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Final Fantasy XIV: Heavensward |OT3| Keniki Gauge Cost: 20,000

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ebil

Member
I wanted to log on the OF to leave some WHM feedback but they wouldn't let me because they randomly decided that I haven't played in the last 14 days despite me logging on today. Oh well, it's not like I'm going to be maining it anyway.
 

Haly

One day I realized that sadness is just another word for not enough coffee.
Just looking at the new SMN AOE is like:

Shadowflare
Painflare
Bio III
Miasma III
Fester
Tri-Disaster other target
Ruin
Painflare
Dreadwyrm
Tri-Disaster a third target
RuinRuinRuinRuinRuinRuinRuinRuinRuinRuin
Deathflare
 

Killthee

helped a brotha out on multiple separate occasions!
I still don't understand the utility of the different Ruins. I've messed with my lvl 50 scholar for a bit and saw no reason not to just spam Ruin II instead of Ruin, yet I've heard that Ruin is used more at higher levels.
Ruin 2 is double the mana cost of Ruin so if you spam it too much you'll drain your mana bar quickly.
 

MechaX

Member
I have to wonder if SMN pet potency or DOT potency got altered pre-60.

Like, they nerf Fester, take a sledgehammer to Bane, and remove a DoT entirely. This may end up being way more apparent between 30/35-60, but that just serves as a flat out hard nerf to SMN damage unless they heavily adjusted everything pre-Stormblood or gave them something to offset and compensate for those loses.
 

Frumix

Suffering From Success
PLD's important use of their Oath Gauge is intervention. What it does is that it effectively allows you to cover the MT as OT, or to more efficiently take tankbusters that require 2 tanks to split because you can basically cover them with less cooldowns overall now. From that point of view it's passively offensive.

It remains to be seen how numbers play out but DRK seems to be a potential DPS powerhouse with the right play whereas WAR seems to be a more efficient main tank, oh how the turns have tabled.

I think from mitigation standpoint you can take any combination of tanks you want - the primary reasons for mandating a warrior (path and eye) are gone, though you do need a NIN or a SAM if you don't have a warrior, and from that point on it's down to personal tank damage which we cannot know until the game releases and tests are run.

Warrior is basically unchanged from how it plays now, they replaced the burst sequence with another burst sequence but core concepts are exactly the same whereas the way you should approach PLD and DRK changed significantly.

Overall there's nothing with the current tank tooltips that makes you look at them and think "this is wrong" other than the fact that DRK still has damage combo and enmity combo 100% split which puts you into that conundrum where you don't want to be generating enmity as a tank. Or you could put DRK into the OT spot which it can do now semi-competently.

Needs more hands on, it's not like with WHM where one look at its rules just makes you wonder if they were comparing it side by side with the other two dudes at all.
 
I have to wonder if SMN pet potency or DOT potency got altered pre-60.

Like, they nerf Fester, take a sledgehammer to Bane, and remove a DoT entirely. This may end up being way more apparent between 30/35-60, but that just serves as a flat out hard nerf to SMN damage unless they heavily adjusted everything pre-Stormblood or gave them something to offset and compensate for those loses.
Don't forget Direct Hit is a thing
 
I am 100% salt that Samurai's skills aren't just remakes of FFXI Samurai's skills.

Also if it's not Setsu > Getsu > Ka as the way your rotation is supposed to go, then I'll be mad there, too.

Otherwise it looks fantastic to play.

"While you were critting Fire IV, I was studying the blade" from reddit.
 

ebil

Member
Honestly Paladin doesn't look half bad on paper. It might even be my tank of choice since my group and I collectively decided to level one job from each role before raiding starts. I'm not feeling DRK but it's hard to get a feel for it just reading the tooltips vs. playing it.
 

Frumix

Suffering From Success
That seems to say Foe Requiem increases damage taken by 3% by targets rather than lowering damage dealt?

Troubadour tooltips match up.
 

Guess Who

Banned
That seems to say Foe Requiem increases damage taken by 3% by targets rather than lowering damage dealt?

Troubadour tooltips match up.

That would be a much better skill - basically classic Foe's Req with a lower percentage but with benefit to all party members, not just casters.
 
That seems to say Foe Requiem increases damage taken by 3% by targets rather than lowering damage dealt?

Troubadour tooltips match up.
Oh shit, now we're talking

That explains why this shit only lasts like 15 seconds before it drains all my mana.
 
hc5so3kj3w0z.jpg

This is a really nice QoL.
 

Frumix

Suffering From Success
According to JP tooltips, Fairy Union cure potency is 480 per tick. Furthermore, Nocturnal Sect potency gain is still 15%, but Diurnal Sect potency gain is 10%. Nothing else about healers seems to be different.
 

Haly

One day I realized that sadness is just another word for not enough coffee.
I think Fester is a tooltip error.
 

Apoptomon

Member
RIP sustain (unless physick might be changed to compensate?) Losing spammable blizzard 2 and miasma 2 might make summoner aoe feel less 'active' too.
*shrug* time will tell I suppose

Not exactly looking forward to rebuilding hotbars and macros, but it's to be expected.
Low key still considering bringing up a melee dps for SB, but which one...

Edit: is that a unified Ul'dah in that map image?
 
Dark Knights are going to get a taste of 2.0 Paladin.

Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer Soulstealer for 2+ years until next expansion.

I honestly wouldn't mind if Dark Arts changed Syphon Strike and Soulstealer animations to new ones when active but they don't. Machinists get this but Dark Knights who had the ability mod bofore don't?

So once you get some Power Slashes on for the enmity lead you are spamming one combo until the end.
 

iammeiam

Member
Ahahahahahaha oh my god if this is true:

Another huge one is that when you overheat your gauss barrel as MCH you get a 10 second 20% damage increase, not decrease. Yeah, they got that backwards, and it matches up with the normal/overheat damage numbers in some of the gameplay videos.
This has pretty big ramifications on how you'd expect to play the job because now it's looking like you want to deliberately overheat just as you enter wildfire, instead of avoiding it at all times. It makes much more sense in this context (not to mention being much more flavourful).

I don't think it hyped me for the job but Jesus Christ if this is true it'd be sort of embarrassing how bad the NA tooltips are
 

Guess Who

Banned
Ahahahahahaha oh my god if this is true:



I don't think it hyped me for the job but Jesus Christ if this is true it'd be sort of embarrassing how bad the NA tooltips are

in fairness, they've been pretty loudly screaming "THE TOOLTIPS ARE SUBJECT TO CHANGE" at every possible opportunity
 

Allard

Member
Ahahahahahaha oh my god if this is true:



I don't think it hyped me for the job but Jesus Christ if this is true it'd be sort of embarrassing how bad the NA tooltips are

This is part of the problem with showing off a work in progress for the media, these abilities and their effects might be changing constantly leading to miss steps like this when suddenly a version of the game needs to be ready for the press to be seen, the Quality Assurance likely went out the window for the sake of making it playable for people.
 

Tomat

Wanna hear a good joke? Waste your time helping me! LOL!
in fairness, they've been pretty loudly screaming "THE TOOLTIPS ARE SUBJECT TO CHANGE" at every possible opportunity

Why even have the press event at all if your shit is going to be backwards? Okay I over exaggerated.

It's not the end of the world or anything. This is a good example of why it's best to wait until we actually get our hands on the stuff... but when you have your fanbase on a drip feed of minimal amounts of info, they're going to rip into anything and everything you've got.
 

scy

Member
in fairness, they've been pretty loudly screaming "THE TOOLTIPS ARE SUBJECT TO CHANGE" at every possible opportunity

I feel like that is meant to encompass tweaks and adjustments and not someone making a mistake between a plus sign and a minus sign.
 

iammeiam

Member
Disembowel only 5% in JP tooltips it looks like?

in fairness, they've been pretty loudly screaming "THE TOOLTIPS ARE SUBJECT TO CHANGE" at every possible opportunity

Ok but there's "oops we goofed the flamethrower potency; it should be 60, not 6."

And then there's "Oops, we dramatically mistranslated the key mechanic of the job a couple weeks ago and either didn't notice or didn't bother to tell anyone."

Like... this is not a small oops, and isn't a balance change. it's bad translation, point blank.
 

Guess Who

Banned
Disembowel only 5% in JP tooltips it looks like?



Ok but there's "oops we goofed the flamethrower potency; it should be 60, not 6."

And then there's "Oops, we dramatically mistranslated the key mechanic of the job a couple weeks ago and either didn't notice or didn't bother to tell anyone."

Like... this is not a small oops, and isn't a balance change. it's bad translation, point blank.

It's a fuck-up, sure, but it's a fuck-up in a preview build not meant for the public. If it's still wrong once you and I can actually play it, that's one thing, but stuff like this isn't really that crazy in a build from probably a month from going gold (especially if balance and skill changes had still been happening up to the last minute around the time of the translation - it's entirely plausible some of these skills did different things at earlier stages of development).
 
I think I understand the WHM changes more.

They put in abilities to reward Cure spamming which is something pure healers do since what else are they going to do if they aren't DPSing in this game?

This way they'll generate lots of lillies and confession stacks which means they will get good usage of these two mechanics and abilities that interact with them.

Naturally if you're DPSing and want to play optimally or at least at a higher level than what would constitute as normal you're not going to get much if any use out of lillies or confession since you want to minimize Cure use as much as possible, which means you won't be generating many lillies or confession stacks.

Recommendations

1. Ignore the new abilities and try to play as before, maybe use that ability that reduces mana costs to 0 to do more DPS.
2. Play another job.
 

Resilient

Member
peeps, i haven't played since like Feb, I had a BLM and a SCH at level 56/57. am I fucked if i come back? content overload? i just wanna get to end game and actually stick with it. I'm on Ton.
 

iammeiam

Member
It's a fuck-up, sure, but it's a fuck-up in a preview build not meant for the public. If it's still wrong once you and I can actually play it, that's one thing, but stuff like this isn't really that crazy in a build from probably a month from going gold (especially if balance and skill changes had still been happening up to the last minute around the time of the translation - it's entirely plausible some of these skills did different things at earlier stages of development).

Except this highlights a relatively large flaw in how they communicate with players in general. They choose to release information this way--this is how they wanted data communicated to us.

I don't care that the tooltip in English is wrong in a preview build. I care that they chose this route of relaying information to the public at large, and apparently didn't have anyone sending out corrective e-mails after the fact or bothering to make sure the basic job fundamentals communicated to the English speaking playerbase are even borderline correct.
 
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