I didn't play FFXI until the NA PS2 launch so I was curious about this, and it's good to hear.Well that kinda stuff in XI took time. There wasn't much in XI at launch outside the main missions, job/town quests and Conquest. There were arguably TOO many options by the time I stopped playing because a lot of older content just didn't get any attention. I'd rather they take their time and make sure they really think about and develop the additional content they're adding so it doesn't feel so superfluous a couple years later.
With how well the game has shaped up technically after the 1.0 launch mess, I'm willing to give them some time on getting some meaningful variety in the game beyond the main dungeons that everyone will be going through. I have faith that they understand that the Armory System, just like XI's job system, will have players wanting a lot of different ways to continue leveling up other classes/jobs so they don't always feel like a "me too." The unique identity of your character in XI and XIV come from the combination of jobs and skills you have gained over your career, not just one or two so it's important to be able to do it all in your own way.
I think GC weapons had better DPS than primal weapons except Garuda ones. Stats may depend, but they were a good alternative for primal weapons. Now they are...lol. I think I may kept my Malstrom spear, looks way better than the stupid mog fork![]()
I was glad to hear them say this. I know we all had a discussion about it pages back and I think most people were of the opinion that "making it work" would be better than adding a hundred different classes just to get particular jobs in the game. It's cool to have broader classes with a couple of job stones each to install more focused roles. It's a really cool concept, and FFXIV manages here to expand on and evolve my favorite aspect of FFXI and the thing that no other game has manged to match for me - the job system. I'm envisioning this in such a way that you can main a particular class and use it to perform either DPS or support depending on which stone you equip and what's needed. Or maybe another class that can be a tank or a healer. It continues the whole philosophy of the armoury system but in a more refined and focused way when you start digging deeper into the classes and focusing on one or two for your gear building and stuff.So with that statment from them about the classes and jobs. Does me saying GLD-RDM seem like it could be more possible now![]()
I was glad to hear them say this. I know we all had a discussion about it pages back and I think most people were of the opinion that "making it work" would be better than adding a hundred different classes just to get particular jobs in the game. It's cool to have broader classes with a couple of job stones each to install more focused roles. It's a really cool concept, and FFXIV manages here to expand on and evolve my favorite aspect of FFXI and the thing that no other game has manged to match for me - the job system.
Now if we could just get the classes to feel more meaningful. A good start would be hiring someone off the street who is more creative about job abilities and roles. Most of them seem like pretty much the same thing right now. The magic users are particularly disappointing. I'm tired of everything being "150 damage, combo for 200."
STONE - SPELL
Deals earth damage with a potency of 140.
Additional Effect: Allies who perform attacks against the effected target deal additional earth damage with a potency of 20.
AERO - SPELL [WITH REDUCED MP COST]
Deals wind damage with a potency of 50.
Additional Effect: Wind damage over time and allies who perform attacks against the effected target are granted Haste.
BLESSED MIND - ABILITY
Gradually reduces HP and stores MP. Effect fades and stored MP is obtained upon reuse.
WATER - SPELL
Deals water damage with a potency of 150.
Additional Effect: 15-yalm knockback if within and Bind if within 5-yalm radius of CNJ and allies who perform attacks against the effected target regenerate additional HP every attack.
SACRED PRISM - ABILITY
Increases cast time to convert next single-target healing or enhancing spell to affect multiple targets with the range of 30 yalms.
STONA - SPELL
Deals earth damage with a potency of 170.
Combo Action: Stone
Combo Potency: 200
Combo Bonus: Attacks against the enemy are granted a 10% chance to stun the target. Stacks with Stone.
I agree about current skill sets being so boring. Some people have come up with some very interesting skills/abilities or just changing current skills. Like for Conjurer/White Mage, healing would be far more interesting with stuff like this:
Taken from this post on the Beta forums.
And that person just came up with those on a whim... As a White Mage, I would use so many of those spells for the "additional effects" unlike what CNJ/WHM have now where you mostly just spam cure heals with little need to use other abilities. Obviously stuff like that would need to be rebalanced into the game, but... Looking at my tool set on WHM, I'm not that excited about healing (even though I love doing it in MMOs).
game went from having too many spells to too little
wait...you have to wait for phases to play?
Oh i was just wondering if they come on the Receipt or a card you get when you pre-order it. Cause i know in Canada, they don't put codes on the receipt, that you have to ask for a code which they give you via card form.
I agree about current skill sets being so boring. Some people have come up with some very interesting skills/abilities or just changing current skills. Like for Conjurer/White Mage, healing would be far more interesting with stuff like this:
Taken from this post on the Beta forums.
And that person just came up with those on a whim... As a White Mage, I would use so many of those spells for the "additional effects" unlike what CNJ/WHM have now where you mostly just spam cure heals with little need to use other abilities. Obviously stuff like that would need to be rebalanced into the game, but... Looking at my tool set on WHM, I'm not that excited about healing (even though I love doing it in MMOs).
Old FF junkie checking in. I haven't played any of the mmo titles, but this one is pumping up my hype meter right now.
Anyone have an extra key, or know of any upcoming giveaways? Let me know! I'd love to give this a try.
I don't get why you would like to give your party the chance to ramdomly stun your enemy when stun should be reserved for powerful attacks...
The idea of additional effects is nice, they way they're balanced is quite poor.
Well, maybe not that particular one, but proc'ing Haste or little bits of HP would be nice.
If you can't manage to snag a key, there is talk of an open beta (not sure if the upcoming phase 4 is open beta across the board or not, but it's worth keeping in mind).
When you buy the game at release will you get something like a months subscription free?
Oh nice. So that's the rumor but nothing official? Fingers crossed! Thanks for the info.
They should transplant Valkurm Dunes to Eorzea.
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Yeah, already looked into this. You get 30 days "free" when you register a new copy of the game.
The only thing I'm deciding on is whether to get a CE or not if I pull the trigger. Can get the regular for like $8 from GMG with the code + $15 in credit I have, or I could say I get the CE for free by doing this too by paying near regular price for the game. Hrm.
That's an experience I sure don't want to relive.
When they removed gob trains things weren't the same again. That magic was lost. You know this in your soul to be true.
When they removed gob trains things weren't the same again. That magic was lost. You know this in your soul to be true.
Oh, I won't deny that wasn't part of the magic of FFXI.
Just like I won't deny the fond memories I have of "Crush to zone!" or "Sand giant to docks!" either, but that doesn't mean I want to relive them.
But yeah, it was fun to watch those gob trains.
I was glad to hear them say this. I know we all had a discussion about it pages back and I think most people were of the opinion that "making it work" would be better than adding a hundred different classes just to get particular jobs in the game. It's cool to have broader classes with a couple of job stones each to install more focused roles. It's a really cool concept, and FFXIV manages here to expand on and evolve my favorite aspect of FFXI and the thing that no other game has manged to match for me - the job system. I'm envisioning this in such a way that you can main a particular class and use it to perform either DPS or support depending on which stone you equip and what's needed. Or maybe another class that can be a tank or a healer. It continues the whole philosophy of the armoury system but in a more refined and focused way when you start digging deeper into the classes and focusing on one or two for your gear building and stuff.
"
Oh, I won't deny that wasn't part of the magic of FFXI.
Just like I won't deny the fond memories I have of "Crush to zone!" or "Sand giant to docks!" either, but that doesn't mean I want to relive them.
But yeah, it was fun to watch those gob trains.
Then that first time you were able to change to your main job to save the day in Jungle. Before it was the JP players, but now it was your turn to be hero. Yeah, it would be best to not have that problem in the new game, especially since there's no beast master who has a zoo to maintain ; ;.
Like someone said, when fights are routine, and safe things get boring.
Bring back Guivre.
Old Snake?
Oh that's definitely true. Yhoator Jungle became way too safe to exp in. Ruined the excitement!![]()
I pre-ordered at EB Games and didn't get a code. Later I was thinking about it and realized I should have gotten one, since how else would I get into the early access? So I went back and asked, and it turns out they have a sheet of codes - they just forgot to give me one. So if you pre-ordered but didn't get anything, I would go back to the store with your receipt and ask for a code.
I really want to try this out - the game looks gorgeous and the music sounds great and really, I need a new mmo to sink my teeth into. However, reading these posts confuse the hell out of me. Is the game hard to jump into? What is the learning curve like?
Sometimes unexpected utter defeat makes you appreciate the little things. On my journey through FFXI's world as bst solo exp, I felt I experienced stuff so few people in that game would have. Things were risky, survival was a tight rope walk, but making it through the deadly world rewarded you with the nicest views, and peace.
Also without defeat there can be no sweet sweet revenge. My party got wiped by Yowie once, then a high level endgame Thief talked us into forming a alliance with him. The first thing he said in party chat was "Revenge." Everyone was so pumped, we wiped again but it was a very exciting fight lol. Also MPK attempts, my most memorable fight was when a shell tried to mpk us with overgrown rose clipping our niddhogg (dragon spawn fight). Heart pumping moments were very plentiful in ffxi. I even thought I'd die because of it.
Like someone said, when fights are routine, and safe things get boring. One example is dynamis, I don't think any event in ffxi made me as sleepy as dynamis.
I am almost new to MMO and i don't think its that hard, at least the beginning. Figuring out where to go with the map was quite confusing and needed time to get used to. Battle is very simple in the beginning so I don't think anyone will have trouble.
I don't know how complicated it will get later on though..
Dynamis was coma inducing.
With a few bad players, Dynamis can be quite dynamic.
Dynamis wipes were probably the best thing about Dynamis. {Fun}