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Verranicus posted:Lol, gently caress you if you think you should be able to use boost potions but still do the quests or whatever. You made your choice. Meh, their loss if they don't want me to buy a bunch of job potions. I can just keep playing one or two jobs instead.
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# ? May 22, 2017 21:12 |
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# ? Jun 4, 2024 12:46 |
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Truga posted:I just sprinted pulled poo poo as soon as I was in range to keep enochian up at times, it was silly and this is better They might as well just make Enochian not fall off or even not exist (F4/B4 still require, and fail to refresh, their respective astral/umbral state) and just have Polyglot automatically begin to stockpile the moment you land a Blizzard or Fire spell.
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# ? May 22, 2017 21:15 |
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I just want people to stop calling them potions, because they're obviously books.
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# ? May 22, 2017 21:15 |
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Ferrinus posted:I actually don't like the thing where you can and therefore have to keep up astral/umbral forever by using Tranpose on cooldown, I'm used to being able to chill between pulls/boss phases. Enochian has a 30 second cooldown and from the footage shown today, you keep your Foul charge ready if it drops. You probably won't have to transpose spam if you don't want to.
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# ? May 22, 2017 21:15 |
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Fister Roboto posted:I just want people to stop calling them potions, because they're obviously books.
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# ? May 22, 2017 21:16 |
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Thumbtacks posted:hey i was right Truga posted:Flare is 260 potency aoe.... Flare is effectively 468 because of AF3.
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# ? May 22, 2017 21:18 |
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I missed the letter, what's new with the best tank, paladin?
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# ? May 22, 2017 21:19 |
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Control Volume posted:I missed the letter, what's new with the best tank, paladin? You can RP even more now with huge flashy wings.
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# ? May 22, 2017 21:20 |
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Control Volume posted:I missed the letter, what's new with the best tank, paladin? spammable aoe damage and a situational and probably not very useful ability to reduce party damage taken (that requires you to stand nearly right behind the paladin) oh wait an actual very good thing is that magic damage is now blockable so presumably shelltron will work on all tankbusters
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# ? May 22, 2017 21:20 |
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Augus posted:Someone give me a summary of the live letter, all I saw was a video showing off the new class UI and skills. heres the notes i took, some of which may be wrong but code:
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# ? May 22, 2017 21:21 |
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Paladins are stealing astrologian's idiot bubble.
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# ? May 22, 2017 21:21 |
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WAR: FELL CLEAVE FELL CLEAVE FELL CLEAVE FELL CLEAVE FELL CLEAVE FELL CLEAVE .... yeah, I'm not mothballing that anytime ever. AST: Surprinsingly, the most uninteresting of the bunch? There was a thing that drew three cards? And a thing that put down a circle? But mostly it was just pretty. BRD/MCH: Forgive me father, for I am plagued by temptation. MCH is what I played, but BRD is where I started. Do I put down the gun and pick up the bow once again? Biggest takeaway: I appreciate the quality of life improvement that being able to keep building resource beyond the activation point offers. Kuvo posted:heres the notes i took, some of which may be wrong but Oh cool, thanks for doing this. There are some things in here that I missed due to half-listening while working. (Thank god FC/Dev are now the same button as IB/SC.) Hm. With Parry now gone as a stat, does that mean it's strictly a mechanic? What happened to Raw Intuition, then, I wonder? SwissArmyDruid fucked around with this message at 21:38 on May 22, 2017 |
# ? May 22, 2017 21:21 |
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Did they show the new primal mounts, or just talk about them?
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# ? May 22, 2017 21:22 |
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I hope it's possible to do a berserk sequence where every single move is fell cleave
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# ? May 22, 2017 21:22 |
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Oh no which tank do I level first
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# ? May 22, 2017 21:22 |
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Sinteres posted:Did they show the new primal mounts, or just talk about them? They showed a single dog mount with flames surrounding it at the start of the Live Letter.
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# ? May 22, 2017 21:26 |
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Office Surprise Store posted:spammable aoe damage and blah blah blah blah magic damage is now blockable Hella
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# ? May 22, 2017 21:27 |
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Sinteres posted:Did they show the new primal mounts, or just talk about them? They showed them, but they had already showed them in the Benchmark.
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# ? May 22, 2017 21:27 |
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Office Surprise Store posted:oh wait an actual very good thing is that magic damage is now blockable so presumably shelltron will work on all tankbusters Don't forget that the wings thing gives them 100% block as long as they hold it. Any rapid-hit attack like Akh Morn can get bent.
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# ? May 22, 2017 21:27 |
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Depending on how the PLD defense buff works, couldn't they just turn around and "cover" everyone who's behind the boss? I doubt it'd work that way, but it would be wicked funny if it did.
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# ? May 22, 2017 21:34 |
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Closed-Down Pizza Parlor posted:Also, now that it's over, I'm pretty loving excited about basically every single thing they announced today; I was sorta on the fence about SB but now this next month is going to be utter torture I've got to go to E3 that week and come back the day early access starts. Imagine waiting that whole week while forced to walk by Stormblood poo poo every day.
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# ? May 22, 2017 21:34 |
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Hot takes on the jobs I care about: Ninja - My main since they launched, what they get seems pretty lame though! First off, a gauge that increases with auto attacks is just kinda boring and passive (although I noticed it jumped significantly with the use of mug so maybe not too bad). Foxclon showed off some single target attack while they were mucking about but the view on it was bad. The frog is neat I guess but sans actual ability text it really just seems like another katon. The nin in the video shukuchi'd twice in semi-rapid succession, wondering if that's actually a thing or if it was just done for effect in the video. The ability that let you cast a bunch of ninjutsus seems... hard to quantify currently. It could definitely be fun though. Red Mage - Going to be a god drat hotbar nightmare. They showed off like 8 different spells and then another 4 melee abilities. Filling up a gauge with black and white mana and then burning it to do melee attacks seems like relatively neat gimmick, as does the whole cast a fast spell to instant cast a longer cast spell. Unfortunately for rdm their numbers looked like they end up spending drastically more time at ranged than in melee which makes sense since they are a ranged dps role, but that drags them out of my wheelhouse and into, "I will level it eventually." Was hoping for a more even split. Definitely the new title holder of coolest spell effects though. Sam - gently caress this live letter because now I want to main swap to Sam and the last god drat thing I wanted to spend early access doing was potd grinding. They get their own run animation like nins do and the animations on the abilities they showed off today look real good. I will need to actually play them first for a bit though before really cementing onto a main swap because the stuff they showed today gives me essentially zero indication of what their rotation is actually like. They get some moves that fills up their katana bar, others that remove from it. Some moves fill up your little flower / moon / snow token slots and then other expel those for melee castbar stuff but I really need to see their poo poo to put together how it plays for real because as it currently stands it looks like you could just fill the 3 tokens and then iai strike, repeat ad nauseam and I really want to know why you wouldn't or what would compel you to do a weaker iai. Other - The stat changes are great, and the pvp changes are incredibly interesting and real bold shift. I personally have no interest in moving the combo actions over into PvE as well but I wouldn't mind if they gave people the option to do that if they so desired. I've always found those systems boring but I am all about letting people play how they want, especially if it makes them less lousy. Role Revamp system - Really on the fence about this. It's cool that it removes the need to level other jobs up because I know a couple people who quit over that and I might be able to get them back into the game. On the other hand, I am a no lifer and already had everything at 60 and so it isn't really particularly beneficial to me. What is especially not beneficial to me is going to have to blow skill slots on stuff I already had by default. Like going to need to spend a slot as a tank or melee dps on getting a god drat stun back is going to be pretty weak. While I certainly expected some of nin's utility to get spread around, I certainly didn't expect to not only have it spread but for it to also cost me a slot to get it back. Might not end up mattering in the long run since it will depend on what the other skills do and what jobs actually retain and lose but currently I am pretty neutral on it.
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# ? May 22, 2017 21:37 |
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accuracy getting trashed is extremely good
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# ? May 22, 2017 21:38 |
The gauges make me wonder if openers will change so that you have to give everyone a period to JO and get going before things like trick attack come out.
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# ? May 22, 2017 21:42 |
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Failboattootoot posted:Role Revamp system - Really on the fence about this. It's cool that it removes the need to level other jobs up because I know a couple people who quit over that and I might be able to get them back into the game. On the other hand, I am a no lifer and already had everything at 60 and so it isn't really particularly beneficial to me. What is especially not beneficial to me is going to have to blow skill slots on stuff I already had by default. Like going to need to spend a slot as a tank or melee dps on getting a god drat stun back is going to be pretty weak. While I certainly expected some of nin's utility to get spread around, I certainly didn't expect to not only have it spread but for it to also cost me a slot to get it back. Might not end up mattering in the long run since it will depend on what the other skills do and what jobs actually retain and lose but currently I am pretty neutral on it. On the other hand, being able to replace the stun with something else on fights where there's nothing to stun is really cool. Also I'm going to bet that the new stun ability won't have a damage component.
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# ? May 22, 2017 21:42 |
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Xenoveritas posted:They showed a single dog mount with flames surrounding it at the start of the Live Letter. Please look forward to pupper parties.
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# ? May 22, 2017 21:43 |
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here is a summary of the changes to monk: https://www.youtube.com/watch?v=ngpPW_Js00U
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# ? May 22, 2017 21:43 |
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Fister Roboto posted:On the other hand, being able to replace the stun with something else on fights where there's nothing to stun is really cool. Also I'm going to bet that the new stun ability won't have a damage component. But I am so lazy and don't want to have to be constantly bar fiddling to tailor my ability load out to current situations!
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# ? May 22, 2017 21:47 |
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Failboattootoot posted:Hot takes on the jobs I care about : I didn't get a chance to see any of the LL but I'll be watching RDM closely; it seems odd that you'd have to stay in melee range to use an attack that's only a fraction of your rotation. It'd be cool if that attack was a rush attack or something so that it would instantly close you into melee when you used it. Then you could cast spells like a normal mage and not have to worry too hard about staying in melee range. That's just me wishing though I don't know what I'm talking about re: how the class is actually going to work. I hope I don't hate it, because RDM looks flashy af and I live for that nonsense
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# ? May 22, 2017 21:47 |
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Hypothetical for BRD UI: Could it be that if you fulfill certain criteria, you get a pip, and if you get full pips, your song auto-refreshes? Only half-listening because work.
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# ? May 22, 2017 21:48 |
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Failboattootoot posted:But I am so lazy and don't want to have to be constantly bar fiddling to tailor my ability load out to current situations! Yeah that'll be pretty annoying. Maybe they'll let you save presets, which is something I've already wanted for crafting for a long time.
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# ? May 22, 2017 21:49 |
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So here's my lame attempt to figure out what the Role Actions are The Cast Role Action shown in the video are Addle Break Drain Division Lucid Dream Swiftcast Mana Shift Apocastasis Surecast Arise Melee DPS are Second Wind Arm Graze Leg Sweep Division Invigorate Bloodbas (?) Goad ??? Clutch Tulunorse (?) Healers are Cleric Stance Break Protect Esuna Lucid Dream Swiftcast Eye For An Eye Divine Seal Surecast ??? Ranged DPS are Second Wind Foot Graze Leg Graze Swiftsong (?) Invigorate Tactician Refresh Head Graze Arm Graze Barricade And Tank gets Rampart Low Blow Provoke Convalescence Predict (?) Reprisal Awareness Interject Ultimatum Shock Additionally Role Action slots unlock at levels 12, 20, 32, 40, and 48. So if I'm not totally wrong some quick takeaways. It's interesting that the first Role Action unlocks at level 8, but you don't get proper slots for them until level 12. Maybe you'll automatically get your first role action equipped and then at level 12 be able to choose between your first and second? A chunk of these seem to be a mix of "these are things you bring into specific fights" and "things everyone needs to have". Invigorate, Protect, Swiftcast, and Provoke are known quantities, and I suspect Lucid Dream is the MP version of Invigorate since its on both roles that use MP. The level 48 Caster role action, Arise, is the FF spell that revives with Full HP in the rest of the series, so probably all Casters will now be getting a Summoner Style Resurrection as an option. Similarly everyone gets Apocastasis, which ups the chance somebody might slap it on. I'm curious how some of the abilities that got shifted from Class/Job into role will end up looking like, especially ones that got significant boosts from class traits. Leg Sweep's cooldown was cut in half with one of the Lancer traits, and Rampart's effectiveness was doubled on Paladins, so I wonder what they'll look like when everyone in a role has them. I also wonder what will happen to moves like Steel Peak when Leg Sweep is baseline, or Shield Bash when all tanks have Low Blow. Break is the spell that petrified enemies in other games. Maybe it'll be the non-role specific version of Sleep? Was Cleric Stance's Japanese name always "Cursed Stance"? I'm rather interested to see the level up chronology for some Jobs, especially Machinist considering the entire Graze line got yanked out of them. Still, I suspect they have to shove FLAMETHROWER in there somewhere. Things I want to know what they do: Drain (self-explanatory, but for how much and how often? Is this the caster version of Second Wind?), Division (It's on both Caster and melee DPS, is this the new Quelling Strikes? Didn't they say they were changing it?), Predict (My experience from Super Robot Wars says that this can also be translated as "foresight", but this has a different icon from it), Interject (I'm guessing WoW's intercept Warrior move), Shock (This did super high damage in FF6 and 9), and obviously the stuff I can't read. Did they say if the White Mage "Yank a dude to you" spell was a Role action or not? Because if it is it's probably the final one on the list I couldn't read. Notably absent from this list: Virus. Doubly so because that's on the short list of CC actions that was actually mildly important beyond ones essential for class functioning. "Addle" has a very similar icon to it, maybe it's the new version of Virus?
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# ? May 22, 2017 21:49 |
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Failboattootoot posted:Role Revamp system - Really on the fence about this. It's cool that it removes the need to level other jobs up because I know a couple people who quit over that and I might be able to get them back into the game. On the other hand, I am a no lifer and already had everything at 60 and so it isn't really particularly beneficial to me. What is especially not beneficial to me is going to have to blow skill slots on stuff I already had by default. Like going to need to spend a slot as a tank or melee dps on getting a god drat stun back is going to be pretty weak. While I certainly expected some of nin's utility to get spread around, I certainly didn't expect to not only have it spread but for it to also cost me a slot to get it back. Might not end up mattering in the long run since it will depend on what the other skills do and what jobs actually retain and lose but currently I am pretty neutral on it. It's likely this is the source of their 'adjustments' (or nerfs) that they're doing. I've been getting a lot of mileage out of some cross class abilities and if I'm no longer able to take them it'd be sad (but understandable.)
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# ? May 22, 2017 21:50 |
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LOCUST FART HELL posted:here is a summary of the changes to monk: Long, overly elaborate animations that ultimately don't actually do the job?
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# ? May 22, 2017 21:53 |
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Ainsley McTree posted:I didn't get a chance to see any of the LL but I'll be watching RDM closely; it seems odd that you'd have to stay in melee range to use an attack that's only a fraction of your rotation. It'd be cool if that attack was a rush attack or something so that it would instantly close you into melee when you used it. Then you could cast spells like a normal mage and not have to worry too hard about staying in melee range. They have that. The 4ish melee abilities they had was a rush-in stab, a couple other flurry hits and then a repelling shot equivalent. I was hoping what they showed way back at the fanfest reveal would be a closer approximation to actual play which was casting 6-8 spells and then going into the fray. But in this live letter it looks like it'll actually be 12-16 spells before your gauge fills up and years of tabletop gaming have made me incredibly racist towards spellcasters so I lost all interest. Fister Roboto posted:Yeah that'll be pretty annoying. Maybe they'll let you save presets, which is something I've already wanted for crafting for a long time. That would be a sweet QoL change.
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# ? May 22, 2017 21:54 |
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Ainsley McTree posted:I didn't get a chance to see any of the LL but I'll be watching RDM closely; it seems odd that you'd have to stay in melee range to use an attack that's only a fraction of your rotation. It'd be cool if that attack was a rush attack or something so that it would instantly close you into melee when you used it. Then you could cast spells like a normal mage and not have to worry too hard about staying in melee range. Based on the job actions trailer, the first melee attack is a charge in, the last is a jump back. Also one of their melee attacks is basically carving a giant letter Z into the dummy, so now I hope we get some options for broad-brimmed hats with domino masks built in.
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# ? May 22, 2017 21:57 |
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Omnicrom posted:Did they say if the White Mage "Yank a dude to you" spell was a Role action or not? Because if it is it's probably the final one on the list I couldn't read. I'm pretty sure they did say Virus was becoming Addle. And yeah, the yanking ability is called Rescue and it's a healer role ability.
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# ? May 22, 2017 21:59 |
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The official job actions video, it is up: https://www.youtube.com/watch?v=fSdfPXFGuw0 1080p60, too, for all those frame-by-frame analyzing things.
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# ? May 22, 2017 22:01 |
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Leofish posted:I'm pretty sure they did say Virus was becoming Addle. And yeah, the yanking ability is called Rescue and it's a healer role ability. Well that's good to hear. Addle generally lowered Magic, so I guess all casters get their own personal Supervirus.
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# ? May 22, 2017 22:01 |
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# ? Jun 4, 2024 12:46 |
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They made white mage... even easier? Cleric stance was literally the only thing that put any challenge in the class. I don't know how someone could play it for even a short amount of time and feel overwhelmed when all of the buttons might as well be labeled "heal hps". There's now zero risk when playing the class and it's going to be boring as hell. Well, guess this is as good incentive as any to switch over to SCH/AST. At least they get to push somewhat interesting buttons sometimes?
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# ? May 22, 2017 22:01 |