http://www.youtube.com/watch?v=h-JIdpHuLKY&NR=1http://www.youtube.com/watch?v=ZxBol-NJFuAScreenshots
StoryMen are wont to suffer
And forget wherein they've sinned
Ne'er bearkening black on tragedies past
Lest the Twelve might humble them
- Unknown
Countless moons have waxed and waned since wandering tribed from across Hydaelyn first arrived in Eorzea and settled its untamed lands. The benevolent deities who ruled the empty continent and its surrounding islands were impressed with the resilience of these primitive men and women, and in an act of mercy, each saw fit ti ensure their welfare.
These gods and goddesses soon came to be known as the Twelved, and the villaged thrived in their light until the land was bespeckled with several independant city-states. Though, where man walks, strife follows, and for generations, these tiny nations carved out a history of blood and betrayal built upon broken oaths and the sunbleached boned of the fallen.
However, the fate of the land would soon change... (read more at
http://na.finalfantasyxiv.com/)
The World
The game takes place in a land called Hydaelyn, mainly in a region named Eorzea. What we know so far is that there are 4 major city states, presumably 3starting cities and one independant nation, much like Final Fantasy XI: Limsa Lominsa, Ul'dah, Gridania, and Ishgard.
*note: what you saw in the alpha videos (http://video.mmosite.com/default.php?controller=resource&action=play&id=13639) took entirely on the southwest island. The map you see when he opens up the map is for that small island only.Limsa Lominsa
"No man may tread upon me, for I am the sea." -77th Admiral of Limsa Lominsa, N'bolata Tyata
On the southern coast of the island of Vylbrand, under the shadow of ancient cliffs worn by the relentless onslaught of the Rhotano Sea, lies the marine city-state of Limsa Lominsa. Said to be blessed by the goddess of navigation, Llymlaen, the city is spread out over countless tiny islands, each connected by brilliant ivory bridges. It is this that has earned her the name the "Navigator's Veil" from traveling bards who have witnessed the city's beauty from afar... (read more at
http://na.finalfantasyxiv.com/)
Ul'dah
Everyone here is after something - fame, notoriety, power, money. Me? I'll have the whole bloody lot." - self-made Lalafell and former Syndicate Member, Cicidoa Sosodoa
The bustling commercial hub of Ul'dah sits amid the desolate desert landscape of southern Aldenard. The city is organized strategically around the dome-shaped citadel at its center. Its towering fortifications and protective outer walls are visible for malms in all directions, and serve as a stark deterrent to would-be besiegers... (read more at
http://na.finalfantasyxiv.com/)
Gridania
"Each tree, each shrub, each leaf, each blade of grass - we treat them as our own sons and duaghters. And for that we are loved by this wood." - master conjurer and prophet, O-Guna-Por
In the eastern reaches of the Aldenard landmass, home to vast, dense woodlands and coursing rivers, lies the forest nation of Gridania. The cityscape is a mosaic of labyrinthine waterways and great wooden structures, so gracefully constructed they seem a part of the surrounding environment... (read more at
http://na.finalfantasyxiv.com/)
RacesHyur
- Diversity in Numbers -
Boasting the largest population in Eorzea, the Hyur came from neighboring continents and islands in three great migratory waves. With them they brought a sophisticated technology and complex ethos tempered by the breadth of the outside world. They rapidly became a driving force behind cultural progress, and are now widely attributed with spearheading advances in Eorzean civilization.
One of the Hyur's strengths is the staggering variety of languages and social institutions they exhibit. This is said to account for their firm conviction in individual freedoms, though it also results in a relative lack of solidarity and group cohesion.
Two distinct groups now exist among the Hyur - Highlanders, denizens of mountainous areas, and Midlanders, who reside in lower elevations.
Elezen
- Noble and Refined -
The Elezen are a traditionally nomadic people who in former times claimed sole dominion over Eorzea, their presence predating that of the other races. Believing this prominence to be ordained by the gods, they came to develop an esteemed sense of honor and pride.
Their chracteristically tall, slim physiques and elongated limbs are part of a successful adaptation to the land's various environments. Indeed, it is said that their highly sensitive ears can discern the squeak of a field mouse at a distance of up to several malms.
The Elezen perceived the immigration of the Hyur as tantamount to invasion, and as a result the two share a past plagued by warfare. At present, however, they can be seen coexisting peacefully, the exception being the reclusive Duskwight Elezen.
Lalafell
- More Clever by Half -
The Lalafell were originally a group of agriculturalists inhabiting the fertile islands of the south seas. With the introduction of transmarine commerce, they soon found their way to Eorzea via trade routes. They are now one of the more populous races and are well established throughout the region, though they remain averse to cold climates.
The short, round builds of the Lalafell belie an incredible agility, and their seemingly feeble legs are capable of carrying them long distances over any terrain. Many among them are also known for possessing highly developed and cunning intellects.
The Lalafell place a great deal of significance on familial bonds, but are by no means unfriendly to outsiders. This is evidenced by the fact that they continue to share prosperous relations with all of the other races of Eorzea.
Roegadyn
- Size Matters -
The Roegadyn are a maritime people whose largest concentrations are found in northern seas, by way of which they came to Eorzea.
They possess enormous, muscular builds and are known for the cultural emphasis they place on competition and unflinching courage, through tender, introspective individuals can also be found.
Roegadyn in and around the Limsa Lominsa area are typically seamen putting in at port, but many have also settled permanently becoming mercenaries, bodyguards, or even pirated by trade. Far away, deep in the mountains of Ul'dah, live mountain clans of reclusive Roegadyn known as the Hellsguard, said to have mastered the magical arts.
Miqo'te
- A Tribe of One -
During the Age of Endless Frost, as the seas turned to ice and passage over them became possible, Eorzea saw an influx of foreign fauna to her shores. This in turn brought the hunting tribes which subsisted upon them, the modern descendants of whom are today known as the Miqo'te.
Since then, the Miqo'te have diverged into two physically distinguishable groups--the diurnal Seekers of the Sun and the nocturnal Keepers of the Moon. Both groups share a suberb olfactory sense and powerful leg musculature, results of a long evolution geared towards hunting and predation.
Comparatively few in number, they maintain an insular group mentality, tending to avoid contact with the other races. Many individuals lead isolated lifestyles, even when residing in the more populous cities.
Armoury System"To discern the true nature of a man, one need look no further than the palm of his hand." - from Treatise on the Principles of Self-Actualization, RbyLoygg Bbirlonoyn
The Armoury system is one of the foundations of the Final Fantasy XIV experience, simultaneously being both the impetus behind character development and a key factor determining individual gameplay.
By merely equipping any of a variety of weapons or tools, players can instantly change their active skills, thus enabling them to dramatically alter their style of play as well as their character's outward appearance
Disciplines of War
Fighters are weapon-masters who live for battle. In English, they will be called "Disciples of War" and have open to them various classes that excel at physical damage. Disciples of War will be able to equip a broad range of weapons, such as swords, spears, axes, katana, daggers, bows and more.
Archer
The enduring popularity of the bow is a testament to its elegant design, but this simple weapon would be of little worth without the surpassing skill of those who master it -- the archers. Projectile techniques such as high-angle fire enable archers to assail their foes with deadly precision even at great distances.
Constant assessment of the battlefield enables them to carefully determine the most advantageous ground from which to loose, as well as the nature of the arrows best suited to their enemy. Together with the longbow sentries of the Elezen military, the shortbow hunters among the Miqo'te are widely regarded as the most skilled with a bow. The guild's teachings cover a variety of projectile weapons, down to the simplest throwing rock.
Archers possess a situational awareness in combat which allows them to assault enemies from great range while simultaneously providing support to their companions.
Though weak at close range limited by their quivers, an archer's expertise in positioning and arrow selection can easily determine the outcome of battle.
Lancer
The strategy of the lancers is to outrange and fluster opponents with their long, two-handed polearms, peppering them with a barrage of thrusting attacks. They are trained with a number of weapons, giving a diversity to their attacks that makes them extremely versatile combatants.
In former times, the longspear saw the most widespread use, due in great part to the influence of the proud lancer legions of Ala Mhigo. Since then, the guild has greatly expanded its armories to include a variety of weaponry, such as the throwing javelin.
By utilizing the long reach of their polearms, lancers are able to deal devastating damage from a position of relative safety.
The battle tactics of the lancers afford them numerous advantages, such as avoiding the ire of enemies and enhancing the attacks of companions.
Gladiator
Gladiators specialize in the handling of all manner of one-handed blades, from daggers to longswords, be they single or double-edged, straight or curved. A defining characteristic of the guild is its emphasis on diverse combat tactics, training its members to bring their martial skills to bear in any situation.
As such, there are practitioners who marry sword with shield, seeking to defend their fellow companions. Others opt for an empty off hand, choosing instead to focus entirely on their sword arm. The gladiator's proficiency with blades also extends to those hurled at range, such as throwing knives.
With their versatile slashing and stabbing attacks, gladiators are adept at dispatching a wide range of opponents.
When armed with sword and shield, they are unmatched at their ability to defend others, as their diverse talents enable them to focus the enemy's wrath upon themselves.
Marauder
The marauder is a combat specialist whose weapon of choice is the greataxe -- a fearsome arm emblematic of Eorzea's pirates. Their approach to battle is one of brute force, relying on strength and steel to crush enemies and sunder weapons.
They are highly sought after for their ferocity and intimidating presence, and are often employed to hunt down monsters plaguing the land, or to turn the tide of battle between warring nations. Throwing axes such as the francisca supplement the marauder's arsenal, making them fearsome adversaries even at range.
While stationary, marauders are able to generate a solid base from which they are able to carry out devastating attacks.
The strength of marauders lies in their ability to control timing and distance to maximize the efficacy of their blows.
Pugilist
The path of the pugilist is one of incessant training aimed at mastering the traditional techniques of hand-to-hand combat. Though they command formidable power when unarmed, they are wont to use metal, leather, and bone weaponry to maximize their destructive potential.
Their preference for fighting at close-quarters makes negotiating distances an absolute necessity. Many among them accomplish this by using throwing weapons such as the chakram to momentarily daze their enemies while they move in for the kill.
Masters of offensive and defensive stances, pugilists continuously adapt their fighting style to best suit their companions as well as their enemies.
Pugilists compensate for a lack of reach and defense with their high maneuverability and cunning techniques that fluster opponents.
Disciples of Magic
Sorcerers wield vessels of magic imbued with great power and harness sorcery to harm and heal. These "Disciples of Magic" will be adept at striking foes with destructive spells and assisting their allies with soothing cantrips. One vessel of magical power that has been revealed is the Staff, with others expected to follow. The way the articles refer to these "weapons" makes it seem that magical weapons will play much less of a physically offensive role, and rather boost the user's powers.
Thaumaturge
In the hands of a skilled practitioner, thaumaturgy can be a force of terrifying destruction. At the heart of this school of magic lies the ability to call forth and command the latent aether within oneself through deep introspection.
To then mold that aether into sorcery, the thaumaturge makes use of a scepter or staff, within which is housed a medium- a natural stone imbued with magical properties. The guild is centered at the Arrzaneth Ossuary in Ul'dah, within whose hallowed walls are said to reside powers of life, death, and the beyond.
Thaumaturges are unparalleled in their powers of destruction, eclipsing even the Disciples of War.
By enfeebling enemies and enhancing their allies, thaumaturgy can prove to be an invaluable asset, particularly in battles of attrition.
Conjurer
Conjury calls upon elemental forces present in nature and concentrates them to a potency at which spells can be weaved. Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings. A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell. The seat of the Conjurers' Guild lies at the Stillglade Fane in Gridania, where the voices of Eorzea's elementals are said to be the most powerful.
Conjurers are trained to coax metaphysical forces forth from the elements which comprise all of creation, allowing them to weave powerful spells.
Attuned to the essence of all things around them, the conjurers' intimacy with all forms of being enables them to shift between both offensive and defensive magic as needed.
Disciples of the Hand
Crafters drive the manufacturing and production side of Eorzea. By equipping various tools, one can enter a number of trades. So far, only two have been revealed, but it is expected they will include many more. Final Fantasy XI, for example, allowed players to practice woodworking, blacksmithing, goldsmithing, clothcrafting, leathercrafting, boneworking, alchemy and cooking.
Alchemist
Masters of Science and Nature, the devilish and the divine, alchemists ensure their livelihood through the transmogrification of mundane materials into wondrous wares--from curative concoctions to potent potables. Upon conducting their symphonies of commixing and combining, distilling and decocting, the impossible waxes possible, and miracles are born.
The Eorzean school only recently came to be recognized in scientific circles as a valid branch of alchemical orthodoxy. It is based on fundamental principles originating in the Near East tradition, but draws heavily upon esoteric elements of both Lalafellin herbalism and Miqo'te occultism as well.
Blacksmith
Oft covered from head to toe in soot and sweat, blacksmiths forge their livings from red-hot steel, ever coaxing the unyielding metal into submission with their tireless poundings. Whether it be smelting an ingot in the fires of a city forge, or hammering the dents from an adventurer's breastplate at a remote aetheryte camp deep in the wilderness, their work knows no boundaries--making smithing one of Eorzea's most widespread professions.
The roots of smithing can be traced back to Hydaelyn's bronze era. It was during this period that a system of prenticeship was established, ensuring the methods of this art would be passed along to future generations. And while these basic techniques have survived the ages, countless different branches of smithing, including gunsmithing, have emerged in recent years, further broadening the scope of this ancient trade.
Culinarian
Whetting appetites from dawn until dusk with prowess of pot and pan, culinarians provide more than simple sustenance. Armed with a cornucopia of ingredients from across the realm, and versed in methods from the far corners of Hydaelyn, these master chefs help adventurers maintain their strength on the battlefield, bringing truth to the age-old adage that the road to victory truly does run through one's stomach.
Although an established trade far before recorded history, it wasn't until half a century ago when Limsa Lominsan admiral and self-proclaimed gourmand, Ghuolskyf Bhaldwaensyn, known by the masses as "Mastcleaver," put forth a thalassocratic decree proclaiming the culinary arts as a guildworthy craft. Henceforth, it has been recognized across Eorzea as a legitimate member of the Tradescraft Society -- its recipe compendiums now grace the shelves of every librarium in the realm.
Tanner
Contrary to popular belief, a tanner's skills are not limited to the mere boiling and dying of pelts and skins, but also encompass those of an armourer and clothier, for a true leatherworker would never entrust his hides to the hands of another. Perhaps a tanner's most arduous and time-consuming task is procuring the various coats and furs necessary for his trade, which is the reason why many who choose this profession tend to dabble in hunting and trapping as well.
The Elezen have long been known for their skill in leathercrafting, yet for centuries their techniques were heavily guarded. However, when dwindling numbers of guildmasters were threatened with the disappearance of their immense wealth of compiled knowledge, Elezen leatherworkers set aside pride and reluctantly began revealing those techniques to a select few. As a result, the quality of Eorzean-made leather improved significantly, creating an increased demand for products using the superior-quality material.
Weaver
From fiber to thread, thread to cloth, cloth to dress, and path of a tailor literally weaves its way from basic beginnings to extravagant ends. And while this alone can prove a long and arduous journey, a weaver's work spans more than just the spinning of strings and the sewing of seams. Those who wish to excel as clothcrafters must also stay attuned to the latest fashion trends, ensuring their custom are never scoffed by their peers for looking anything less than posh.
Just as the Spinner, Nymeia, spins the fate of all Eorzeans, the warp and weft of a weaver's work, too, have been known to alter the course of destinies both large and small. Perhaps this is why so many of the realm's tailors pay homage to the fickle goddess.
Disciples of the Land
Gatherers will cover most of the HELM activities of Final Fantasy XI. These include, but may not be limited to, Hunting, Excavating, Lumbering, Mining and Fishing. By taking a tool in hand, players can improve their skills in a variety of professions.
Botanist
Coming Soon
Fisherman
Coming Soon
Miner
The Miner's Guild is responsible for the excavation and handling of Eorzea's mineral wealth, be it ores, fossils, precious stones, or otherwise. It should come as no surprise, then, that their most eager customers are the ream's blacksmiths and goldsmiths.
To fully master the advanced techniques developed by the great mining nation of Ul'dah, miners must undertake a wide range of tasks, from the meticulous prospecting of the most minute deposits to large-scale civil engineering. The guild staunchly subscribes to the theory of continental drift, and as such many among its ranks for their patron deity Oschon, the Wanderer. The primary tool of the miner is the pickaxe.
We are rolling on Wutai at the moment.
The community members who have shared character names:
Forum Name - Character Name
AkaneKaji - Risca Erreden
Arkady - Arkadya Teratina
CripTonic - Rohk Varrnet
DaemonSadi - Daemon Sadiablo
Death Cab For Albie - Viktor Gladius
Delias - Siegfreid Maxim (His wife is Nemesis Maxim)
Delphinidaes - Delphi Winchester
draw4wild - Selis Chase
ff7007 - Samulath Rauhy
Greg USN - Gally Imaginos
IndieGirl - White Mage
jogernaut - Jogr Klendt
Just_Bri_Thanks - Alsoa Bri
langfor6 - Felinder Fepplewhim
Leonius - Cat Girl
Mastrius - Mastrius Silva
MrVyngaard - Stephen Wyngarde
Professor Snugglesworth - Jorginus Freeknight
quaigyy - Aurane Prydain
Scosglen - Barnago Gjallar
Turkey - Turkey Fried
willis17 - Opery Valoria
Please speak up if I should add you to the list.
How to patch using a torrent program.
1 Start the SE patcher
2 Stop the SE patcher once it gets going (to create the torrent files)
3 Go to C:\Documents and Settings\YourName\My Documents\My Games\FINAL FANTASY XIV Beta Version\downloads\ffxiv-beta\d96437e6\metainfo
This is on XP, it'll be slightly different for Vista/7.
4 Use a Bittorrent program to download every patch in this folder (or whatever you don't have, if you're updating). This should be considerably faster than the SE patcher.
5 When completed, put the files in C:\Documents and Settings\YourName\My Documents\My Games\FINAL FANTASY XIV Beta Version\downloads\ffxiv-beta\d96437e6\patch
Go ahead and overwrite the files the patcher had already started on.
Again, it'll be slightly different for Vista/7
6 Run the SE patcher again, and it will verify/install the updates
7 Done.
Bri Edit: That first post is a monster. Topia wrote it, everyone go give him a hard time over it.
Posts
Is this like FF11 where the JP and US/EU markets will play on the same server cluster?
As for your first question, that depends on how thick headed the Square/Enix devs want to be. Some publishers go live come hell or high water, some (although less than the first group) delay.
chair to Creation and then suplex the Void.
UI lag
Combat lag
Not enough quests
Somewhat crashy ( had 3 ctd in about...6 hours or so)
After the first beta test episode I was so angry with it I almost didn't want to play again.
After the second, I enjoyed myself and almost all they did was fix lag and login issues.
While the beta has significant bugs and irritations, it does actually seem like they're fixing them so maybe they'll have a prayer .
Edit: Unrelated note, my new processor just reached Orlando this afternoon, so I will have a nicer computer to play this on soon.
chair to Creation and then suplex the Void.
LoL: failboattootoot
Square Enix always strikes me as a company that's more about making art then they are about making video games. They create such fantastic vistas and great lore and cool races and even some compelling plot and then when it comes time to put it in game form, it becomes a laggy unbalanced mess all over.
chair to Creation and then suplex the Void.
I'd help but I'm not in beta.
chair to Creation and then suplex the Void.
How did they react to class balance in FF11?
Some classes got lots of benefit from the 1-handed weapon speed increase the ninja class brought them, especially warriors and thieves, but even classes with no business dual wielding (like Paladins and Death Knights) were expected to have it. All of this was because of a defensive spell called Utsusemi that would let you avoid most types of damage, taking strain off the healers so they wouldn't OOM and end your fun.
Tanks were either Paladin/Ninja or Ninja/Something.
As far as DPS is concerned, there's trouble in that balancing, too. For most of the first few expansions (not getting fixed until some time into the 3rd expansion) Dark Knights were the only class in the game who did not get some sort of speed or TP increasing ability. Everyone else had some sort of attack speed or random multi-attack effect, increasing their damage and usually also increasing their TP gain, allowing them to do more special attacks. Dark Knights watched everyone else swing away and have a good time while they sat there with the slowest weapons in the game.
It felt like you could make a sandwich between swings if you missed.
So while many classes enjoyed having awesome synergy with other class abilities (War/Nin, Thf/Nin, Nin/War) and other classes were simply strong enough on their own to not have to care about what subjob they brought (Monks, Samurai, Dragoons, any magic user), Dark Knights meshed well with pretty much nothing and stayed that way for a helluva long time.
In the third expansion Dark Knights finally got some synergy with Samurai and a spell that let you steal TP from a mob so you could do special attacks faster. Of course, using the Samurai stances would make your spell recasts suck, so even when S-E gave us DRKs something it was still kinda crappy. It also still lacked defense reliable enough compared to Utsusemi, so we'd still get ourselves killed trying to matter.
By the end of expansion 3 the official chosen ones were Warriors, Ninjas, Monks, Samurai, Red Mages, and Bards for gaining exp, and Paladins, Ninjas, Samurai, Bards, and Black Mages for endgame activities. Sprinkle White Mages around as necessary.
Dark Knights who got hold of their Dynamis relic weapon were nearly god-like for a time, but good luck getting one of those. You have to either hate yourself and be rich, or hate yourself and convince 40-63 other people that you are better than them and that they need to run a non-instanced zone where you just stare at gray things for 3 hours twice a week for a year and a half so you can get a shiny thing.
I was a Paladin in WoW since the beginning of BC, too, so I was starting to think I just had a gift for picking the most underpowered class in any given game. At least WoW eventually proved me wrong.
Still, I'll probably give XIV a shot.
TL;DR: Squenix doesn't care about Dark Knights. Roll a mage of any sort if you want to be guaranteed to feel useful.
They didn't is the short answer. Early example! Dragoons. Dragoons in the beginning were massively overpowered. They got this skill called pentathrust which hit 5 times, way ahead of everyone else. Further this was before the multi-hit ws nerf, so each hit would give you tp. So you'd pentathrust at like, 100 tp and if everything hit be back at 66% or some shit, pretty much just a jump and a couple attacks from doing it again. Then they nerfed the multi-hit ws's and dragoons became a complete joke. As people started getting above the 40's, people spent most of their time leveling on things that resisted piercing weapons, so their damage output was junk. Also, while penta was great, it chained like dogshit and everything post penta was awful. It took 3 years before they finally got goons back into the game.
Or take melee dps in general. Up until, aht urgan I think, the only melee dps who mattered were the ones who could start or close distortion, because it nailed crabs and pugils to the wall. Anyone else and you may as well not have existed. Monks were left in the hole (sure I could close it with shoulder tackle if you like seeing distortion hit for one!), and so were dark knights who didn't bother with their greatsword skill for quite a while.
For awhile, paladins weren't even considered tanks except by the desperate few. It was ninja or go home.
I'm still unsure if puppet masters are worth a damn, they certainly weren't when introduced.
Nowadays blm are kind of in the doghouse as well because people want to merit on kolibri's and those apparently completely shut down magic users. Well, in aht anyway, maybe wings changed things up?
My experience was, I played for a year and a half. In that time, the only people who regularly got groups were whm, blm, rdm, brd, and nin. Everyone else and you were stuck waiting. Balance was basically the same when I left as when I started, which was completely unacceptable. Things are better now, but they aren't necessarilly better because the game is better balanced (though it is). It's just that now, if your party needs a whm or a brd, you can just grab one at any level and sync to them, so putting groups together is easier.
LoL: failboattootoot
Also if we're talking about class balance you forgot to mention how Rangers were completely insane for a long time before their range nerf (no melee shooting, damage decreased when not optimal distances). Nothing was better for xp parties at the time than a 4 RNG, 1 RDM, 1 BRD group.
1) sweeping changes to mechanics to nerf severely overpowered classes then unwilling to rebuff those classes for years to bring them back up to a playable level (see: pentathrust)
2) release some extremely rare items that make an under balanced class now imba - the item would have an absurdly rare drop rate and/or require a very large group to obtain (see: kraken club)
3) nerf new content to make certain classes more or less atractive...while making that new content so good that other players don't want to group anywhere else (see: colibri)
Balance has always been a joke in ffxi, but that's not so bad - as your persistent character's reputation and progression really are more important than what class they are playing and there's no real pvp.
I expect horrible class balance, struggling in statless vendored gear for some months, funky control scheme, and a pretty severe lack of quests. If these things are essential for you on release day, you should cancel your pre-order. I just hope that it's playable and not very crashy
No I meant nobody took paladins to groups period for awhile, or so I read (this was after my time). They fixed this by giving paladins some more threat spells/skills so they could sub ninja.
LoL: failboattootoot
I dunno if I'll continue much past beta. I haven't found many bugs but I've been trying to give feedback on the feel of play at this point. Which feels still slow and clunky. And give me true KBAM dammit.
Yeah, once you got to the bone parties monks got to be really high in demand. They were also really handy in colibri merit groups, but so were all the other melee dd.
LoL: failboattootoot
Sadly Kefka is closed and they're asking people to delete their toons off of that server and recreate them onto another since the bug that made everyone roll there.
Pretty much. I'll probably end up a healer, but I really want to know if there is a class devoted more heavily to buffing; I mean, looking over the abilities, it's obvious every class has some buffs, but it looks to me like the most 'group friendly' ones are used by Lancers, Gladiators, and Archers.
What's that? You started out and completed the first few levees, went out and grinded to 10 and wanted to try the higher levees?
Fuck you. Wait 48 hours until you can trade in the one's you've already got completed.
I don't understand how anyone would approve of a system where you can only complete 8 levees max every 48 hours.
Most of us have nothing but screenshots to go on and the constant negativity being spouted in this thread.
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
Other than that, not so much.
Official PA Forums FFXIV:ARR Free Company <GHOST> gitl.enjin.com Join us on Sargatanas!
Some of the concepts they are pushing I like. Such as the opening up skills dependant on a weapon and then potentially picking and choosing what skills you have on your hot bar. That allows for a very large play set that can mean having a tailor made play experience. What a heal button? if you have it opened then add it! Want to be purely a buffer and have buff skills open? Sure thing! It's a nice addition but will also be a pain if people want specific setups or skills.
All the bars being movable from what I've seen? That's good. I like being able to reform all my UI elements into set areas as I'm used to that from WoW with its addons. I can keep my hotbar up top, but put my hp, targets hp, and targets target all together near the bottom. Customization is always a plus.
I've stated this before but it feels they took the basic ffxi code and just ported it in with a few additions for ffiv. The starting newb island feels like I'm running through Bastok. it doesn't feel like its been built from teh ground up nor a completely re-envisioning of an old system.
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Multiple pages last I recall. I think 9 pages I remember cycling thru. but only one hot bar could be viewed. Like hot bar 1 or hot bar 5. I don't remember seeing if those hot bars would show up on the other three spots or not. The assigning of skills shows multiple hot bars so you could have your set ups pre configured to change on the fly depending on your situation you might think you'll run into.
ie, a solo set up, healing set up, buffing set up, etc.
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This is why I preordered the game.