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  • [dev1003] Abyssea Adjustments

    [dev1003] Abyssea Adjustments


    • [dev1003]Abyssea Adjustments
      The upcoming major version update will see the following adjustments made to Abyssea:
      • New Ways to Obtain Empyrean Upgrade Items
      • Empyrean +1 seals will be made obtainable via new battlefields.
      • Empyrean +2 items will be made obtainable from notorious monsters in additional Abyssea areas as follows:
        • Heroes of Abyssea area items will also appear in Scars of Abyssea.
        • Scars of Abyssea area items will also appear in Vision of Abyssea.

      • Visitant Light Status
        In addition to visitant duration remaining, players will be able to inspect their active lights when healing.
         
      • Notorious Monster Weaknesses
        The following blue magic spells will no longer be effective against enemy weaknesses:
        Death Ray / Blitzstrahl / Hecatomb Wave / 1000 Needles / Frost Breath / Firespit / Regurgitation / Seedspray


    Thank gawd. Maybe now I can finally get people to help with Carabosse after the update.

    If not I think I'm done with the game. Haven't touched it in over a week now (been grinding away at TLR lol) and quite frankly, unless there's some really compelling shit at 99 I'm done. Watching other total assholes like Pusspuss finish Masamune in like a day while I've been struggling just to get past Carabosse for months is just too much for me.FUCK YOU THUNDERCUNT AND YOUR BULLSHIT -50% DAMAGE TAKEN!!! /ragequit
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  • #2
    Re: [dev1003] Abyssea Adjustments

    Yay! More chatlog spam.
    Server: Midgardsormr -> Quetzalcoatl -> Valefor
    Occupation: Reckless Red Mage
    Name: Drjones
    Blog: Mediocre Mage

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    • #3
      Re: [dev1003] Abyssea Adjustments

      Originally posted by Malacite View Post
      The following blue magic spells will no longer be effective against enemy weaknesses:
      Death Ray / Blitzstrahl / Hecatomb Wave / 1000 Needles / Frost Breath / Firespit / Regurgitation / Seedspray
      So now there's only 1 BLU spell for each element instead of 2. I wonder why they decided to make this change...

      WHM99 - RDM99 - WAR99 - BRD99 - MNK99 - BLM99 - DNC99 - SCH 99 - BST 99
      WorldSlayers ~ Asura http://sillygalka.blogspot.com

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      • #4
        Re: [dev1003] Abyssea Adjustments

        Originally posted by Truece View Post
        So now there's only 1 BLU spell for each element instead of 2. I wonder why they decided to make this change...
        I wondered the same thing. It makes BLM basically... 50% of all Yellow !! procs. They were damn close to it already, but still... unless I'm counting wrong, that makes 28 Spells From BLM... and 27 from ALL OTHER JOBS.

        If a BLM goes as /WHM or /BRD that increases it even more, as much as 36/19 with /BRD.

        I honestly feel that BLU should get MORE love in the Yellow !!... not less. Considering the amount of time that they spend to get all their spells... rendering them useless for all but 8 procs is kind shitty. The other spells have their uses... I know. But lets face it... people are leaning more an more towards "how little can I do to get away with being ____". This only makes it worse for the BLU's who actually busted their asses to get as good as they are.

        I can already see BLU's wandering around at 90 who only have 16 spells... because it was all they "needed". Watch... now we'll have even more... but they'll have only 8. Nice SE... nice...


        Bastok & Windurst Rank 10. ZM, CoP, ToAU, WoTG, ACP, MKD, ASA & SOA Complete.
        99 Kannagi / 99 Armageddon / 119 Nirvana Adventuring Fellow: Level 99
        99 SMN / 99 NIN / 99 COR / 99 WHM / 99 PUP / 99 BLM / 99 THF / 99 SCH / 99 GEO

        Yyg's Blog: Tree of Awesome!

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        • #5
          Re: [dev1003] Abyssea Adjustments

          Originally posted by Malacite View Post
          New Ways to Obtain Empyrean Upgrade Items
          Empyrean +1 seals will be made obtainable via new battlefields.
          Empyrean +2 items will be made obtainable from notorious monsters in additional Abyssea areas as follows:
          Heroes of Abyssea area items will also appear in Scars of Abyssea.
          Scars of Abyssea area items will also appear in Vision of Abyssea.
          Okay ... cool. More accessibility for people is fine with me (if that's really how this change will play out).

          Originally posted by Malacite View Post
          Visitant Light Status
          In addition to visitant duration remaining, players will be able to inspect their active lights when healing.
          That's nice that they are thinking of us who don't use a 3rd party program finally... besides paper/pencil.

          Originally posted by Malacite View Post
          The following blue magic spells will no longer be effective against enemy weaknesses:
          Death Ray / Blitzstrahl / Hecatomb Wave / 1000 Needles / Frost Breath / Firespit / Regurgitation / Seedspray
          Originally posted by Yygdrasil View Post
          If a BLM goes as /WHM or /BRD that increases it even more, as much as 36/19 with /BRD.
          I'd rather them not make this change. I'd wish SE would make more jobs have relevancy to new content rather than less. Currently every shout for PUGs of any type having to do w/ abyssea has the tag at the end: "BLM, BLU, WHM, WAR, NIN or GTFO". I'd like them to make other jobs more wanted instead of less.
          FFxiv ~ (PS3 Beta) 24THM, 16LNC, 16CNJ, 15MRD/GLD/ARC/PUG
          FFxi ~ (Inactive) 99DNC/THF/SAM/BLU

          Any opinions expressed are my own, and potentially unpopular with others. Should this be upsetting, m
          aybe, read it again, insert smiley faces, rainbows, and glitter as needed.

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          • #6
            Re: [dev1003] Abyssea Adjustments

            I don't understand how/why anyone can complain about the BLU spell changes.

            - BLU can now have all their Yellow spells set for 8 slots & 31 points
            - Those spells were all slow as hell to charge and rarely worked
            - Fewer spells to cycle through means faster/easier Yellow !! and really who enjoys cycling spells to figure it out?


            So what if BLM has half the spells, it's not like the job sees much love these days. Abyssea was a breath of fresh air for BLM. Next major update (after this one) it's gonna be back to old zones and back to lolBLM/gogo SAM

            I wish they'd gone a bit further actually and removed either Ancient Magic or Aga 3's from the Yellow list. Both of those are a pain in the ass to land and it would further speed up the process.
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            • #7
              Re: [dev1003] Abyssea Adjustments

              Originally posted by Malacite View Post
              I don't understand how/why anyone can complain about the BLU spell changes.
              I'll give you a hint: I'm BLU lvl 1 - the way it reads to someone ignorant to BLU is that it sounds as though they are taking responsibility away from them rather than streamlining the process. If this speeds up the process, awesome. Wouldn't know, cuz I haven't even attempted getting into the job I saw crush people's will.
              Last edited by Neverslip; 04-13-2011, 04:32 PM.
              FFxiv ~ (PS3 Beta) 24THM, 16LNC, 16CNJ, 15MRD/GLD/ARC/PUG
              FFxi ~ (Inactive) 99DNC/THF/SAM/BLU

              Any opinions expressed are my own, and potentially unpopular with others. Should this be upsetting, m
              aybe, read it again, insert smiley faces, rainbows, and glitter as needed.

              Comment


              • #8
                Re: [dev1003] Abyssea Adjustments

                Originally posted by Malacite View Post
                So what if BLM has half the spells, it's not like the job sees much love these days.
                More than half -- they can /BRD and land songs with ES if no bard is present (which is usually). Nobody else can do that (other than real bards) because you need ES to not get resisted. They give up self-healing and some buffs, but there's always another healer present anyway.

                Anyway... if BLM "don't see much love", it's only compared to the "everyone else worships at their feet for everything except maybe exp" that they've been used to for the entire rest of the life of the game. And procs aren't really going to solve that; their real problem is that mobs are too vulnerable to physical damage. Higher level mobs need much more def and eva to compensate for the stats of higher level players, and a lot of jobs' problems are not going to be solved as long as they don't get it, BLM among them.

                I wish they'd gone a bit further actually and removed either Ancient Magic or Aga 3's from the Yellow list. Both of those are a pain in the ass to land and it would further speed up the process.
                Now *that* I agree with. But then, as a RDM and SCH, I have all the other BLM spells of those 6 elements already (except Thunder IV on RDM, but I assume we'll get that sometime before 99). SCH gets most of the darkness spells already and RDM can gain them by subbing BLM.

                If they removed AM and ga3, then they wouldn't be the BLM spells, they'd be the BLM/RDM/SCH spells and a lot more lowman parties could have a better chance to get their procs without having a BLM specifically (just as this change gives them a better chance to get procs without BLU). But then the fact that RDM and SCH can provide some healing and support in addition to most of the same yellow procs as a BLM (other than BLM/BRD) might lead to less begging for people to bring their BLM, and some BLM egos couldn't survive that (although some BLMs I know actually would prefer to bring other jobs some of the time).
                Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
                RDM90, PLD90, DRG90, COR90, SCH90, BLU54
                All Nations Rank 10, ZMs & PMs Complete, AUMs Complete, Captain, Nyzul Floor 100 (5 Weapons, 4 WS), Medal of Altana, WotG Mission 15, 1/3 Addons Complete, 9/9 Abyssea Main Quests, 6/6 Caturae

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                • #9
                  Re: [dev1003] Abyssea Adjustments

                  BLM is only good for Yellow !! in Abyssea, and azure light. Other than that, if you want raw damage you're way better off with a competent WAR MNK or NIN aka back to business as usual.
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                  • #10
                    Re: [dev1003] Abyssea Adjustments

                    And procs aren't really going to solve that; their real problem is that mobs are too vulnerable to physical damage.
                    While this much is true, I think the problem runs deeper than this - Magic works so differently from physical damage that mobs are always either excessively vulnerable to one or the other, hardly ever both. As long as they behave radically different and neither side is indispensable to ending a fight, there's always going to be an imbalance and one side's always going to be favored.

                    Plus, everyone and their mother has Haste and multi-hits up the butt, both of which are broken. Utsusemi is broken too. And the mob TP system was broken, but I don't know if that's true post-patch, since there's no fucking info on FFXIClopedia.

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                    • #11
                      Re: [dev1003] Abyssea Adjustments

                      Originally posted by Armando View Post
                      And the mob TP system was broken, but I don't know if that's true post-patch, since there's no fucking info on FFXIClopedia.
                      You mean how they changed it so AGI affects TP given?

                      Basically from what I hear NIN THF & DNC can actually get enough AGI inside Abyssea now that they can effectively give zero TP to the mob or like 0.somethingridiculouslylow.


                      Unless SE makes Meteor ungodly powerful, I don't see BLM maintaining any kind of edge at 99 since magic doesn't scale with levels, and DD's can only get more and more OP (Hi2u lv 99 Empyrean Weapons)
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                      • #12
                        Re: [dev1003] Abyssea Adjustments

                        Basically from what I hear NIN THF & DNC can actually get enough AGI inside Abyssea now that they can effectively give zero TP to the mob or like 0.somethingridiculouslylow.
                        So basically they broke the system in the opposite direction.

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                        • #13
                          Re: [dev1003] Abyssea Adjustments

                          Pretty much.

                          Even on my WAR I don't feed mobs that much with NIN sub and Gnarled Horn (I got like +80 AGI with GH and stat buffs alone)
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                          • #14
                            Re: [dev1003] Abyssea Adjustments

                            Originally posted by Malacite View Post
                            Unless SE makes Meteor ungodly powerful, I don't see BLM maintaining any kind of edge at 99 since magic doesn't scale with levels, and DD's can only get more and more OP (Hi2u lv 99 Empyrean Weapons)
                            Well, at least they won't have Razed Ruins in Voidwatch.

                            Seriously, a lot depends on the design of the Voidwatch mobs. The reason DDs have been so OP the last few years is that mobs have had low def and eva. Even NMs, for the most part, are neither hard to hit, nor hard to do a lot of damage to if you do hit. And low eva makes multihits overpowered and encourages stacking Haste (because you don't need to stack Acc).

                            As for magic... it scales with INT, which scales with level, and also with gear that gives INT, MAB, etc., which scales with level. SE has been pretty stingy with mage stats on gear (and even more so, food; imagine if there was a food that gives as much MAB as meat foods give Attack!) but that doesn't necessarily force them do keep doing so in the future, if they decide to change direction. But the main asset of magic at endgame used to be precisely that it didn't scale (as much) with *target* level, and melee did; that's only stopped being an asset because target levels have become so low relative to the players doing the killing. Which, again, means it's all about the mob design.
                            Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
                            RDM90, PLD90, DRG90, COR90, SCH90, BLU54
                            All Nations Rank 10, ZMs & PMs Complete, AUMs Complete, Captain, Nyzul Floor 100 (5 Weapons, 4 WS), Medal of Altana, WotG Mission 15, 1/3 Addons Complete, 9/9 Abyssea Main Quests, 6/6 Caturae

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                            • #15
                              Re: [dev1003] Abyssea Adjustments

                              Originally posted by Karinya View Post
                              And low eva makes multihits overpowered and encourages stacking Haste (because you don't need to stack Acc).
                              Uh...you don't stack Haste on Weaponskills, multi-hit or otherwise.
                              Server: Midgardsormr -> Quetzalcoatl -> Valefor
                              Occupation: Reckless Red Mage
                              Name: Drjones
                              Blog: Mediocre Mage

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