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Dev Tracker - news, discussions
By clearlyamule 2017-07-27 16:20:05
Leviathan.Celebrindal said: » reisen gear from dragons for a week.... Doesn't say anything about that. Just the no adds and no flying for domain invasion and those are for the whole time. Nice for vorseals though and maybe some beads I guess
Server: Shiva
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Posts: 393
By Shiva.Xelltrix 2017-07-27 18:37:02
Why in the ever loving hell is the CP campaign always the short campaign instead of the long one?
So irritating...
Bismarck.Nickeny
Server: Bismarck
Game: FFXI
Posts: 2215
By Bismarck.Nickeny 2017-07-27 18:54:24
Geas Fete Campaign - PLUS!
Reisenjima Geas Fete Equipment Campaign
Server: Leviathan
Game: FFXI
Posts: 3753
By Leviathan.Celebrindal 2017-07-27 20:19:01
I figured since they specified "Domain Invasion Campaign" and "Domain Invasion Anti-Predator Campaign" separately, that the first was the gear one, and the 2nd was the no-fly, no-adds.
Fenrir.Tarowyn
Server: Fenrir
Game: FFXI
Posts: 580
By Fenrir.Tarowyn 2017-07-27 20:24:57
The gear one is "Domain Invasion Treasure Coffer Campaign". The no fly and no adds are two separate campaigns. If I recall they were introduced on different months.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2017-07-27 22:11:17
Why in the ever loving hell is the CP campaign always the short campaign instead of the long one?
So irritating...
This is why we've switched to higher yield camps and only bring people we know can handle them. There are two or three other places that yield extremely high CP outside of the campaign, in fact during campaign you don't get nearly as much of a bonus because you hit 65K cap so damn early.
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By Shiva.Kasaioni 2017-07-28 00:47:02
The gear one is "Domain Invasion Treasure Coffer Campaign". The no fly and no adds are two separate campaigns. If I recall they were introduced on different months. Darn. I was hoping that the ultimate lag fest would return.
Shiva.Kohh
Server: Shiva
Game: FFXI
Posts: 10
By Shiva.Kohh 2017-07-28 03:32:59
May i ask which camps you speak of? lol
Asura.Sechs
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Posts: 10085
By Asura.Sechs 2017-07-28 03:40:19
May i ask which camps you speak of? lol You may ask just fine, but we may not answer you though! xD
By Ruaumoko 2017-07-28 08:14:41
Let's just say Apex Draugr are going to be very popular if the MNK buff is big.
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Asura.Chiaia
VIP
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Posts: 1656
By Asura.Chiaia 2017-07-28 08:54:19
All the cool kids CP at M-10 in South Gustaberg.
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By Fenrir.Cherrywine 2017-07-28 09:08:44
Let's just say Apex Draugr are going to be very popular if the MNK buff is big.
Yep, might be a good place to go to find any bandwagoners~ As we all know the serious MNKs are already M*A*S*T*E*R!
If it is really good, maybe there will be shouts for MNKs to help other jobs get CP... That would be straight up kooky dooks.
Asura.Saevel
Server: Asura
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By Asura.Saevel 2017-07-28 09:31:24
May i ask which camps you speak of? lol
Frogs / Jagils in Woh Gates are a good start
Bats at the back of Outer Raz are better
Pox Hounds in Inner Raz are amazing. Could also do the DRK bones if H2H is viable, or the Gargoyles.
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By Fenrir.Richybear 2017-07-28 09:40:24
**pre-patents the term "handwagoners" before the upcoming update**
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By Asura.Azagarth 2017-07-28 14:37:08
Fenrir.Cherrywine said: »Let's just say Apex Draugr are going to be very popular if the MNK buff is big.
Yep, might be a good place to go to find any bandwagoners~ As we all know the serious MNKs are already M*A*S*T*E*R!
If it is really good, maybe there will be shouts for MNKs to help other jobs get CP... That would be straight up kooky dooks.
Not master yet! I have been soloing all my JP, during free time. Though its pretty dang close now now.
Leviathan.Andret
Server: Leviathan
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Posts: 1008
By Leviathan.Andret 2017-07-28 14:44:11
**pre-patents the term "handwagoners" before the upcoming update**
I think it's trademark, not patents. Also get Article 15 for non-contestability to prevent people from stealing it.
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By Leviathan.Celebrindal 2017-07-28 19:23:25
For the record....I will PISS MAH PANTS LAUGHING if the buff is to enhance Boost.
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By Odin.Geriond 2017-07-28 19:24:26
How hard would you laugh if said buff to boost alone was enough to make monk good again?
Leviathan.Nitenichi
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Posts: 383
By Leviathan.Nitenichi 2017-07-28 19:44:25
How hard would you laugh if said buff to boost alone was enough to make monk good again?
Not hard at all, since they seem to think JA's are the problem.
By clearlyamule 2017-07-28 21:31:26
How hard would you laugh if said buff to boost alone was enough to make monk good again? It would literally take bringing it to fluorescence or fantod (mob version not blu) levels or at least close to do that. I bet the odds of that are less than .01% and that it would definitely somehow apply to blu making them super OP lol
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By Leviathan.Celebrindal 2017-07-28 21:44:08
How hard would you laugh if said buff to boost alone was enough to make monk good again?
The last time I saw Boost used as part of a strategy was in 2007-8 against Dyna Lord old school with massive shells, the MNKs doing some crazy max number Boost to Chi Blast on pull lol. Let's leave it there because there ain't NO WAY improving /jas is gonna help that job. Piss poor WSs compared to current meta options and a job that seemingly (I say seemingly because I do not play MNK, I'm merely curious as to the WHY it sucked lol) gets weaker with job points (or at the least, hindered by the gifts given through them) needs almost a complete rethink.
Server: Odin
Game: FFXI
Posts: 521
By Odin.Geriond 2017-07-29 00:43:23
Improving JAs could certainly fix the job if they were willing to go far enough with the changes.
For example, if Impetus never wore off, never got canceled, was undispellable, and when capped it gave all damage dealt +100%, that would go pretty damn far on its own
Matsui says they're significantly revamping MNK JA, meaning that they're going further than just boosting their values somewhat and calling it a day. I don't know what they're doing, and I'm skeptical that they'll buff Monk enough, but it's not impossible that it could catch up with just JA adjustments.
They're also adjusting damage and delay on some weapons, so if they're significantly buffing H2H weapons, that would also help, even if it wouldn't make a huge difference on its own own without doubling or tripling their DMG or something.
Leviathan.Andret
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By Leviathan.Andret 2017-07-29 02:23:41
Yeah Boost will be 5sec and gives 9000% increase in WSD.
Impetus will be 5min with 5min cool down.
Footwork will be 5min and gives 50 Store TP and kick attack +50%
Chakra will be 5 sec cool down and AOE
Counterstance counters will give TP and will no longer reduce DEF.
I think that will fix MNK plenty.
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By Asura.Azagarth 2017-07-29 02:48:06
allow 2 - h2h to be equipped, treat them as 1h weapons, each hand being diff, and combine stats.
Fenrir.Aladeus
Server: Fenrir
Game: FFXI
Posts: 350
By Fenrir.Aladeus 2017-07-29 03:29:58
boost permanently increases attack power by X amount, and never goes away, ever. aka, 100 mnks sitting outside adoulin using boost scripts, til they can oneshot warder of courage/pande warden
Ragnarok.Inx
Server: Ragnarok
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Posts: 371
By Ragnarok.Inx 2017-07-29 08:38:03
I wouldn't be surprised if the current relationship between boost and chi-blast is completely removed.
Chi should just be a pulling tool/means to apply penance and as such should have its recast reduced to ~2mins.
Boost itself should probably solely affect h2h ws-damage, with the number of times it can be stacked/its potency being relative to h2h skill or job-level. Basically so it only gets really strong end-game.
Impetus/counterstance should have a hasso/seigan type relationship with their downsides eliminated/reduced in order to support one or the other being available to be active full-time.
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Server: Leviathan
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By Leviathan.Celebrindal 2017-07-29 11:59:35
...you're speaking like /jas save jobs.
/jas for most, if not all, other jobs give those jobs flexibility. RNG Velocity shot, a stance to switch to when you're not meleeing. WAR Beserk/Defender- two differing stances with pros and cons both. SAM Hasso/Seigan- same concept. SCH Light Arts/Dark Arts- the magical equivalent.
Now you want to modify MNK /jas so you essentially have to ride them to make the job viable. That shouldn't be the case, and if a job requires you to ride one /ja, doesn't that just smack of the job is inept without said /ja? Or at the least, designed in an inferior fashion.
I must say, I do miss the FFIV Yang model of MNK, where each hand could have a different weapon with different attributes. Start throwing some -status effects or enspell type damage to H2H weapons, and allow each hand to proc independently. Have Kick Attacks be a pure footwork stance that works like Camouflage, forcing higher crit rates is an idea I've mulled over...would then allow the stacking of +crit rate/damage gear with footwork/kick attacks gear. Again, these are just theoretical musings from someone who doesn't play MNK, but is curious how such a dominant job for 2/3 of FFXI's history fell into the dearth of job purgatory. Several grains of salt required.
Bismarck.Rwolf
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By Bismarck.Rwolf 2017-07-29 12:33:55
http://forum.square-enix.com/ffxi/threads/52949-Announcing-the-August-Version-Update?p=598932#post598932
Interested in the dev post from yesterday. How they described the Monk changes with the words "greatly revamped". It sounds like they reworked them entirely versus just a boost of what they already do.
Leviathan.Andret
Server: Leviathan
Game: FFXI
Posts: 1008
By Leviathan.Andret 2017-07-29 12:43:42
Leviathan.Celebrindal said: »...you're speaking like /jas save jobs.
/jas for most, if not all, other jobs give those jobs flexibility. RNG Velocity shot, a stance to switch to when you're not meleeing. WAR Beserk/Defender- two differing stances with pros and cons both. SAM Hasso/Seigan- same concept. SCH Light Arts/Dark Arts- the magical equivalent.
Now you want to modify MNK /jas so you essentially have to ride them to make the job viable. That shouldn't be the case, and if a job requires you to ride one /ja, doesn't that just smack of the job is inept without said /ja? Or at the least, designed in an inferior fashion.
I must say, I do miss the FFIV Yang model of MNK, where each hand could have a different weapon with different attributes. Start throwing some -status effects or enspell type damage to H2H weapons, and allow each hand to proc independently. Have Kick Attacks be a pure footwork stance that works like Camouflage, forcing higher crit rates is an idea I've mulled over...would then allow the stacking of +crit rate/damage gear with footwork/kick attacks gear. Again, these are just theoretical musings from someone who doesn't play MNK, but is curious how such a dominant job for 2/3 of FFXI's history fell into the dearth of job purgatory. Several grains of salt required.
I don't know... I mean what else is left for Sam without Hasso and Meditate? Sure it's still WS-ing but it would be drastically weaker. It's one of the reason you don't see a lot of 1H /Sam peeps running around.
JA upgrades with enough beef can surely turns things around. While changes to the fundamentals would help a lot but simple JA upgrades can go far if you buff them enough.
Boost with WSD is easy then extend most of the Mnk JA timers as well as their power. For example, Focus with a 1min cool down and 5min gives +50 Store TP would put Mnk into a fairly decent slot along with WSD upgrade from Boost. A simple way to enhance Mantra and Chakra to whole party to replace Cures can surely make Mnk a very viable frontline sub-tank/sub-healer.
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By Leviathan.Celebrindal 2017-07-29 12:46:07
A simple way to enhance Mantra and Chakra to whole party to replace Cures can surely make Mnk a very viable frontline sub-tank/sub-healer.
Now THIS is something I can get behind. Hell, even tie it to a specific piece of JSE gear that makes Mantra/Chakra AoE instead of single target if you must, but this would be something new and viable.
Hi.
Dev tracker is a kind of feed in Official Forum that highlight (in the left side bar) posts from development team to players demands, questions and sugestion. Given that those answers are given by someone who effectively works with the deveopment of this game, they can be considered as official and true.
http://forum.square-enix.com/ffxi/forum.php
The japanese side of OF has its own dev tracker, that normally is way more active and detailed than english side. If someone feel like translating it to bring the info, feel welcomed too.
http://forum.square-enix.com/ffxi/search.php?searchid=15480698
BG site has one specific topic just to publish and discuss those official answers, and i think ffxiah lacks something similar as not everyone here check BG or OF, so lots of details/dev opinion are missed. So, thats the point of this topic, anyone who see new info in dev tracker feeds, quote it here, and start a discussion if you feel like.
Starting now, a couple of new dev posts were released after march update annoucement. Here they are:
Trust changes
Quote: [dev1261] Alter Ego Adjustments
It will be possible to summon alter egos in the following content.
Walk of Echoes
Wanted battles
It will be possible to summon alter egos in the following mission battlefields.
Wings of the Goddess missions
When Wills Collide / Maiden of the Dusk
It will be possible to summon alter egos for the following quest battlefields.
Wings of the Goddess quests
Champion of the Dawn / The Dawn Also Rises / A Forbidden Reunion
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Dev answer to a sugestion to add new ways to obtain dusk type of alluvion skirmish stone.
Quote: Since dusk-type stones were just implemented, we'd like players to do alluvion skirmishes to obtain them, so there are no plans to add the ability to trade other items for these stones at the moment.
However, we'll look into increasing the amount in circulation and the means of obtaining them in some way in a future version update.
Monster rearing news:
Quote: [dev1262] Mog Garden Adjustments
Monster Rearing will undergo the following adjustments.
A monster's mood will no longer degrade from "beaming with pure contentment" after collecting items or interacting with the monster.
The collective moods of all creatures will generate auras of light or darkness that affects them all.
Light
When the number of creatures beaming with pure contentment is greater than that succumbing to darkness, all creatures’ contentment and mood are increased.
Darkness
When the number of creatures succumbing to darkness is greater than that beaming with pure contentment, all monsters' contentment and mood are decreased.
The following information will be displayed when entering your Mog Garden.
The number of days left on assistants’ contracts.
The current affinity of the Mog Garden.
Mog garden gathering points will undergo the following adjustments.
It will be possible to scrap any unwanted flotsam directly without receiving it in cases where the player’s inventory is full or he is otherwise unable to recover it.
Sugestion about blu traits having aditional tier info.
Quote: This is something that is difficult for us to address at the moment as we would have to send data each time you open the menu to see which tier you currently have. We're concerned about this largely affecting UI response time.
Similarly the same holds true for saving the data client-side as well. Since all of the trait data for this would have to be saved, it would consume large amounts of memory, which also makes this feature difficult to implement.
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