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  • PLD Updates (from Beta to 2006 current day)

    Thanks for the interesting read.
    Hacked on 9/9/09
    FFXIAH - Omniblast

  • #2
    PLD Updates (from Beta to 2006 current day)

    "Quoted by willriker from the ffxicylopedia.com forums"

    Here is an interesting read about the history of updates, nerfs, and corrections to the PLD class since FF11's launch in 2002.

    Very interesting read.. (and here's the link)

    http://forums.ffxiclopedia.org/viewtopic.php?t=1823

    -------------------------------------------------------------

    I tried to keep this about PLD. I came to some very interesting conclusions about PLD in this. Even if you dont buy the conclusions its a pretty interesting glimsp into the past. (also put this on KI but was so prowd of it, i had to put it here as well, sorry)

    Found this, and rumaged through it. I only copied and pasted what effected PLD. The advent of NIN tanks effects PLD as well, so i grabbed a little bit of that stuff as well. There are some minor things i found to be so drasticaly different than today that i simply had to post them in here.

    A couple things i have noticed is that, before NA release, PLD was actualy a respected DD/Tank hybrid. Originaly, it seems, that PLDs true role was to protect others while dishing out the pain themselves, much like how it is played in the current TP burns. It wasnt until, a few modifications to how hate worked on cure spells that a true tank became needed. For example a cure II would do as much hate as a Cure IV, and a Cure III would be like a Divine Seal + Cure IV. So PLD was needed to lace cures in to the mix, and buff up on defence in order to save the mages from themselves. PLD being a true, unquestioned, tank whos only role was to hold hate and mitigate damage was not the original design. It was just put into that role to make the game playable.

    Once the hate gained from cure spells was decreased, PLD never snapped back into what it was originaly intended to be. And as a result continued to tank. Thereby nerfing their damage output considerably. The playerbase was upset about losing a great DD, just to make playing possible. However it took more than a year for Hate from cures to become adjusted again, and PLD was stuck in its tanking role, possibly for good. Infact PLD was so strong of a job, it was nerfed a few times. Both directly and indirectly. Check it out, it may be interesting.

    Another thing i have noticed is that, until recently, PLD has realy been overlooked in terms of updates. It realy has suffered because of this. Now SE is putting more of an emphasis on PLD updates, to bring its role upto speed. We as players have adapet PLD to how its played now, and we have done an excellent job of keeping this strong job up to speed our selves. But i sure am happy we are finaly getting attention again.

    Who wouldve thought that the developers actualy were able to force, at least endgame meriting PLD, back into the role it was originaly designed for.

    Well i wrote enough, heres what i found, i hope you enjoy!

    02/04
    End of beta.

    02/06/11
    -PLD's hp has been putted lower than warriors. Their MP were pretty high.
    - Previously, your resistance of elements (fire, ice and such) increased as you level, but it was fixed or nerfed and only displayed their increase when you equipped a elemental resist equipment (now these resistances only increases with magic and gear. No natural increase). (this is probably why the resist traits suck, they were originaly implemented with natural resistance in mind. Now to get the sameeffect youll need equip to bring it back up to speed.)

    02/06/24
    -Around this time, Warriors had HPmax up but they were swapped to monks and warriors was given with Defence up traight. (one of our preferred sub-jobs gets its defence bonus, but at what cost)
    -Square anounces that the level cap at the current state is 50.

    02/07/02
    -Provoke, and other method to attract mobs has been nerfed (doesn't say how)
    - Pld and Drk's mp has been setted lower than red mages. (yeah, we had more MP than RDM’s!)
    - Sentinel and Last resort becomes useless abilities (again, doesn't say in what way)

    02/08/08
    - Cure line of spell has been revised and added extreme hate. Mages became very nervous about this.
    - Monsters reacting to other party members casting has been fixed. Previous to this, monster who the other party helped to take over has reacted when people used cure and heal mp to their party members. Monsters went left and right amoung the parties.

    02/09/12
    - 55 cap is now removed, and new spells and WS has been introduced.
    - HNM or High level Notorious monster has been added. However they repoped every 16min like other monsters (dang...just a fun lil piece of info).

    02/10/2
    - The WS which was worthless without having Sneak attack (since they were not hitting), the WS that was treasured most which were the elemental based WS (Like red lotus blade) which were 100% hit, resists on these attacks has been implemented. (aka... nerf)

    02/10
    -All of a sudden Cure and Status cure provoked enormous hate, which made PTing practically impossible. This has been fixed in a maintenance.

    02/11
    -Windows version released, almost emidiatly people started complaining about bots and inflation.

    02/11/26
    - Before this patch, there were no main tank. People spread the hate between the melees, curing all the melees at once to lessen the hate towards the mage as well as melees getting hit got full weapon tp gain. But since this patch, the TP gain received from mob hit became fixed 2 and the cure hate situation has been discussed towards the players, so the new stratergy of making 1 main tank has been made the primal stratergy. However the mob TP gain has been increased, and when the mob's hp has cut 1/4 they spam their ws has been implemented aswell (put this in bold. This is what the TP gain issue on rdm thing has been happening from time to time. Yes this WAS NOT implemented before this patch)
    - Since the mages (in japanese we say back line for mages, front line for melees) were so easily killed from the hate that cure has been producing (a cureII had more hate than provoke, cureIII was like doing Divine+CurgaII, 2hour for whm = WarpIII), new stratergies were discussed. Such new stratergies were the mages casting low level cures and the paladin cures himself to retain hate. This stratergies before anything were never considered good or bad. Since it was such a sudden change, people critisised alot. Previously the pld who were considered a godly job from their melee damage has now officially become main tank position, hence those who refuse to cure themselves to regain hate and only focus on melee has become a "Naitou" (Gimp pld). (I underlined this, as evidence PLD was once a respected DD. We are only regaining some of that back now)
    - Protea, bar line of spell, and circle line of abilities has been reduced to almost no hate.
    - Holy has been severely nerfed, and at the same time the elemental magic has been improved greatly. Conjunction with the Cure Hate, the era of the WHm being all mighty in both curing and offensive spell has ended.

    02/12/19
    - Artifact of EX jobs has been implemented, but the Pld AF quest had a bug that the screen froze when ever they accepted the quest.

    03/01
    - Exploit of tradeskill. Users found out that the skill increase roll happens as soon as they sit down. They used the exploit of area change, and dezone (how I have no clue) and with this way, only the crystal will perish with items intact and gaining trade skill ups. It has been spread through out the game, and several days later it has been fixed, aswell as rollup happened. Those people who tryed to use this exploit post patch has been banned. (nothing to do with PLD, but just proves something I’ve been saying for a while, JP cheated to raise there crafts at no cost.)

    03/04/15
    - RoZ becomes Live
    - Pld gains Rampart.
    - Cure hate has finally tuned down and they won't get much hate unless you try it.
    - Appart from some specific players, people now have started to gain exp against Tough~Very tough mobs. However, exp gained from Even con and tough has also been lowered. Their tactics shifted from skill chain to spamming multi hit WS. (first burn parties surfaced)

    03/05/27
    - Worms started to move...

    03/06
    - Worms no longer moves.

    03/07/17
    - The ninjutu's NI line of spells will now cast much faster. (Prior to this, utusemi one and utusemi ni both had same casting times if not slower) Allong with the summoner, ninjas were another mysterious job. But from this day on, users agreed that ninjas now can be a Tank using the FFXI game mechanics. (However, this has been discussed well before but they had trouble achiving since both utusemi were so slow to cast)
    - Regen line of spell has become Whm only; not sure if pld had this
    - Over all there were some good improvement for the mage lines. Stoneskin became a usable spell (I think they were fixed rate before but they added MND and Enhance skill mod with this patch), and bar spell are now casted almost instantly with improved effect.

    03/09/26
    -Square have anounced some of the future implementation in the game. PvP, Dynamis, Cap removal and the NA release. In here, it was anounced for the first time that the NA release will be using the same server as the JP. "We consider this as an experiment" such words came from the president of square.

    03/10/20
    - They say that NMs can be fought in a leveling up parties. However knowing that Ninja tank was an unexpected event for the developers, their balance mind is very questionable.

    03/10
    -Magazine interview. Ninja tank were unexpected, we could ajust it. However the next month they stated "Doesn't mind, but we will nerf the sub" (utusemi 2 on sub =3 and not 4 blink)

    03/11
    - Flash and Stun were implemented and maintaining hate became easier.

    03/12/16
    -Resist up traights has been improved, however towards ITs they were insignificant.

    04/03
    -NA PS2 version of FFXI released.

    04/06/29
    - Merit point system has been implemented

    04/12/09
    - Without warning, Double attack and Tripple attack no longer activates while on WS.

    2/14/2005
    -Changes to the Shield System In the current system, blocking an attack with a shield negates all damage. However, in the new system, shields will only reduce the amount of damage taken. In addition to the basic defense bonus, how often a shield is used and how much damage is reduced will depend on the type of shield equipped. Also, the frequency of shield usage in battle will increase substantially with this new system. (thereby ushering in the lolpld mentality going around nowadays, and helping people to think nin is by FAR superior to PLD.)

    Feb. 24, 2005
    -The shield system has been altered. Shields will now reduce the amount of damage taken instead of negating all damage. The frequency with which a shield is used, as well as the amount of damage reduced, will depend on the type of shield equipped. To coincide with these changes, shield usage will now be determined after any evasion effects are considered. (so now our primary mode of defense is enhanced by making it the last line of defense.)
    -The blindness effect caused by the white magic spell Flash and the black magic spell Blind will now be considered as different status effects. Accordingly, Flash will no longer cancel the effect of Blind. (I love stacking blind and Flash)

    July 19, 2005
    -Bundling Stacks of Ninja Tools Similar to quivers, players will be able to bundle multiple stacks of 99 ninja tools as one item. The player can accumulate 12 stacks of 99 ninja tools in one item slot. In short, players will be able to carry twelve times more ninja tools in each slot than before! (one of the main issues of PLD/NIN and NIN itself has been addressed, /NIN has become a lot more player friendly.)
    -Changes to the ninjutsu "Utsusemi" The player’s enmity now decreases when a shadow image created by Utsusemi is absorbed by an attack. (This really should be a variable amount to reflect the difference in damage taken against EP and HNM, just to even the playing field on hate loss per hit a bit more.)

    Dec. 13, 2005
    -Merit Combo total and sub-categories allowables were incresed: HP/MP, Attributes, Combat skills, Magic skills, Others, Combo total only: Individual job categories

    02/02/2006
    -Xbox 360 Beta

    03/17/2006
    -Xbox 360 released

    April 18, 2006
    -ToAU expansion disk shipped
    -Shields have been altered in the following ways: The chance of blocking with a shield in battle has been increased. Shields now block more damage. (Great start)
    -Shield Mastery: Grants bonus TP when blocking an attack with a shield. (YES)
    -Auto Refresh: Gradually restores MP. (HELL YES)

    July 25, 2006
    -An accumulative magic resistance effect has been implemented for monsters that /check as "impossible to gauge."
    -Group 2 Merits implemented: Chivalry, Fealty, Iron will, Gaurdian (who doesnt like Chivalry)
    -Rapto Marazuka added ( NIN/BRD is born)

    To come this month:
    Sentinel
    The effect of Sentinel will be changed from an increase in defense to straight damage mitigation.
    Also, all actions taken while Sentinel is in effect will generate additional enmity, allowing the paladin to more easily gain and maintain an enemy's attention.

    Rampart
    In addition to the defense bonus granted to party members within the area of effect, Rampart will now also provide a "Magic Shield" that will absorb a certain amount of magic damage in the same manner as the spell "Stoneskin."

    Shield Mastery
    In addition to granting a TP bonus, the Shield Mastery job trait will also prevent interruption to spell casting when an enemy's attack is blocked with a shield.





    So, after reading all of the adjustments to PLD ever made. It seems that SE continually updates PLD so that it encourages PLD to play as the job was first intended. There has been a wealth of abilities used to protect other members around us, and shield mastery to bolster our damage output in the process. I still find it interesting on how PLD found its role as a main tank in this game. But the main competition for hate no longer comes from our mages, Its much easier to lose hate to a /nin melee than it is to a Mage who knows hell get owned. I say bring back the mentality that you dont want hate. I mean if you dont care that you get hate you end up with things like 3 minute Kirins.

    I would also note the almsot 2 years where PLD was neglected. Neglecting a job used as a primary tank for 2 years isnt good. Especialy when you increase the potency of the damage jobs in the interum.

    Like it or not, the TP-burn type of parties function as the game developers originaly intended for exp parties to work. Although i am in firm belief that the TP-Burn type parties the Game developers had originaly invisioned were not to be so job specific, neglecting many other jobs in the process. This is further evidenced through the last Sam update, where they recieved many ablilties for damage introduction and reduction for two handed weapon users. I now think that TP-Burns arent that bad, although when designed i am almost positive they wasnet more emphasis on SC's than the complete lack of emphasis than there is today. Given more time, and maturity, i bet SC and MB's could find a rightful place in TP burns. Therefore, i truely doubt SE will change the TP-Burn type parties anytime soon.

    After reading other updates i also found that the IT mobs did not originaly /check as Incredibly Tough. In the times just after the beta it seems that they /checked as "Not to Be Fought". Obviously a messy translation of what the Japanese text actualy said but it drives the point further home.

    Its funny that i only came to these conclusions about TP-Burns after researching Paladin's origins in FFXI, but i degress

    PS thee is about a 5 month gap in the updates here, some things are mising but not much


    More Found at: http://qcdn.org/showthread.php?t=5009
    _________________
    Paladin 75

    Smithing 83+2, Clothcraft 60, Alchemy 60, Leathercraft 60, Goldsmithin 54, Woodworking 45, Bonecraft 8, Chocobo Digging A20

    Blog: http://willrikerpaladin.blogspot.com/

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    • #3
      Re: PLD Updates (from Beta to 2006 current day)

      That was all pretty kewl :3


      Seriously though, PLD's DD capabilities should be ramped up. It's a freaking Knight after all :3
      sigpic


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      • #4
        Re: PLD Updates (from Beta to 2006 current day)

        I never knew a lot of this stuff. Thanks for sharing.
        You kill one man, your a murderer
        Kill many and your a conquerer
        Kill them all... your a God.

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        • #5
          Re: PLD Updates (from Beta to 2006 current day)

          Very nice post, Kage. I completely agree with what you said at the end of it.

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          • #6
            Re: PLD Updates (from Beta to 2006 current day)

            03/05/27
            - Worms started to move...

            03/06
            - Worms no longer moves.


            Lmfao >.> was there a point to that?
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            • #7
              Re: PLD Updates (from Beta to 2006 current day)

              Originally posted by Fudd View Post
              03/05/27
              - Worms started to move...
              03/06
              - Worms no longer moves.
              Lmfao >.> was there a point to that?

              ya to mess with players for one day... imagine now if the ninja updated that into the game rngs and mages casting on a worm and it comes running after them lmao.
              [FFXI Journal][Pld][War][Nin][Drg][Rng][Brd]



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              • #8
                Re: PLD Updates (from Beta to 2006 current day)

                Wow, we actually did a competitive level of damage at some point? I'm amazed, I miss the past
                MisterCookie: Alla refugee since May 2006

                MisterCookie: Writing poor signatures since January 1999

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