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[dev1186] Delve Additions
Asura.Kese
Server: Asura
Game: FFXI
Posts: 395
By Asura.Kese 2014-03-09 08:47:31
He's just mad that the new ones won't drop monk weapons.
I think it's time for monk to become second class DD on these new delve just because how bad the players abuse this job and pretty much ignore every other jobs and throw Monks on almost all contents released since last summer. It's sad to see that people cannot think outside the box when it comes to DD variety. On the other hand, it's great that tank job is back in the spotlight. SE just need to create contents that cannot be stun zerged and just throw a bunch of monks at it. People were saying the same thing prior to delve v1 and at the beginning of delve v1. "We are tired of MNK bandwagoning in abyssea", "finally something where PLD is useful". Oh look what happened ... It's been the same thing since forever. Salvage, abyssea, delve blablah. The only thing they manged to do (after 11 years of FFXI) were monk is not a must were VD versions of arkangel, in which all other melees are junk anyway. Call me when DRG or SAM is useful at something again (assuming they have ever been useful to anything).
I can tell you what will happen with new delve : PLD period were idiots from big LS start to troll endgame forums, RNG period when they try to actually kill something due to their inability to gear their DD properrly, MNK period because this is the LAW. dont forget ninja and thief, o yeah we went over this already
Asura.Ccl
Server: Asura
Game: FFXI
Posts: 1998
By Asura.Ccl 2014-03-09 08:55:56
Since legion, rng was always the best/most usefull/fun job for us. And with the new job point maybe remaking 6 man pt, rng is the only job I can hit 2k dps on!
Fenrir.Camiie
Server: Fenrir
Game: FFXI
Posts: 817
By Fenrir.Camiie 2014-03-09 09:13:47
He's just mad that the new ones won't drop monk weapons.
I think it's time for monk to become second class DD on these new delve just because how bad the players abuse this job and pretty much ignore every other jobs and throw Monks on almost all contents released since last summer. It's sad to see that people cannot think outside the box when it comes to DD variety. On the other hand, it's great that tank job is back in the spotlight. SE just need to create contents that cannot be stun zerged and just throw a bunch of monks at it.
Then another job will become the "top DD" and everyone will hop on that bandwagon. Then people will tire of it and ask for some other job to be favored. Lather, rinse, repeat.
By Luvbunny1 2014-03-09 14:40:18
Then another job will become the "top DD" and everyone will hop on that bandwagon. Then people will tire of it and ask for some other job to be favored. Lather, rinse, repeat.
This is indeed the norm of this game. Once someone (or groups of people) found the (most) efficient ways (which not always the ONE and only efficient ways) to do things - then jobs XYZ will be the defacto of jobs to use (all other jobs can gtfo). Voidwatch, Einherjar and old Dynamis probably one of the few events that are more friendly to a variety of jobs combination. Granted the proc system can be very annoying to certain classes (Blue Mage...) but at least you don't just bring 5 jobs and call it a day.
It would be interesting to see which jobs will become the next Princesses (Bard and White Mage will be forever Princesses). Hopefully stun lock strategy will be punished severely. At least two of the delve new NMs have interesting moves (terror, bind, gravity, doom, etc) that may discourage close melee DD spam. As everyone already pointed, Marjami Delve is the new Morimar!!
Server: Asura
Game: FFXI
Posts: 2507
By Asura.Calatilla 2014-03-09 14:45:57
I for one hope that stun locking gets pushed aside, I hate the fact I'm job locked for everything I do with my LS.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2014-03-09 14:50:39
One looks like WAR AF4 if there ever was going to be an AF4 set.
I'm sure those are the next batch of bayld gear(heavy, mage, light).
I for one hope that stun locking gets pushed aside, I hate the fact I'm job locked for everything I do with my LS. It might be the case with Hurkan and Yumcocks, but we'll see.
By Pluton 2014-03-09 14:54:21
I for one hope that stun locking gets pushed aside, I hate the fact I'm job locked for everything I do with my LS.
Hurkan = Thunder. I'm quite sure it's gonna be immune stun ^^;
By Luvbunny1 2014-03-09 15:10:51
It might be the case with Hurkan and Yumcocks, but we'll see.
Formless Strike, Hundred Fist, Meikyo Shisui, Astral Conduit ---> Permafrost Requiem by Kumhau FTW lol, followed by Glacial Tomb and Glassy Nova. At least this one does not seem to have stun resistance, so stun lock scholar will still be a must have for this boss. Astral Conduit could work on all the other two assuming it does good damage and not LOLd 600-700 damage. Would not be surprised if Yumyumbumcock will be the one delve that everyone hates going. I wonder if nuking jobs, ranger, and summoner would be the new darlings - perhaps it's about time to put a spotlight on BLM again.
Server: Asura
Game: FFXI
Posts: 13
By Asura.Pystolero 2014-03-09 15:33:41
I for one hope that stun locking gets pushed aside, I hate the fact I'm job locked for everything I do with my LS.
Meeeeehhhhh you love it so much when we say cala sch!
VIP
Server: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2014-03-09 15:46:33
I for one hope that stun locking gets pushed aside, I hate the fact I'm job locked for everything I do with my LS.
Hurkan = Thunder. I'm quite sure it's gonna be immune stun ^^;
Tojil isn't immune to Addle, Muyingwa isn't immune to Gravity, no idea if Daquwaqa is immune to poison. Just saying.
Asura.Ccl
Server: Asura
Game: FFXI
Posts: 1998
By Asura.Ccl 2014-03-09 15:56:16
They'll be rng burned to people w/o good stunner or bot and they will be melee zerged with people that can stun or bot.
Unless they manage to give NMs inside mechanic against rng or melee zerg+stun wich would be awesome.
By pchan 2014-03-09 16:56:26
People won't kill unstunnable mobs that's it. The unstunnable mobs will require farming beads because you won't be able to speed the lesser NMs without melees and you'll need an alliance of rangers for the final boss. This is before even considering the attractivity of the drops. It will probably end up like divine might, and the zilart boss bcs, noone will bother. Also them releasing skirmish v2 prior to delve seems wierd. Inbefore we get manibozho +1 peice of crap. Even then it would not really incite people to farm unstunnable bosses.
Cerberus.Conagh
Server: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2014-03-09 17:12:38
Valefor.Prothescar said: »
This has now been added to my Bookmarks, going to get do much use.
Cerberus.Conagh
Server: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2014-03-09 17:14:10
People won't kill unstunnable mobs that's it. The unstunnable mobs will require farming beads because you won't be able to speed the lesser NMs without melees and you'll need an alliance of rangers for the final boss. This is before even considering the attractivity of the drops. It will probably end up like divine might, and the zilart boss bcs, noone will bother. Also them releasing skirmish v2 prior to delve seems wierd. Inbefore we get manibozho +1 peice of crap. Even then it would not really incite people to farm unstunnable bosses.
Yes they will, they will just full time scherzo / Smn PDT move and find it easy, they can also use RNG,s and have a PLD actually Tank for a change instead of Super tank.
EDIT** You also fail to think about what Job Points might provide, your tunnel vision is alarmingly narrow.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2014-03-09 17:46:34
Still speculating but if Hurkan is not stunnable his zone is also all birds so I doubt rangers wouldn't take it down.
Then again delve mobs are all about the gimmicks, so we shall see.
Quetzalcoatl.Kenrusai
Server: Quetzalcoatl
Game: FFXI
Posts: 1899
By Quetzalcoatl.Kenrusai 2014-03-09 18:47:25
An interesting gimmick to the Delve version Hurkan would be immunity to piecing damage, despite being weak to it by nature. An amusing slap in the face to those hundreds who jumped on (Relic)Ranger in anticipation for content such as this.
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Server: Shiva
Game: FFXI
Posts: 3621
By Shiva.Onorgul 2014-03-09 19:03:39
Quetzalcoatl.Kenrusai said: »An interesting gimmick to the Delve version Hurkan would be immunity to piecing damage, despite being weak to it by nature. An amusing slap in the face to those hundreds dozens who jumped on (Relic)Ranger in anticipation for content such as this. FTFY
Asura.Ccl
Server: Asura
Game: FFXI
Posts: 1998
By Asura.Ccl 2014-03-09 19:14:14
If they are immune to piercing can always use bodkin arrow some legend say they are blunt dmg!
Server: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2014-03-09 19:23:59
If they are immune to piercing can always use bodkin arrow some legend say they are blunt dmg!
Bodkins were patched ages ago.
Carbuncle.Jysthea
Server: Carbuncle
Game: FFXI
Posts: 108
By Carbuncle.Jysthea 2014-03-09 19:33:14
Quetzalcoatl.Kenrusai said: »An interesting gimmick to the Delve version Hurkan would be immunity to piecing damage, despite being weak to it by nature. An amusing slap in the face to those hundreds who jumped on (Relic)Ranger in anticipation for content such as this.
Wow. I love this idea... so much... I can only imagine the tears. You might be my new favorite human for a while lol.
By Luvbunny1 2014-03-10 01:05:41
Quetzalcoatl.Kenrusai said: »An interesting gimmick to the Delve version Hurkan would be immunity to piecing damage, despite being weak to it by nature. An amusing slap in the face to those hundreds who jumped on (Relic)Ranger in anticipation for content such as this.
It would be even better if it can only be hurt by magic damage, or only if someone WS and magic burst to break its shield, and the only way you tank it is if you have Rune Fencer, everything else will be electrocuted to a crisp within 30 seconds lol. Though whatever the gimmick is, once a ONE and only sure way to beat it is found, you can say goodbye to any other jobs that do not fit the JOB XYZ of GTFO mentality of players. Whichever job they would be, get ready for flavor of the next few months bandwagon player to level that said jobs.
What SE should do is to create NM that its magic weakness changes based on the element of the day, and the damage dealt will change based on the vanadiel hours in a 8 vanadiel hours block. And the only way to break its defense through "certain combination" of weapon skill and elemental magic burst. That would force players to have several jobs ready and cannot optimize to one type of damage/jobs. And if you make too many mistakes in WS, or just blindly spam WS, the NM will just go ape-***crazy and wipe the entire alliance and the wrong magic burst damage will heal the NM to almost full HP... Which I think some of these elements already in place in Skirmish 3 NMs.
Server: Shiva
Game: FFXI
Posts: 22
By Shiva.Otoshimono 2014-03-10 01:33:11
What SE should do is to create NM that its magic weakness changes based on the element of the day, and the damage dealt will change based on the vanadiel hours in a 8 vanadiel hours block. And the only way to break its defense through "certain combination" of weapon skill and elemental magic
So... Abyssea?
By Luvbunny1 2014-03-10 02:52:21
Voidwatch is a good example. It was quite interesting when it was first launched - when people did use Paladin - before it turned into all melee DDs zerg fest (granted they did include mostly melee jobs for prods)but at least it feels a bit more inclusive for most of the jobs. The random generator numbers still sucks though.
Abusea was great for its time, though recent updates pretty much put Adoulin in the forefront of easily accessible content for all. Record of Eminence and Trust NPCs are great addition to help new players and returnee to catch up. And the option to select difficulty from delve to skcnm is giving everyone from casual to hardcore elitist a chance to enjoy the content.
It's great to see the new director is lifting a few ideas from FF14 and bringing them to FFXI with their own twist. Can't wait to see all these (new/revised/remixed) updates he is bringing to the table.
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2014-03-10 03:04:29
VW was pretty fun til we realized we could just fanatics zerg. lol
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Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2014-03-10 04:38:34
I for one hope that stun locking gets pushed aside, I hate the fact I'm job locked for everything I do with my LS.
Then it won't be fought outside of alliances of RNGs, or possible some RUN's.
The whole reason we stun lock everything is that SE's battle designer, who has a severe case of Killer GM, has given multiple "F*ck You I Win" moves to all the boss's since Voidwatch. Its the reason we fanatic's zerged everything in voidwatch, too many nasty status aoe status ailments that debilitate and destroy everyone. Tanking isn't an option as a tank is useless when the entire alliance is dead from aoe attacks. Doom, Petrify, Severe Paralyze, Weakness, Encumbrance, Massive HP Down, Massive Defense Down, Long Lasting Terror, Amnesia, Muddle, Charm, Severe Damage, Enmity Reset and when none of that works just plain old fashion Instant Death, are all examples of NM's "cheating" to win. Some of those wouldn't be bad if they were on a single player for a short period of time, but they are now used wholesale on everything within 10~15 feet of the NM and each constitutes a run ender on it's own.
EX: Shark
Out of all his moves his AI seems to be setup to use two of them followed by a third that's devastating. Cleaver and Lance can inflict Magic Defense Down, Defense Down and a big HP down effect. Guillotine will instantly kill anyone who gets put under half of their HP. The result is that anyone in range, who happens to have any of the above status ailments on them, stands a good chance of just being instantly killed during Guillotine. If you don't stun Guillotine then your melee's will start to die and eventually your damage will stall out which pretty much ends the run.
EX: Tojil
Has aoe 15 foot Weakness + Damage TP move. Hits like a truck. Nuff said.
Quetzalcoatl.Kenrusai
Server: Quetzalcoatl
Game: FFXI
Posts: 1899
By Quetzalcoatl.Kenrusai 2014-03-10 07:42:49
Those examples you gave, atleast in regards to Delve, are pretty amusing, as they're hardly "*** you I win"-worthy, in my opinion. Each of them have 1 move that can potentially cause serious threat, they don't have entire arrays at their disposal. They can be, and obviously have been, easily manageable, more or less. If you were strictly referring to ADL/VW, then I would somewhat agree.
Devastating AoE are nothing remotely new, even in the VW-era. In the 75-cap era, fulmination, for instance, while by no means ensures a wipe, could seriously threaten a groups stability. The amount of wipes I saw gradually occur after a single use of that move was pretty remarkable. Frankly, I'm happy that "high-end" monsters have these moves, it means you can't just face-roll through everything mindlessly.
People didn't use fanatics because they needed to, they used it because they could. I suspect SE vastly underestimated the whole Void-watch system, with the temp-refreshes, and the power of certain temp-items. This resulted in them having no real choice but to implement absolute "*** you I win" moves to the latter half of Void-watch to add some semblance of difficulty to VW.
Carbuncle.Xenhas
Server: Carbuncle
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Posts: 664
By Carbuncle.Xenhas 2014-03-10 08:17:16
Full dispel is easily the worst move by any delve boss. Weakness is easy to survive. Hp down is erasable and curable. St20 is curable. Full dispel utterly destroys dps and defense while you need to spend at least another 25+ seconds rebuffing.
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By Sieha1 2014-03-10 10:59:42
So since they already have delve armor for each slot, they will likely just upgrade them to 119. Now that's not a bad thing but if they follow the trend, it will be using more rem's chapters!
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By Lakshmi.Sparthosx 2014-03-10 12:11:22
SE has dabbled with floor hazards in the past (Diabolos, fetters, gyres) yet seems loathe to add them to any of their newer instances. Rather than relying on the monster to beat the player, use hazards or adds?
Cerberus.Conagh
Server: Cerberus
Game: FFXI
Posts: 3189
By Cerberus.Conagh 2014-03-10 13:53:04
Lakshmi.Sparthosx said: »SE has dabbled with floor hazards in the past (Diabolos, fetters, gyres) yet seems loathe to add them to any of their newer instances. Rather than relying on the monster to beat the player, use hazards or adds?
This would be interesting but DD's need to wake up and pay attention, if Shark is anything to go off, DD's don't pay attention period.
Source: 3 New Delve Areas
 
While veils will exist in the above areas, the battles themselves will take place in Yorcia Weald .
* Enemies will differ depending on the area from which adventurers enter.
/excite
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