MNK outdamaging SAM?
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Omega Savage special mechanic - MNK skills deal 2x damage.
MNK outdamaging SAM?
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Even more:
Putting instances for The Lochs back in
The "fun" of Machinist is managing the Heat Gauge just right, but it isn't meshing well with the content, so there will be adjustments
Astro cards will be visible in the party buffs again, plus other adjustments to Job UIs like simplifications and making it transparent
There will be some changes to Scholar
MNK outdamaging SAM?
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One of the reasons they put slow on Riddle of Fire because there are a lot of abilities to get through (? not too sure of my translation of this one)
They tested Greased Lightning 4, but it seemed like there would be too much disparity between good and okay players, so they dropped it
Riddle of Fire will show its true strength in the Savage raids
...and if it doesn't, they'll make adjustments.
Anyone got any suggestions for getting 117973 xp real quick at level 49? that's how far I've got left to get to 50.
Googling suggested a FATE called Dark Devices, but apparently that was way back in 2.0 and isn't a thing any more / got nerfed / doesn't spawn very often now or something?
Yoshida admitted that PLD is being very strong
One thing to note
PLD was used on Savage during the adjustments
They adjusted Holy Spirit's cast time to be longer
oh wait
not the cast time(edited)
but the POTENCY
That's pretty funny.I mean, ideally they'll strike a balance this time.
MCH getting potency adjustments, turretnado kick getting a massive potency buff. Both live translations seemed to drop a bunch of details--I heard Quick Reload and Hot Shot mentioned by name--so unsure if they're actually changing the gameplay loop or just making bigger numbers.
Doubling the Dragon Sight range will make it easier to cast, but I'm not sure it really fixes it being an annoying skill to use. There's also no mention of any intent to adjust the actual problem with LotD, which is the eyes system.
Well I'll go back to pre-Stormblood state of being the only PLD I ever see I guess.
Hot shot is 8% now
Q3. Currently Paladin feels like it excels both in offensive and defensive capabilities, are there any plans for adjustments to Warrior/Dark Knight?
A3. We will be increasing Warrior and Dark Knight damage.
Making the cast time for Paladin's Holy Spirit so short made it too powerful, so we will be making adjustments around that point. We'll also be removing the reduction in the Oath Gauge when switching oaths.
Warrior's Shake It Off will be adjusted.
Plans for adjustments are currently being talked over, and will be implemented sometime after 4.05.
We have removed the halving of the Beast Gauge when changing stances.
Additionally, the potency during Storm's Path combo will be increased starting 4.05.
Dark Knight will see potency increases in combo damage.
Q4. With role actions, each of the job are now able to take various roles; however, for healers, there are important role actions such as Protect and Esuna, so I am having trouble deciding on what to set. Do you have plans to increase the amount of role actions that can be set?
A4. Since players can select the actions, we have no plans to do this. However, during 4.0 we discussed on what do with Protect.
We discussed that in actuality it doesn't matter if it's there or not, but we ultimately decided to leave it in. Please continue to leave your feedback regarding things like this!
Yeah, DRG still remains clunky as is due to these exact things.
"Players found a stronger rotation than we anticipated... on Ninja"
What year is it?
Alliance Raid Roulette is everything I don't want
Better give me a good reason to run it.