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[Dev] We Reject Your Ideas and Substitute Our Own
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-04-19 17:09:23
If you enjoy camping buy a tent and go in the woods.
Phoenix.Urteil
Server: Phoenix
Game: FFXI
By Phoenix.Urteil 2013-04-19 17:11:59
Bahamut.Cantontai said: »Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat
Yea, they are.
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VIP
Server: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-04-19 17:22:53
Bahamut.Cantontai said: »Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Yea, they are.
With access to some decent melee gear, a reasonably powerful merit WS and a variety of great swords and WS gear to back it up, RDM is definately doing well in the melee department. Nobody would claim its a DD, but its far more mage than BLU and far more melee than any other mage. Its a great job in a game that doesn't need it anymore.
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Server: Bahamut
Game: FFXI
Posts: 1008
By Bahamut.Cantontai 2013-04-19 21:36:52
Bahamut.Cantontai said: »Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat
Yea, they are.
In what event? Seriously, tell me, because I can't think of anything other than Ballista I would bring RDM to right now over my BRD, let alone my BLU, if I want to hit monsters with sharp stuff.
Bahamut.Cantontai said: »Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Yea, they are.
With access to some decent melee gear, a reasonably powerful merit WS and a variety of great swords and WS gear to back it up, RDM is definately doing well in the melee department. Nobody would claim its a DD, but its far more mage than BLU and far more melee than any other mage. Its a great job in a game that doesn't need it anymore.
Really? Have any evidence to support that assertion? I can't imagine in what situation you would bring a RDM for the purpose of meleeing ***, ever. You know what other jobs have access to some decent melee gear, a reasonably powerful merit WS, and a variety of great weapons and WS gear to back them up? All the other mage jobs that are "far less melee" that have melee discussion threads or posts on FFXIAH.
By Kimble2013 2013-04-19 21:39:38
If you enjoy camping buy a tent and go in the woods.
But that would require getting off the computer and going outside :(
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-19 21:45:08
RDM is technically the strongest melee-er of the true mages (RDM BLM WHM SMN SCH)
(The ranking is RDM > WHM >> SMN > SCH > BLM)
Of these jobs, however WHM is unique in that participating in front-line combat augments assists it in performing its normal duties on applicable content.
Cerberus.Eugene
Server: Cerberus
Game: FFXI
Posts: 6999
By Cerberus.Eugene 2013-04-19 21:47:35
If you enjoy camping buy a tent and go in the woods.
But that would require getting off the computer and going outside :(
Cerberus.Conagh
Server: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2013-04-19 22:10:56
RDM has access to melee gear, and is more proficient than most mage jobs. It's not supposed to out DD a Melee job.
He also said it is good, but there is no content in game that warrents it's use. So asking what scenario to use RDM is just idiotic when he said "has no use anymore" I mean in what scenario would you EVER choose a Mage DD over a Melee ? Never. Mage DD's were for soloing content that DD's couldn't IE NM's with lots of magic dmg.
When has a RDM ever been used as a DD for monsters when you have access to a 6 man pt.... Never... Because it was dumb... Where's the arguement again?
RDM was always a great Solo Melee due to cures and bar and enfeebs.
It would be Unbalanced for a RDM to have the same DPS as a MNK. My RDM ws's 1.6k with CDC and 1.9k with req. I personally feel thats decent in Aldoulin content. If anything a little strong considering instant cast spells essentially.
Just because your RDM does meh damage, well sorry you can't deal 6k dmg WS's, cast cures in a instant and enfeebs and support your pt. Because being everything at once wouldn't be broken.... Plus RDM can solo certain kindred crest NM's using a mandau and aoelin edge how is RDM not a Mage DD? It is, theres just no content EVER BEEN IN FFXI THAT SPECIFICALLY NEEDED A MELEE MAGE It has always been a solo job, so don't expect it to be used for anything other than solo if you plan to DD on it.
The only reason rdm has next to 0 playability nowadays is due to its lack of magic capabilities to support a party. It's DD capabilities have been improved just not enough to make people think " I want a mage DD for the 1 nm in game I MIGHT not get help with"...
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Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-19 22:13:54
JPs take RDM to almost everything, but they also have a sightly different approach to group content than we do.
Server: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2013-04-19 22:16:19
RDM is technically the strongest melee-er of the true mages (RDM BLM WHM SMN SCH)
(The ranking is RDM > WHM >> SMN > SCH > BLM)
Of these jobs, however WHM is unique in that participating in front-line combat augments assists it in performing its normal duties on applicable content.
Serious question:
How is Blue Mage not a true "mage" job?
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-19 22:21:11
Blue Mage is a hybrid class.
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Cerberus.Conagh
Server: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2013-04-19 22:22:46
JPs take RDM to almost everything, but they also have a sightly different approach to group content than we do.
Personally where able I take a RDM for Slow II if it can land.
Cerberus.Conagh
Server: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2013-04-19 22:24:54
BLU can play like a BLM actualy all be it weaker nukes, but with set amounts of hate on those spells no matter your dmg, allowing them to nuke more often than BLM without drawing hate.
I would concede however that BLU is more Melee than Mage, but it is a Mage and can be played like one. and in arguements about "hybrid" so is RDM
Server: Shiva
Game: FFXI
Posts: 8022
By Shiva.Viciousss 2013-04-19 22:26:15
RDM is technically the strongest melee-er of the true mages (RDM BLM WHM SMN SCH)
(The ranking is RDM > WHM >> SMN > SCH > BLM)
Of these jobs, however WHM is unique in that participating in front-line combat augments assists it in performing its normal duties on applicable content.
You should probably specify that BLU absolutely destroys those jobs on the frontline while being able to do most of the things those jobs do as good as or better.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-19 22:26:41
Blue Mage is a hybrid class.
Also you can keep your BLU main healing.
Cerberus.Conagh
Server: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2013-04-19 22:31:13
BLU beats all, we get it.
No one's dispputing that!
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-19 22:31:32
And also, no - BLU isn't particularly proficient at anything you would specifically bring any of the true mages for.
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Cerberus.Conagh
Server: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2013-04-19 22:36:35
I wouldn't argue a BLU Healer would beat a whm or RDM for that matter.
The point was that BLU have magical nukes, and can be played as such. I also supplied reasons why it can be useful in this matter. I never said it beats BLM at Magical nukes (my post actually states weaker nukes)
but overall ~ it can switch between Melee and Nuke damage better than a RDM can.
Edit* Lets not forget BLU is limited in the number of spells it can use at any time however. Meaning it has tp be more focused on a specific role unlike a RDM which can just swap out in an instant.
Sylph.Krsone
Server: Sylph
Game: FFXI
Posts: 1299
By Sylph.Krsone 2013-04-19 22:39:01
Bahamut.Cantontai said: »Bahamut.Cantontai said: »Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat
Yea, they are.
In what event? Seriously, tell me, because I can't think of anything other than Ballista I would bring RDM to right now over my BRD, let alone my BLU, if I want to hit monsters with sharp stuff.
Bahamut.Cantontai said: »Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Though red mage is proficient in close range combat Yea, they are.
With access to some decent melee gear, a reasonably powerful merit WS and a variety of great swords and WS gear to back it up, RDM is definately doing well in the melee department. Nobody would claim its a DD, but its far more mage than BLU and far more melee than any other mage. Its a great job in a game that doesn't need it anymore.
Really? Have any evidence to support that assertion? I can't imagine in what situation you would bring a RDM for the purpose of meleeing ***, ever. You know what other jobs have access to some decent melee gear, a reasonably powerful merit WS, and a variety of great weapons and WS gear to back them up? All the other mage jobs that are "far less melee" that have melee discussion threads or posts on FFXIAH.
Meeble perhaps or defo dynamis duo dc with thf/dnc imo rdm/dnc is a strong and safe job to pair with thf. Requis/exent mercy/death blossom scs or cdc if using almace over excal.
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Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-19 22:39:43
RDM is a mage class with supplemental melee proficiency and BLU is a melee class with supplemental magic proficiency.
By Gimp 2013-04-19 23:00:20
And also, no - BLU isn't particularly proficient at anything you would specifically bring any of the true mages for.
That's very untrue. There isn't a need when you can have a better job but blu has the abilities and people undervalue them very often.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-19 23:10:00
Not really, people are not "undervaluing" them they're just picking a better option
BLU does not have the magic damage output of a BLM or a SCH which is why you don't generally seek a BLU when you need magic damage, Abyssea aside
BLU does not have the healing output of a SCH or WHM
BLU is probably better at everything compared to SMN except for providing 30 seconds of immunity once an hour and stunning hard things once every 45 seconds
None of these jobs have the self-sufficient melee capabilities of a BLU, (although RDM comes the closest).
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By Kimble2013 2013-04-19 23:13:49
You have upset the BLU community. This will not end peacefully.
By Quetzacoatl 2013-04-19 23:21:11
You have upset the BLU community. This will not end peacefully.
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Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-19 23:22:36
I think I can live with myself for saying BLU is really good at one subset of the things it's technical capable of doing but just mediocre to "okay" at the complement subset of things it's technically capable of doing.
Just like every job except SMN and RUN, probably (both of which aren't really good at anything)
[+]
Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-04-19 23:26:03
Assuming that BLU is magnificent at everything would be foolish, it's just as Sylow said: BLU is a melee job with supplementary magic, most of its strongest magic being debuffs and buffs rather than heals or nukes.
By Gimp 2013-04-19 23:32:03
Not really, people are not "undervaluing" them they're just picking a better option
BLU does not have the magic damage output of a BLM or a SCH which is why you don't generally seek a BLU when you need magic damage, Abyssea aside
BLU does not have the healing output of a SCH or WHM
BLU is probably better at everything compared to SMN except for providing 30 seconds of immunity once an hour and stunning hard things once every 45 seconds
None of these jobs have the self-sufficient melee capabilities of a BLU, (although RDM comes the closest).
1. Definitely doesn't and definitely not my best forte to argue against... only to say that blu nuking is a valid option (just hard on the mp recovery) and there's requiescat if it's something you aren't kiting, additionally to support the other mages you have magic defense down abilities that aid them and yourself.
2. This is true but not every situation calls for the healing output of one a blu could keep you alive through most things if done properly unless you're taking very large and obscene amounts of damage in a short amount of time you can't recover from. That itself sounds fishy and could be caused by other problems or it's a particular field of endgame (legion).
3. Smn...is a mage and so half-baked it is forbidden for discussion On the real I really can't think of anything for or against besides hateless damage and cheap mitigation abilities in pet fights and kited fights(which for the most part aren't done anymore)
4. Definitely.
People take the best because it is the best and being used to the best skews their perception of what isn't the best and attempt to pigeon hole abilities uncommonly used into being much less than desirable in any sort of situation. It's a problem that many people do and is more subjective and dependent on those people but it is a common issue to take note of.
Ragnarok.Sekundes
Server: Ragnarok
Game: FFXI
Posts: 4209
By Ragnarok.Sekundes 2013-04-19 23:59:17
I think you can put many jobs in many places and they'll do "okay" but the problem is that "okay" isn't good enough to get a job a spot somewhere or to be sought after. If someone needs nukes or a healer, they aren't very likely to accept a blu to do it even if they could actually do it.
These types of situations are those that you use a job when you don't want to shout or can't find help for something. I've main healed on blu and brd and even blm before, dd'ed on rdm and brd but if I'm in a group I probably wouldn't need to do that because I'd be better off doing something else, well aside from rdm... no one wants my rdm for anything anyway.
VIP
Server: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-04-20 00:01:46
I think it has been pretty well explained at this point.
I wouldn't call BLU a "MAGE" for the same reason I wouldn't call RDM relevant... Sure, it can do all the things that other mages do, but outside of a few select niches, they all just do them better.
I classify and play BLU as a DD... /WAR, TA/DW3, eat RCB, lots of offensive buffing spells, ride berserk, etc. RDM tickles things and can't be killed, BLU smashes things and has much more limitted survivablity. They clearly are at opposite ends of the spectrum.
Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-04-20 00:08:12
Wouldn't really say that BLU's survivability is very limited compared to RDM's considering changes to game mechanics, new spells, etc.; Sudden Lunge, Delta Thrust, Cocoon, Occultation, Actinic Burst, a potent and MP efficient heal... not very much that RDM gets over us aside from a stronger Phalanx, Stoneskin, and Protect at the cost of not having some of the stronger defensive spells that BLU has at its disposal.
This threads purpose is to be a collection of developer posts where they flat out tell players no, or they can't do that, or for whatever reason they come up with. These posts on their own cannot make a thread, but together I think over time it will be an interesting read so this is a bit of an experiment. There are enough of these posts that I skip every week that I think it would work as a topic, but I'll see how it goes.
Whether the suggestion of the player was a good one or bad one, if a post has enough NO! within it then it gets put here.
08-24-2012 06:18 PM | Okipuit | Community Rep |  |
| | Greetings!
The reason why the previous version of Dynamis allowed for re-entry was because the Perpetual Hourglass was an actual item that continued to keep track of your Dynamis time even when leaving the area.
As you know, the renewed version of Dynamis requires the key item Prismatic hourglass and because it is not a physical item, it cannot continue to record your Dynamis time should you (or the monsters ) decide you should exit Dynamis.
Time extension key items function the same way as well and are lost upon exit. (Even if you were to get them once again the information from before you exited would be lost.) So with that said, it’s not possible to change this that easily.
While it would definitely be convenient for some of the cases mentioned, it would be better to think of the current Dynamis as one large battlefield, meaning that exiting would end the fight. | |
08-31-2012 03:55 PM | Okipuit | Community Rep |  |
| | Greetings,
We certainly understand your request to have Scrolls of Instant Repatriation as a purchasable item from Conquest Overseers. However, if we were to do this, most people would set their homepoint in Jeuno and we all know how crowded it already is! Therefore, there are currently no plans to have this implemented. | |
09-04-2012 05:03 PM | Okipuit | Community Rep |  |
| | Hello,
It's a good suggestion since the MP cost is included in the ninjutsu spell descriptions; displaying remaining your tools here would be possible. However, remaining ninja tools are not counted alongside ninjutsu, so I'm afraid it's not possible to display that information within the UI. Also, as previously mentioned, universal ninja tools would further complicate implementing such a feature. Therefore, there are currently no plans to add a remaining tool counter for Ninja. | |
09-04-2012 05:08 PM | Okipuit | Community Rep |  |
| | Good evening
Thank you for the suggestions, everyone. I Just got word back from the Development Team and currently there are no plans to add animators to trial of the magians for enhancement. The reason is because you would be able to receive the beneficial effects from both h2h weapons and animators. | |
09-12-2012 05:39 PM | Okipuit | Community Rep |  |
| | Hello~
Thank you for the suggestion! We can certainly understand the functionality of this request but this is where we currently stand:
System wise, we can extend the range that chat logs receive information. The issue is that if we do widen that range, it will cause an increase in lag. We wouldn't want an unexpected decrease in frame rate especially during intense battles. We hope for your understanding. | |
Quetzalcoatl.Zubis said: The most obvious question then is why continue to add NM attacks that can hit for 40+ yalms?
09-28-2012 07:24 PM | Okipuit | Community Rep |  |
| | Good evening,
While the development stage for accessing storage items from other nations other than your home town might not be the most ambitious project on our list, it really depends on other tasks and milestones as well. We will be reviewing the timing for implementation but it's difficult to narrow down an exact date for completion. Rest assured however that it is on our minds and planned out. We're sorry for the delay and appreciate your understanding. | |
09-28-2012 08:17 PM | Okipuit | Community Rep |  |
| | I still love the sword, but it seems Excalibur and en"light" should go along together and no have to compete.. at least let me know if this is a bug or intention - thanks! |
Greetings,
Correct, this is intentional. As some of you may already know, added effects from weapons cannot stack, thus unfortunately the added effect from Excalibur cannot be used in conjunction with Enlight.
Also, it is not possible to make it so the effect from Enlight activates when the added effect from Excalibur does not. Likewise, changing the priority so that Excalibur's added effect is higher than Enlight would require a complete reworking of the weapon as well as limit the use of Enlight, which is not a realistic approach to this.
With that said, we will be keeping priority on Enlight and would like players to choose which effect they want to use by removing the Enlight effect for the times they prefer having Excalibur's added effect. | |
10-02-2012 07:29 PM | Okipuit | Community Rep |  |
| | Greetings,
Moogle storage slips were originally created to store items that you may not use as frequently. This is because storing and retrieving items through this method is not as efficient as storing things in your mog safe, locker, sack, or satchel.
If we were to give relic equipment +2 that has not been augmented its own moogle slip, and we continued at the pace, we would eventually reach a point where storage slips themselves would begin to clutter a player's inventory. So we have to be very careful about the pace at which we implement storage slips to avoid creating so many slips that they become inventory hogs as well. With these thoughts in mind, we ultimately decided to limit it to upgraded pieces only.
As for the time it took to get a response, I know that we have touched on this many times, but please understand that we cannot always reply to every single topic. However, that doesn't mean we aren't paying attention. When we have a concrete response for you, rest assured we will deliver it as soon as we can.
Finally, please note that constantly bumping threads asking for updates and attacking the staff will not be tolerated. With that said, this thread will be closed. | |
10-03-2012 07:13 PM | Camate | Community Rep |  |
| | Hello!
Whenever we plan out which gathering-type items should/should not be stackable we always need to consider how many items that a player could bring back home after one session. For example, if we changed logs or ores the number they could take home would increase ten-fold. Therefore we need to consider all the effects this could have on the economy and be careful when considering such adjustments. With that in mind, we do not have plans to make these items stackable at this time. | |
10-03-2012 07:21 PM | Okipuit | Community Rep |  |
| | Greetings,
We understand that a some of the posters feel that raising your summoning skill feels slow while others feel that the rate is not too bad. We brought your feedback to the Development Team to receive some insight as to how they feel about this system's current state. The team informed us that the rate at which skills increase when using offensive blood pacts against enemies was set high to compensate for how often they can be used. Due to this, they aren't currently planning to make any changes to the rate of skill ups. | |
10-04-2012 05:16 PM | Okipuit | Community Rep |  |
| | Greetings,
We definitely understand the desire to have automatic ranged attacks and/or a toggle to switch it on and off. As the system is now, if we were to implement auto-ranged attacks, characters would be unable to use weapon skills or abilities during the ranged attack animation and the auto-ranged attack would interfere with the priority of the other abilities/WS. To address that issue would take a huge overhaul to the core system, so unfortunately it's not as simple as you might hope. However, we do understand there is a desire for an automatic ranged attack, and if it should change, we'll be sure to let you know. | |
11-09-2012 06:59 AM | Slycer | BG Translator |  |
| | Regarding Riftcinder/Riftdross Supply
Hello!
There is a difference in the market price because of a difference in demand. This isn't true just for riftcinder, you can say the same for any item. As the price and profitability of the item increases, it will be balanced by natural circulation and increased supply. On the other hand, if we increase the supply in accordance with the popularity of the event over time, it will throw off the balance. So, no changes are planned at this time.
Translated by: Slycer | |
11-09-2012 07:05 AM | Slycer | BG Translator |  |
| | Regarding Expansion of the Macro Palette
{{I fudged parts of this a little where it got technical, but I think it captured the meaning behind the post.}}
Regarding extending the number of rows in macros; this has not been implemented base on our policy because it cannot be supported by the Playstation 2 version.
We've said this in other places, so I hope you can also refer to past posts, but this is in order to avoid adding mechanisms which can lead to botted actions, since you cannot execute many actions with one macro in the current state.
We ask for your understanding in this situation.
Translated by: Slycer | |
11-09-2012 07:06 AM | Slycer | BG Translator |  |
| | Regarding High-Level Synthesis Materials
Hello and thanks for all of your feedback!
Since materials used in high level synthesis are rare, they can be very expensive. That said, it is intended to be that way since they are aimed at higher levels, but we are aware that this presents difficulty as far as raising synthesis skills at these high levels.
One of the factors causing this is the location of where the synthesis materials come from, such as high-end content like Legion, since the distribution of those items is dependent on the degree of participation in the content. While there was initially very low supply, as some time has passed since the introduction of the content, the situation has gradually eased up.
However, we are looking at the current number of skilled high level craftsmen, and, while it is hard to say yet whether there is a sufficient supply of synthesis materials since the situation is just now easing up, we will continue to watch the distribution of these materials and potentially expand the availability of some of these items.
Translated by: Slycer | |
11-09-2012 07:11 AM | Slycer | BG Translator |  |
| | Regarding the Probability of Treasure Hunter Rising
Random JP Players Bunch of questions about TH |
(something something idk)
In the post at this time I'll answer with some brief comments. Since various things can change the conditions, it is difficult to provide a single answer.
There is an increased probability in the occurrence of TH level rising when the difference between the value of the player's TH and the value of the current TH level on the monster are further apart. Therefore, equipment that raises the TH level above the natural trait level will prove advantageous from the beginning of the battle or if the TH level has already risen.
There have been requests that THFs would like to switch equipment after giving the effect of Treasure Hunter. Since this would reduce the overall value of Treasure Hunter equipment by diminishing the benefit in raising the TH level, we will maintain the current situation.
Hopefully this answered your questions.
Translated by: Slycer | |
11-21-2012 06:03 AM | Slycer | BG Translator |  |
| | Regarding Storage of Alexandrite
Nagomu & NorthernSnow couple of quoted posts about alexandrite asking to allow trading up to larger units |
The purpose of the Cat's Eye was simply to avoid having to exchange an Mog Bonanza prize for nearly 300 inventory slots worth of alexandrite.
For alexandrite, the mechanism was designed with the premise that you would deliver the amount you've accumulated to the NPC each time. {{emphasized by the fact that the NPC is in Nashmau amirite?}}
We know that you may feel hesitant to trade your alexandrite to the NPC for fear that you might give up in the middle of collection, but when you are at this stage of creating a mythic weapon, you should already consider the risk of feeling that you might stop later, so we will leave the current situation as is.
Additionally, there were suggestions that we create units of 1, 100, and 10,000 like ancient currency. In the case of ancient currency, the aim of creating larger units was not to make it easier to maintain inventory, it was simply due to the exchange mechanism.
Translated by: Slycer | |
12-06-2012 01:19 PM | Camate | Community Rep |  |
| | Greetings!
While we will not be making daggers specifically for red mage, in the future when we increase the amount of weapons, we will be adding a variety of types that can be equipped by red mages. Though red mage is proficient in close range combat, they will not be receiving the same kind of daggers that can be wielded by thieves and dancers, who are the masters of this weapon. | |
12-06-2012 01:35 PM | Camate | Community Rep |  |
| | Hello!
In order for your trusty automaton to determine enemies' resistances, it's not enough to just equip a scanner! Try using an ice maneuver after equipping a scanner.  | |
12-06-2012 02:35 PM | Camate | Community Rep |  |
| | Greetings!
Simply increasing movement speed or adding automatic flee would affect battle balance and content, so testing results might be a bit off. However, if the reason is that you'd like a way of accessing content faster to test, wouldn't it be even better to have a feature that would instantly warp you to the area or NPC you need to get to?
Overall, we would like to make improvements to the Test Server to create an environment that is easier to test in, so if you have any other suggestions please let us know (in addition to travel speeds and invulnerability, which we have jotted down!). | |
12-06-2012 02:47 PM | Camate | Community Rep |  |
| | Hello,
While we definitely understand that making it possible to overwrite a level 3 aftermath would make it more convenient and ultimately stronger, the development team's stance is that they would like players to think about this aspect and use it strategically. If we were to make unconditional overwriting possible, it would enable the aftermath status to be maintained indefinitely by continuing to use weapon skills at 300 TP, and this is situation the development team does not wish to create. | |
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