Final Fantasy XIV: A Realm Reborn - Beta Phase 3 Impression: Phase 4 August

Status
Not open for further replies.
I do agree that they actions did seem they had a weight behind them, specially as melee dps, but there was down time waiting for timers. I remember very well those painful seconds during Chimera and Mistress waiting for that 30s WS that started the main 2 MNK combos, and seeing the clock getting close to the 17 min mark.

I prefer instant WS only limited by TP/GCD, and not by their own recast. I do think the TP mechanic needs to be improved somehow.

Oh I definitely think the cooldown on some of the weapon abilities in 1.x were farrrrr too long. Hmm, maybe the problem lies within the TP mechanic as you and someone else mentioned. I hadn't really thought about it too much.
 
Was a noob Tank for this phase of the beta too. Was a Lancer in phase 2, and I might go back to that. I went with Gladiator this time, because in phase 2 we were always waiting for tanks to show up, to be able to head into dungeons. That appears to be much less of a problem, now that the Duty Finder is in place.

Did feel like I was finally getting the hang of it near the end though, so I suppose I could stay a tank.

I just want to be able to play well all the classes (but healing), I'll have all jobs at level 50, so I don't want to only know how to play 4 of them. So my goal for the first few months after launch is to learn to play well as 7 or 8 jobs. I won't even try with WHM because I hate healing people, and if SCH ends up mainly as a healing class then I won't bother with it either, unless whatever else it does is somewhat interesting.


I'm fairly certain this phase is over actually.

Phase 3 shouldn't be over yet, there's supposed to be a long test (as in a week, or at least more than 2 days), since that's the only thing they have left to test, server stress through a long period of time.
 
I just want to be able to play well all the classes (but healing), I'll have all jobs at level 50, so I don't want to only know how to play 4 of them. So my goal for the first few months after launch is to learn to play well as 7 or 8 jobs. I won't even try with WHM because I hate healing people, and if SCH ends up mainly as a healing class then I won't bother with it either, unless whatever else it does is somewhat interesting.




Phase 3 shouldn't be over yet, there's supposed to be a long test (as in a week, or at least more than 2 days), since that's the only thing they have left to test, server stress through a long period of time.

Hmm, well if there's another test, I'll probably only dabble in it. I don't want to burn myself out before the the retail launch even starts. There are a couple things I'd like to test out though, and I'd love to get rid of the tin-can armor before the test ends.

It's just so flipping ugly.
 
I've asked around but never got a sure answer on this. I know that the base stats for each race can vary to a very small degree, and it shouldn't really affect your decision making on which race you choose. But, does HP/MP differ for the races this time around? Or is it just based on the class/job you choose? Like for example, in XI Galka had massive HP, low MP. Taru had massive MP, low HP.
 
Since you mention it, in this new Yoshida interview from Japan Expo, Paris, he says:

Interesting interview. Though I'm concerned by this:

NY: That’s precisely the reason we decided not to give individual Limit Breaks to jobs, it’s more like each role has its Limit Break. It doesn’t matter whether a particular job is not here, as long as another job can fix that part of its job, they can move forward. We do understand there’s a lot of voices asking for individual Limit Break, but we wanted to make sure that kind of situation won’t happen; that’s something we’ve been carefully considering for a long time and we’ve been balancing on the long term.

I find the Limit Breaks to be one of the more dull elements of combat, and I think this is a pretty lame reason to keep it as-is. I know they want to make every class as viable as possible so people don't play favorites, but personal Limit Breaks would really liven up combat and bring back chaining (and potentially magic bursts).
 
I've asked around but never got a sure answer on this. I know that the base stats for each race can vary to a very small degree, and it shouldn't really affect your decision making on which race you choose. But, does HP/MP differ for the races this time around? Or is it just based on the class/job you choose? Like for example, in XI Galka had massive HP, low MP. Taru had massive MP, low HP.
VIT is HP and PIE is MP. So, at level 50, it'll be a difference of 40 HP or MP when these values can surpass 2,000 for the relevant jobs.
 
I find the Limit Breaks to be one of the more dull elements of combat, and I think this is a pretty lame reason to keep it as-is. I know they want to make every class as viable as possible so people don't play favorites, but personal Limit Breaks would really liven up combat and bring back chaining (and potentially magic bursts).

Which may do exactly what he is saying. Unless they gave jobs individual limit breaks for looks but kept the effect the same (then people would still complain). Otherwise, if you gave them their own damage modifiers and stuff, "class of the week" would kick in. Was a big problem in XI. Can't form distortion easy? GTFO. Can't make Light easy? GTFO. So on and so forth.
 
I'm fairly certain this phase is over actually.

I would love this to be true, i spent the past 2 tests mostly testing the crafting/gathering system because i didn't really want to spoil myself past the beta main quest content (so no totorak and beyond dungeons).

Once Phase 4 starts, i'd be in it for the long haul. The sooner that starts the better :P
 
I would love this to be true, i spent the past 2 tests mostly testing the crafting/gathering system because i didn't really want to spoil myself past the beta main quest content (so no totorak and beyond dungeons).

Once Phase 4 starts, i'd be in it for the long haul. The sooner that starts the better :P

Ditto, no more main game content for me.

If they do give us another weekend, all I want is to see if I can get some better armor, and maybe finally attach some flipping Materia.

Assuming I have time left after that, might poke at some dungeons I've cleared out already, but nothing new.
 
I find the Limit Breaks to be one of the more dull elements of combat, and I think this is a pretty lame reason to keep it as-is. I know they want to make every class as viable as possible so people don't play favorites, but personal Limit Breaks would really liven up combat and bring back chaining (and potentially magic bursts).

I'm not bothered about the LBs to be honest. I loved Skillchains in FFXI, and a well done Battle Regimen on 1.0 was an amazing thing, but certainly overpowered.

There's still lot of time and place to grow and improve the battle system without making drastic changes to the core combat or affecting jobs in particular. A cap raise could bring up a system of a personal LB, or something similar to a SC or BR. Even if it's something keeping in mind what Kintaro mentions, a powerful attack that does the same no matter what job you are, just with different animations, and that combined/chained with other people would cause great damage.
 
I was so excited when I dinged 30, expecting a kick ass spell or some cool shit. All I got was Cure ll, sure as CNJ it is a kick ass spell, but man that was anticlimactic lol.
 
I was so excited when I dinged 30, expecting a kick ass spell or some cool shit. All I got was Cure ll, sure as CNJ it is a kick ass spell, but man that was anticlimactic lol.

It certainly does beat Manaward as THM. As a MRD in the other hand, Butcher's Block was an amazing hate/damage tool.
 
I find it hard to contain my excitement for this game. I search every crack I can in every zone I go through. I want to level everything. Every class, crafting or otherwise. I just love being my character.
 
Yeah, I could see how playing a limited amount of content could give the impression of a limited amount of content, lol.

Forreals, though, Yoshi-P mentions this in the http://forum.square-enix.com/ARR-Test/threads/53673?p=777400#post777400Design Concept thing:
Doing the quests and reading the story text without leveling another class, continuing to play straight through for 60-80 hours you can see the world’s longest list of credits, and even after that continue to adventure through Eorzea. There will begin to be a difference in player skills as large enemies appear and players gather equipment to combat these foes. There are a ton of plans in store: primals that are summoned in to Eorzea, the housing system, what happened to Bahamut, the Crystal Tower, large scale PvP, company crafting, and more. The feeling that you are living in Eorzea will really take place after the "ending."

It's at this point in time where you will start to need multiple level 50 classes and jobs, battle strategies, efficient usage of skills, and intense analysis from players passionate about research. This is why the early stages of the game and the core battle system have been simplified. The much discussed length of the global cooldown is because you have time to think at the moment, yet once you reach end-game, that free time will all but disappear as what you'll need to do will increase, so with that said, we do not plan on eliminating this.

Thanks for that quote, I hadn't seen that yet. Good stuff.

BLCKATK said:
I've heard some conflicting information on that subject, so hopefully we can get a confirmation soon.

Community rep on the JP forum confirmed it: FFXIV JPBeta Forum (Triary Post)

Translated; I get something like this:
"Please be assured yes, because there is the test of fifth I will inform you as soon as schedule is fixed. :)"
 
I find it hard to contain my excitement for this game. I search every crack I can in every zone I go through. I want to level everything. Every class, crafting or otherwise. I just love being my character.

Yep. I'm very excited to play. I'll probably take it easy with this game but in the sense of leveling multiple rolls and work along side with crafting and gathering. My lord, it's going to be a long and glorious journey.
 
Yep. I'm very excited to play. I'll probably take it easy with this game but in the sense of leveling multiple rolls and work along side with crafting and gathering. My lord, it's going to be a long and glorious journey.
I liked looking at the Company Provision list and thinking, "Yeah, I can get every craft and gathering class to that level for all of those in four hours."
 
I find the Limit Breaks to be one of the more dull elements of combat, and I think this is a pretty lame reason to keep it as-is. I know they want to make every class as viable as possible so people don't play favorites, but personal Limit Breaks would really liven up combat and bring back chaining (and potentially magic bursts).
They should at a minimum, come to a middle ground. The effects for the limit breaks could stay as is to address their concerns, but the animations could be unique to each job. It's just flat out bizarre for a monk to be busting out omnislash when they could be doing say, final heaven instead.
 
Yeah, I could see how playing a limited amount of content could give the impression of a limited amount of content, lol.

Forreals, though, Yoshi-P mentions this in the Design Concept thing:
Thanks for digging that up, it's comforting to see that it's acknowledged at least. Hopeful that the game will feel more open at some point, I wasn't optimistic but now I am!

I really miss random NMs with sweet lootz though.
 
A lot of people have an attitude about not wanting to play the beta too much so that they're not bored by the time the game actually comes out.

I can understand the reasoning behind this, and it's clearly a very popular viewpoint, but to me it seems like if a few weeks of playing could be enough to leave you feeling burnt out I can't imagine you wanting to play the game for years as it is intended to be.

Is it just that most people don't think they will want to go through the same content again in 7 weeks?

That makes a little more sense to me, but I still feel like if the content isn't fun enough to you that you're willing to play through it 2-3 times then I can't imagine you will be satisfied with the final product for more than a month or so.

I wonder if SE has confirmed whether or not voice acting will be in phase 4? If it isn't, I could see a lot of people wanting to hold off until release so they can play through the game and get the full experience.

Regardless of how others like to play, I've been playing a lot since phase 2 and having fun, although phase 3 added a ton so it definitely didn't feel like retreading old ground.

I'm quite excited for the final release, but I still can't decide on what race to be.
Taru? Galka? Elvaan? Male Mithra? I have such a hard time making what is one of the few permanent choices in the game. Thank goodness FF mmos let you freely switch jobs, or else I would be having a hard time choosing my class too...
 
A lot of people have an attitude about not wanting to play the beta too much so that they're not bored by the time the game actually comes out.

I can understand the reasoning behind this, and it's clearly a very popular viewpoint, but to me it seems like if a few weeks of playing could be enough to leave you feeling burnt out I can't imagine you wanting to play the game for years as it is intended to be.

Is it just that most people don't think they will want to go through the same content again in 7 weeks?

That makes a little more sense to me, but I still feel like if the content isn't fun enough to you that you're willing to play through it 2-3 times then I can't imagine you will be satisfied with the final product for more than a month or so.

I understand that point of view, but for some rather than feeling burnt out is more about developing a character and maybe even getting attached to it quickly just to have it wiped and have to start again from the beginning. So many people I know take that approach, to just play for a little bit, have a look at all the systems available at the time and basically just get hyped towards release (or phase 4).

I actually share that same opinion, but I'm not holding back in this beta, the reason being that I have a legacy character with all the current jobs at level 50, so I'm not going to experience low level gameplay with any of those classes (of course low level content is level synched, but there won't be any sort of character/class progression), I will only have Arcanist (and some crafting/gathering classes) to level up.

So by the time this phase 3 ends and my Kona Chan gets deleted, I won't feel bad for wasting so many hours taking some classes past level 30 and then have to level the same classes again, that is something that I actually don't like to do, but going through story quests and that kind of stuff is fine for me.

I wonder if SE has confirmed whether or not voice acting will be in phase 4? If it isn't, I could see a lot of people wanting to hold off until release so they can play through the game and get the full experience.

I believe there might be some legal issues regarding the use of the voiceovers, so it seems there will be only available with the final client upon release. Which will suck since I'll go through the story during phase 4, but I'll just revisit the cutscenes later from the Inn.
 
A lot of people have an attitude about not wanting to play the beta too much so that they're not bored by the time the game actually comes out.

I can understand the reasoning behind this, and it's clearly a very popular viewpoint, but to me it seems like if a few weeks of playing could be enough to leave you feeling burnt out I can't imagine you wanting to play the game for years as it is intended to be.

Is it just that most people don't think they will want to go through the same content again in 7 weeks?

That makes a little more sense to me, but I still feel like if the content isn't fun enough to you that you're willing to play through it 2-3 times then I can't imagine you will be satisfied with the final product for more than a month or so.

I wonder if SE has confirmed whether or not voice acting will be in phase 4? If it isn't, I could see a lot of people wanting to hold off until release so they can play through the game and get the full experience.

Regardless of how others like to play, I've been playing a lot since phase 2 and having fun, although phase 3 added a ton so it definitely didn't feel like retreading old ground.

I'm quite excited for the final release, but I still can't decide on what race to be.
Taru? Galka? Elvaan? Male Mithra? I have such a hard time making what is one of the few permanent choices in the game. Thank goodness FF mmos let you freely switch jobs, or else I would be having a hard time choosing my class too...

I think its less a concern over burn out and more a desire to preserve as much fresh content as we can for live (or at least p4 when it matters). It makes sense when you consider how many legacy players are starting with brand new characters.
 
Interesting interview. Though I'm concerned by this:

I find the Limit Breaks to be one of the more dull elements of combat, and I think this is a pretty lame reason to keep it as-is. I know they want to make every class as viable as possible so people don't play favorites, but personal Limit Breaks would really liven up combat and bring back chaining (and potentially magic bursts).

Sigh @ that interview... I get what he is saying in terms of balance and not having any "flavor of the month" classes, but I feel like there's gotta be a better way to do it. I'm a big fan of personal Limit Breaks - this thread on the beta forums is getting lots of good feedback and Likes. I know SE doesn't really change stuff based on the number of Likes, but it's good to know others are unsatisfied with the current LB system.

And yes, I miss Skill Chains and Magic Bursts as well. To solve the problem if FFXI's "But ___ can't make Distortion or Light!", just let all the melee have enough skills that can make every elemental chain. That way, no one is left out, and we could still have skill chains. I just miss magic bursts the most, anyways. :P
 
And yes, I miss Skill Chains and Magic Bursts as well. To solve the problem if FFXI's "But ___ can't make Distortion or Light!", just let all the melee have enough skills that can make every elemental chain. That way, no one is left out, and we could still have skill chains. I just miss magic bursts the most, anyways. :P

I understand all this and that the LB system is weak atm. But stuff will change. For the WS and MBs? FFXI is still live. This is not XI-2.
 
I understand all this and that the LB system is weak atm. But stuff will change. For the WS and MBs? FFXI is still live. This is not XI-2.

Yeah, I know what you mean, but being able to chain skills together with party members is something useful they could take from FFXI besides just copy/pasting the same character models from that game. Even a lot of the FFXI enemies returned in ARR with a simple upgrade in graphical quality, so I don't think they are too shy about taking other things from that game. Of course, those are just enemies and not game mechanics, but still...
 
A lot of people have an attitude about not wanting to play the beta too much so that they're not bored by the time the game actually comes out.

I can understand the reasoning behind this, and it's clearly a very popular viewpoint, but to me it seems like if a few weeks of playing could be enough to leave you feeling burnt out I can't imagine you wanting to play the game for years as it is intended to be.

I just don't want to repeat content, is all.

I've done the opening series of quests and the Rank 1 Hunting Log, like... four or five times now at this point. And I'm going to have to do it all again when Phase 4 starts.
 
MBs and Skillchains got thrown to the wayside for a long time in XI too after he initial few years of the game. They'll need to up with a more interesting mechanic than that IMO. What it could be, i do not know but SCs and MBs don't really make sense in this system so.
 
Sigh @ that interview... I get what he is saying in terms of balance and not having any "flavor of the month" classes, but I feel like there's gotta be a better way to do it. I'm a big fan of personal Limit Breaks - this thread on the beta forums is getting lots of good feedback and Likes. I know SE doesn't really change stuff based on the number of Likes, but it's good to know others are unsatisfied with the current LB system.

And yes, I miss Skill Chains and Magic Bursts as well. To solve the problem if FFXI's "But ___ can't make Distortion or Light!", just let all the melee have enough skills that can make every elemental chain. That way, no one is left out, and we could still have skill chains. I just miss magic bursts the most, anyways. :P

Yeah, Yoshida's sounding a bit lame these days IMO. Individual LBs would be way better, even if it's purely aesthetic. Monks do Monk stuff, Dragoons do Dragoon stuff, but the damage is the same. Similarly, if for example any DD class and any Tank class do a combo, it's one single combo LB, not dependent on the two classes doing it. That way, there's no "flavor of the month" class, but they still have combos and teamwork, and solo players have a fun extra thing to use in fights that can turn the tide.

Even a "hey we'll look into that" or possible addition later after launch. It doesn't have to delay the game or anything. But right now LBs are pretty weak as a mechanic.
 
MBs and Skillchains got thrown to the wayside for a long time in XI too after he initial few years of the game. They'll need to up with a more interesting mechanic than that IMO. What it could be, i do not know but SCs and MBs don't really make sense in this system so.

Yeah, that's very true (about SCs and MBs in FFXI) - it was an unfortunate side effect of how exp/merit parties started to work post-Treasures of Aht Urhgan expansion. People still did them on HNMs for a while at least. I think Limit Break combos could replace Skill Chains personally.

Yeah, Yoshida's sounding a bit lame these days IMO. Individual LBs would be way better, even if it's purely aesthetic. Monks do Monk stuff, Dragoons do Dragoon stuff, but the damage is the same. Similarly, if for example any DD class and any Tank class do a combo, it's one single combo LB, not dependent on the two classes doing it. That way, there's no "flavor of the month" class, but they still have combos and teamwork, and solo players have a fun extra thing to use in fights that can turn the tide.

Even a "hey we'll look into that" or possible addition later after launch. It doesn't have to delay the game or anything. But right now LBs are pretty weak as a mechanic.

Yeah, that's one way they could get around any balancing issues - have set combos depending on role. Like Tank + DD = one combo. Tank + healer = another combo. DD + healer = another one. Or something like that, I don't know. Just tossing around ideas. :P I just think Limit Breaks need to be revised, and they need to somehow do personal limit breaks. I'd love to be able to use one while solo as well.
 
Sigh @ that interview... I get what he is saying in terms of balance and not having any "flavor of the month" classes, but I feel like there's gotta be a better way to do it.

Well if he's going for balance he's already failed, MRD/WAR is a much worse tank than GLD/PLD it seems and let's not even discuss how well "balanced" the various DPS classes seem to be right now.
 
As a healer, I didn't have any problems with MRD tanks. They took a bit more damage than GLD tanks, but I'm pretty sure that's intentional in their design. They also seemed to keep hate/aggro fine, too. I mean, this is just a level 30~dungeon, so I don't know how they compare at level 50 in ARR.
 
How's something like that even determined at this stage? Let alone being able to say "much"?

Hey, someone with sense.

WAR tanks were pretty standard tanks in 1.0, far better than PLD in most situations because the tanked multiple targets better. It should change some with a few additional changes they've made but I highly doubt it'll change enough to make WAR tanks obslete.
 
As a healer, I didn't have any problems with MRD tanks. They took a bit more damage than GLD tanks, but I'm pretty sure that's intentional in their design. They also seemed to keep hate/aggro fine, too. I mean, this is just a level 30~dungeon, so I don't know how they compare at level 50 in ARR.

Well I'm sure once a MRD starts to dive into the skills of the GLD, that will make them a pretty damn good tank next to GLD. It's going to interesting when people start writing out builds for the classes and see what works with what.
 
Well I'm sure once a MRD starts to dive into the skills of the GLD, that will make them a pretty damn good tank next to GLD. It's going to interesting when people start writing out builds for the classes and see what works with what.

The builds will be small in comparison I'm sure. However a MRD can take form Pugs as well for the evasion bonus buff and Second Wind for heals. A MRD with some of the GLD skills does work well. It's not required but it makes your life as tanking much better as a MRD.
 
The builds will be small in comparison I'm sure. However a MRD can take form Pugs as well for the evasion bonus buff and Second Wind for heals. A MRD with some of the GLD skills does work well. It's not required but it makes your life as tanking much better as a MRD.

Yup. That's another aspect as to why i love this game man. It gives you a reason to level up the other classes. Reminds me of taking on a second profession in the first guild wars game but way, way more deeper.
 
Yup. That's another aspect as to why i love this game man. It gives you a reason to level up the other classes. Reminds me of taking on a second profession in the first guild wars game but way, way more deeper.

That's my plan from the get go. I'll probably be leveling multiple things as once. It may be time consuming but the end result will give me advantages.
 
That's my plan from the get go. I'll probably be leveling multiple things as once. It may be time consuming but the end result will give me advantages.

Yup that is my plan as well. Going to get my CNJ to level 10, then work on another class and rinse and repeat every 10 levels so i can keep my classes on Par with my main class.
 
since everything is being transferred from Phase4. the game pretty much launches at the point right?

Yoshida hasn't said which content will be in. For instance, he hasn't said if all the primals, and Arcanist/Summoner/Scholar, will be in or not at Phase 4. He just keeps saying at or by launch.
 
Yup. That's another aspect as to why i love this game man. It gives you a reason to level up the other classes. Reminds me of taking on a second profession in the first guild wars game but way, way more deeper.

You're absolutely right! Whenever I mentioned leveling other classes for cross-class skills to make things easier people would react as if I was suggesting they go level up Goldsmithing in XI or something...
 
Status
Not open for further replies.
Top Bottom