 00:19:54
in rdm's favor you have stronger mp regeneration abilities which ties into more efficient nuking ability than blu
rdm and blus mp pools are nearly identical however jassik
VIP
Serveur: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-04-20 00:26:20
in rdm's favor you have stronger mp regeneration abilities which ties into more efficient nuking ability than blu rdm and blus mp pools are nearly identical however jassik Valefor.Prothescar said: »I'll agree to disagree then. BLU is one of the sturdiest jobs in the game, long term or not, and I don't believe that RDM has a major advantage over it in that regard with all factors considered.
the situations where its advantage is relevant are VERY limitted or arbitrary.
I believe we're all saying the same thing. ^^
In the entirety of FF, A > B is generally by incredibly small margins.
Lakshmi.Saevel
Serveur: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-04-20 00:42:15
Valefor.Prothescar said: »Wouldn't really say that BLU's survivability is very limited compared to RDM's considering changes to game mechanics, new spells, etc.; Sudden Lunge, Delta Thrust, Cocoon, Occultation, Actinic Burst, a potent and MP efficient heal... not very much that RDM gets over us aside from a stronger Phalanx, Stoneskin, and Protect at the cost of not having some of the stronger defensive spells that BLU has at its disposal.
Smaller MP pool, less Refresh, higher cost/lower duration buffs. A lot of that is offset with quicker killspeed, more powerful buffs, workable eva/parry skill, native dual wield, etc. Often, sacrificing offense for defense is counterproductive.
If ultimate survival is the key, I'll still put my money on RDM for the long haul, though the situations where its advantage is relevant are VERY limitted or arbitrary.
Define "long term"? If your talking one hour or more long solos, then yeah I'll give it to RDM due to it's MP endurance and ability to be more effective at a distance if recovery is needed.
Just remember those super solo's are what landed RDM in the situation it's in. SE noticed Avesta and the rest, did a O.O?!!! and have since refused to do anything nice for RDM out of fear of it breaking the game. Even if game mechanics have since made that fear completely unfounded.
VIP
Serveur: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-04-20 00:47:08
Define "long term"? If your talking one hour or more long solos, then yeah I'll give it to RDM due to it's MP endurance and ability to be more effective at a distance if recovery is needed. Just remember those super solo's are what landed RDM in the situation it's in. SE noticed Avesta and the rest, did a O.O?!!! and have since refused to do anything nice for RDM out of fear of it breaking the game. Even if game mechanics have since made that fear completely unfounded.
Is there a reason to get on RDM besides those kind of fights?
Lakshmi.Saevel
Serveur: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-04-20 00:58:19
Define "long term"? If your talking one hour or more long solos, then yeah I'll give it to RDM due to it's MP endurance and ability to be more effective at a distance if recovery is needed. Just remember those super solo's are what landed RDM in the situation it's in. SE noticed Avesta and the rest, did a O.O?!!! and have since refused to do anything nice for RDM out of fear of it breaking the game. Even if game mechanics have since made that fear completely unfounded.
Is there a reason to get on RDM besides those kind of fights?
Right now? Not really, unless I'm getting an itch to go kill stuff on my RDM. I probably have one of the best CDC RDM sets you can make along with having a 500 enhancing set since long before SCH became all the rage. Yet I rarely ever find myself in a situation where going BLU wouldn't be a better option.
I mean look at the gear from the update. RDM is on a kinda sh!tty "every mage" set that doesn't off much. BLU is on both that set and the light melee set. That mentality from SE kinda makes RDM horribly redundant in the game (refusing to give it access to better melee gear). Mages are chosen for their specialty and RDM has none.
Bismarck.Boozerr
Serveur: Bismarck
Game: FFXI
Posts: 37
By Bismarck.Boozerr 2013-04-20 15:31:34
If you enjoy camping buy a tent and go in the woods.
I own a tent... and that is probably why your a lot further in the game then I am.
lol @ your attempt to be insulting.
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-04-20 15:35:56
Lol @ you thinking I was insulting.
Bismarck.Boozerr
Serveur: Bismarck
Game: FFXI
Posts: 37
By Bismarck.Boozerr 2013-04-20 15:44:56
lol...
what's the difference? Camping NM's or camping Forums?
Cerberus.Auspice
Serveur: Cerberus
Game: FFXI
Posts: 44
By Cerberus.Auspice 2013-04-20 15:48:45
Define "long term"? If your talking one hour or more long solos, then yeah I'll give it to RDM due to it's MP endurance and ability to be more effective at a distance if recovery is needed. Just remember those super solo's are what landed RDM in the situation it's in. SE noticed Avesta and the rest, did a O.O?!!! and have since refused to do anything nice for RDM out of fear of it breaking the game. Even if game mechanics have since made that fear completely unfounded.
Is there a reason to get on RDM besides those kind of fights?
Right now? Not really, unless I'm getting an itch to go kill stuff on my RDM. I probably have one of the best CDC RDM sets you can make along with having a 500 enhancing set since long before SCH became all the rage. Yet I rarely ever find myself in a situation where going BLU wouldn't be a better option.
I mean look at the gear from the update. RDM is on a kinda sh!tty "every mage" set that doesn't off much. BLU is on both that set and the light melee set. That mentality from SE kinda makes RDM horribly redundant in the game (refusing to give it access to better melee gear). Mages are chosen for their specialty and RDM has none.
I second this; leveling BLU was the final nail in the coffin for my RDM. I haven't been on my RDM in probably a year and a half. :/
I have no idea on what would "fix" RDM and with plenty of other job choices these days, I'm plenty happy remembering the days of having the best +MND enfeebling build possible.
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-04-20 15:57:11
I hate people that pick fights for no reason. And the analogy is stupid.
Necro Bump Detected!
[87 days between previous and next post]
By Kalila 2013-07-16 16:34:44
07-05-2013 03:07 PM | Okipuit | Community Rep | |
| | We currently do not have plans to increase the effect or reduce the cost of Scroll of Instant Protect. As this scroll provides Protect regardless of what main job/support job you are, the development team feels the benefit provided is just right. | |
Other Topics:
This threads purpose is to be a collection of developer posts where they flat out tell players no, or they can't do that, or for whatever reason they come up with. These posts on their own cannot make a thread, but together I think over time it will be an interesting read so this is a bit of an experiment. There are enough of these posts that I skip every week that I think it would work as a topic, but I'll see how it goes.
Whether the suggestion of the player was a good one or bad one, if a post has enough NO! within it then it gets put here.
08-24-2012 06:18 PM | Okipuit | Community Rep | |
| | Greetings!
The reason why the previous version of Dynamis allowed for re-entry was because the Perpetual Hourglass was an actual item that continued to keep track of your Dynamis time even when leaving the area.
As you know, the renewed version of Dynamis requires the key item Prismatic hourglass and because it is not a physical item, it cannot continue to record your Dynamis time should you (or the monsters ) decide you should exit Dynamis.
Time extension key items function the same way as well and are lost upon exit. (Even if you were to get them once again the information from before you exited would be lost.) So with that said, it’s not possible to change this that easily.
While it would definitely be convenient for some of the cases mentioned, it would be better to think of the current Dynamis as one large battlefield, meaning that exiting would end the fight. | |
08-31-2012 03:55 PM | Okipuit | Community Rep | |
| | Greetings,
We certainly understand your request to have Scrolls of Instant Repatriation as a purchasable item from Conquest Overseers. However, if we were to do this, most people would set their homepoint in Jeuno and we all know how crowded it already is! Therefore, there are currently no plans to have this implemented. | |
09-04-2012 05:03 PM | Okipuit | Community Rep | |
| | Hello,
It's a good suggestion since the MP cost is included in the ninjutsu spell descriptions; displaying remaining your tools here would be possible. However, remaining ninja tools are not counted alongside ninjutsu, so I'm afraid it's not possible to display that information within the UI. Also, as previously mentioned, universal ninja tools would further complicate implementing such a feature. Therefore, there are currently no plans to add a remaining tool counter for Ninja. | |
09-04-2012 05:08 PM | Okipuit | Community Rep | |
| | Good evening
Thank you for the suggestions, everyone. I Just got word back from the Development Team and currently there are no plans to add animators to trial of the magians for enhancement. The reason is because you would be able to receive the beneficial effects from both h2h weapons and animators. | |
09-12-2012 05:39 PM | Okipuit | Community Rep | |
| | Hello~
Thank you for the suggestion! We can certainly understand the functionality of this request but this is where we currently stand:
System wise, we can extend the range that chat logs receive information. The issue is that if we do widen that range, it will cause an increase in lag. We wouldn't want an unexpected decrease in frame rate especially during intense battles. We hope for your understanding. | |
Quetzalcoatl.Zubis said: The most obvious question then is why continue to add NM attacks that can hit for 40+ yalms?
09-28-2012 07:24 PM | Okipuit | Community Rep | |
| | Good evening,
While the development stage for accessing storage items from other nations other than your home town might not be the most ambitious project on our list, it really depends on other tasks and milestones as well. We will be reviewing the timing for implementation but it's difficult to narrow down an exact date for completion. Rest assured however that it is on our minds and planned out. We're sorry for the delay and appreciate your understanding. | |
09-28-2012 08:17 PM | Okipuit | Community Rep | |
| | I still love the sword, but it seems Excalibur and en"light" should go along together and no have to compete.. at least let me know if this is a bug or intention - thanks! |
Greetings,
Correct, this is intentional. As some of you may already know, added effects from weapons cannot stack, thus unfortunately the added effect from Excalibur cannot be used in conjunction with Enlight.
Also, it is not possible to make it so the effect from Enlight activates when the added effect from Excalibur does not. Likewise, changing the priority so that Excalibur's added effect is higher than Enlight would require a complete reworking of the weapon as well as limit the use of Enlight, which is not a realistic approach to this.
With that said, we will be keeping priority on Enlight and would like players to choose which effect they want to use by removing the Enlight effect for the times they prefer having Excalibur's added effect. | |
10-02-2012 07:29 PM | Okipuit | Community Rep | |
| | Greetings,
Moogle storage slips were originally created to store items that you may not use as frequently. This is because storing and retrieving items through this method is not as efficient as storing things in your mog safe, locker, sack, or satchel.
If we were to give relic equipment +2 that has not been augmented its own moogle slip, and we continued at the pace, we would eventually reach a point where storage slips themselves would begin to clutter a player's inventory. So we have to be very careful about the pace at which we implement storage slips to avoid creating so many slips that they become inventory hogs as well. With these thoughts in mind, we ultimately decided to limit it to upgraded pieces only.
As for the time it took to get a response, I know that we have touched on this many times, but please understand that we cannot always reply to every single topic. However, that doesn't mean we aren't paying attention. When we have a concrete response for you, rest assured we will deliver it as soon as we can.
Finally, please note that constantly bumping threads asking for updates and attacking the staff will not be tolerated. With that said, this thread will be closed. | |
10-03-2012 07:13 PM | Camate | Community Rep | |
| | Hello!
Whenever we plan out which gathering-type items should/should not be stackable we always need to consider how many items that a player could bring back home after one session. For example, if we changed logs or ores the number they could take home would increase ten-fold. Therefore we need to consider all the effects this could have on the economy and be careful when considering such adjustments. With that in mind, we do not have plans to make these items stackable at this time. | |
10-03-2012 07:21 PM | Okipuit | Community Rep | |
| | Greetings,
We understand that a some of the posters feel that raising your summoning skill feels slow while others feel that the rate is not too bad. We brought your feedback to the Development Team to receive some insight as to how they feel about this system's current state. The team informed us that the rate at which skills increase when using offensive blood pacts against enemies was set high to compensate for how often they can be used. Due to this, they aren't currently planning to make any changes to the rate of skill ups. | |
10-04-2012 05:16 PM | Okipuit | Community Rep | |
| | Greetings,
We definitely understand the desire to have automatic ranged attacks and/or a toggle to switch it on and off. As the system is now, if we were to implement auto-ranged attacks, characters would be unable to use weapon skills or abilities during the ranged attack animation and the auto-ranged attack would interfere with the priority of the other abilities/WS. To address that issue would take a huge overhaul to the core system, so unfortunately it's not as simple as you might hope. However, we do understand there is a desire for an automatic ranged attack, and if it should change, we'll be sure to let you know. | |
11-09-2012 06:59 AM | Slycer | BG Translator | |
| | Regarding Riftcinder/Riftdross Supply
Hello!
There is a difference in the market price because of a difference in demand. This isn't true just for riftcinder, you can say the same for any item. As the price and profitability of the item increases, it will be balanced by natural circulation and increased supply. On the other hand, if we increase the supply in accordance with the popularity of the event over time, it will throw off the balance. So, no changes are planned at this time.
Translated by: Slycer | |
11-09-2012 07:05 AM | Slycer | BG Translator | |
| | Regarding Expansion of the Macro Palette
{{I fudged parts of this a little where it got technical, but I think it captured the meaning behind the post.}}
Regarding extending the number of rows in macros; this has not been implemented base on our policy because it cannot be supported by the Playstation 2 version.
We've said this in other places, so I hope you can also refer to past posts, but this is in order to avoid adding mechanisms which can lead to botted actions, since you cannot execute many actions with one macro in the current state.
We ask for your understanding in this situation.
Translated by: Slycer | |
11-09-2012 07:06 AM | Slycer | BG Translator | |
| | Regarding High-Level Synthesis Materials
Hello and thanks for all of your feedback!
Since materials used in high level synthesis are rare, they can be very expensive. That said, it is intended to be that way since they are aimed at higher levels, but we are aware that this presents difficulty as far as raising synthesis skills at these high levels.
One of the factors causing this is the location of where the synthesis materials come from, such as high-end content like Legion, since the distribution of those items is dependent on the degree of participation in the content. While there was initially very low supply, as some time has passed since the introduction of the content, the situation has gradually eased up.
However, we are looking at the current number of skilled high level craftsmen, and, while it is hard to say yet whether there is a sufficient supply of synthesis materials since the situation is just now easing up, we will continue to watch the distribution of these materials and potentially expand the availability of some of these items.
Translated by: Slycer | |
11-09-2012 07:11 AM | Slycer | BG Translator | |
| | Regarding the Probability of Treasure Hunter Rising
Random JP Players Bunch of questions about TH |
(something something idk)
In the post at this time I'll answer with some brief comments. Since various things can change the conditions, it is difficult to provide a single answer.
There is an increased probability in the occurrence of TH level rising when the difference between the value of the player's TH and the value of the current TH level on the monster are further apart. Therefore, equipment that raises the TH level above the natural trait level will prove advantageous from the beginning of the battle or if the TH level has already risen.
There have been requests that THFs would like to switch equipment after giving the effect of Treasure Hunter. Since this would reduce the overall value of Treasure Hunter equipment by diminishing the benefit in raising the TH level, we will maintain the current situation.
Hopefully this answered your questions.
Translated by: Slycer | |
11-21-2012 06:03 AM | Slycer | BG Translator | |
| | Regarding Storage of Alexandrite
Nagomu & NorthernSnow couple of quoted posts about alexandrite asking to allow trading up to larger units |
The purpose of the Cat's Eye was simply to avoid having to exchange an Mog Bonanza prize for nearly 300 inventory slots worth of alexandrite.
For alexandrite, the mechanism was designed with the premise that you would deliver the amount you've accumulated to the NPC each time. {{emphasized by the fact that the NPC is in Nashmau amirite?}}
We know that you may feel hesitant to trade your alexandrite to the NPC for fear that you might give up in the middle of collection, but when you are at this stage of creating a mythic weapon, you should already consider the risk of feeling that you might stop later, so we will leave the current situation as is.
Additionally, there were suggestions that we create units of 1, 100, and 10,000 like ancient currency. In the case of ancient currency, the aim of creating larger units was not to make it easier to maintain inventory, it was simply due to the exchange mechanism.
Translated by: Slycer | |
12-06-2012 01:19 PM | Camate | Community Rep | |
| | Greetings!
While we will not be making daggers specifically for red mage, in the future when we increase the amount of weapons, we will be adding a variety of types that can be equipped by red mages. Though red mage is proficient in close range combat, they will not be receiving the same kind of daggers that can be wielded by thieves and dancers, who are the masters of this weapon. | |
12-06-2012 01:35 PM | Camate | Community Rep | |
| | Hello!
In order for your trusty automaton to determine enemies' resistances, it's not enough to just equip a scanner! Try using an ice maneuver after equipping a scanner. | |
12-06-2012 02:35 PM | Camate | Community Rep | |
| | Greetings!
Simply increasing movement speed or adding automatic flee would affect battle balance and content, so testing results might be a bit off. However, if the reason is that you'd like a way of accessing content faster to test, wouldn't it be even better to have a feature that would instantly warp you to the area or NPC you need to get to?
Overall, we would like to make improvements to the Test Server to create an environment that is easier to test in, so if you have any other suggestions please let us know (in addition to travel speeds and invulnerability, which we have jotted down!). | |
12-06-2012 02:47 PM | Camate | Community Rep | |
| | Hello,
While we definitely understand that making it possible to overwrite a level 3 aftermath would make it more convenient and ultimately stronger, the development team's stance is that they would like players to think about this aspect and use it strategically. If we were to make unconditional overwriting possible, it would enable the aftermath status to be maintained indefinitely by continuing to use weapon skills at 300 TP, and this is situation the development team does not wish to create. | |
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