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Its ya boy San
Ive been gone for i dont know, maybe a year. But now that Im done playing ffxiv, Wondering whats new (content wise.)
Last thing I remember was "new" was the underground zombie enochan chimera.
Ive see many things changed and I feel like a brand new player. So who can summerize/list me whats new technically. lol
Comments
battles no longer have hero mode except for certain bosses, and are limited to 5 per day per dungeon (S1/S2 only).
various nerfs on classes and items like the succubus fang for example.
Dullahan and donegal content.
seal shop update where you can get a 100% +13 from +10 with about 400 seals (40 days of non-stop ein lacher farming).
Abyss is now daily instead of wed and fri only, but is locked to one mode only at the highest level starting at 80.
No, he is just saying it is really fast to farm them in ein. S3 raids/Special/nifl + aby give them too. And honestly I sort of stopped focusing on seals, since you can't use them on lv 95 stuff. (Though you can buy the goibhniu stones if you want.)
Including Ein Lachers, you can farm 30 seals a day at the very least each day if you go hardcore.
abyssal = 4*9 = 36
ein lacher = 10
raids = 20+ (depending how many goddes guidance members you get)
royal raids = 5ish
that's more like 70 daily
He said at the very least...
20+10=30 at the very least
I stopped reading after "turn based"
Sadly for me I love crafting in video games and MMO's specifically, so for me, FFXIV never ends. (That and I gotta get ready for new savage content )
if i can't literally leave the fight for 10 seconds then come in for massive damage it's ruined for me
Except that it is. I said skill-spam turn-based. I know that the gameplay uses skill spam; but it's skill-spam based on turn-based. The way that the game sets up its cooldowns, especially with the global cooldowns, is to force it to mimic turn-based gameplay. Sure, there are skills that aren't affected by that intentional slowdown, but the game was still designed to feel like a turn-based game and a skill-spam game at the same time, and it just feels clunky, regardless of whether it's during the slow beginning or the *cough* "endgame" combat.
On the other hand, Vindi is real time action combat. Special skills have cooldowns, but attacking in and of itself is not limited by global cooldowns based on stupid turn-based pacing. Even in the older FF games I preferred ATB over turn-based, because at least with ATB the pacing was determined by your own actions rather than forcefully limited by the game's own pacing.