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So I noticed that in the SMN segment, using Aetherflow actions didn’t make any Bahamut faces appear in the gauge. I wonder if the whole Trance mechanic has been changed
Possibly. If nothing else I imagine we'll only do trance once before Bahamut.
kinda surprised that yellow scrips are staying and red are going away, I was under the impression that red scrips were basically the equivalent of poetics
kinda surprised that yellow scrips are staying and red are going away, I was under the impression that red scrips were basically the equivalent of poetics
Nah, this seems like the direction they were going. First blue, blue made into the lesser as red got introduced, red made into the lesser as yellow got introduced, blue functionally deleted, now the same thing for red
FF XIV - Qih'to Furishu (on Siren), Battle.Net - Ilpala#1975
Switch - SW-7373-3669-3011
Fuck Joe Manchin
With any luck they just made impact a new rank of jolt instead of a different spell because it was annoying to have to find another key for what is essentially the same spell.
Dragoon ability removal is exactly what I hoped it would be. Managing Heavy Thrust felt really outdated after the introduction of Blood of the Dragon and having two combo starters that were essentially the same struck me as odd after leveling Samurai before playing DRG.
Impact seems to have changed a good deal. Someone took screen captures of the tooltips shown.
Impact now is in fact an AOE spell. It deals 220 to all enemies in range of the attack, and it has a cast time of nearly 5 seconds. In other words, this is gonna be what you cast with Dualcast after using Scatter. The requirement to have Impactful is just gone now. Alternatively, Scatter may be gone as well; Veraero and Verthunder now are skills with a normal cast time that deal damage in an area.
Jolt II is still around, and does more damage than Veraro and Verthunder. Maybe they're getting rid of the proc requirements to do stuff like Verstone and Verfire. That or they're giving us Verblizzard and Veraqua? Hard to tell.
Also, there's a new move that does damage without backflipping, that shares a recharge timer with Displacement.
The tooltip grabs show us some neat info about Gunbreaker moves. First off, the move names seem to grab a number of names from both Squall (Rough Divide, Continuation (which I think is a translation of Renzokuken)) and Seifer (Demon Slice, Bloodfest), of FFVIII. There's also No Mercy, which I think was only used by Amarant in FFIX. And their inulvnerability action actively reduces their HP to 1 upon use, which is odd.
What's funny is that Bloodfest is the same name as Chimatsuri, at least when both are translated to English.
0
IlpalaJust this guy, y'knowTexasRegistered Userregular
Miqo'te
I remember seeing Blasting Zone during the demo too.
FF XIV - Qih'to Furishu (on Siren), Battle.Net - Ilpala#1975
Switch - SW-7373-3669-3011
Fuck Joe Manchin
So for BLM convert doesn't use HP anymore, they get a super foul at 80 (750 potency single target), an instant cast way to get an umbral heart (I'm assuming this is for situations when you don't have time to blizzard 4 in ice phase), and Despair, a single target flare with 380 potency.
Also sharpcast is now 30s cooldown, fire/ice spells are free in ice phase, ice spells are free in fire phase, and enochain timer is 15s. So looks like it will basically be the same rotation, only ending each fire phase with Despair into Blizzard 3, and a bit more leeway for movement with the 15s timer and extra sharpcasts.
The free umbral heart is to maintain Enochian and umbral ice between pulls, during big animations, etc. since it also adds umbral ice stacks. So you're always ready to unload a full Fire cycle after. Much better than the current transpose spam option.
Looks like you pick a partner and get your dance on, then go through your combos and fish for procs (and then your proc'd skills can also give procs lol), with at least a guaranteed mini burst every 60 second from Flourish.
Might as well post this in this thread too.
Also of note is that the dance finisher moves do damage, presumably to make up for the lost gcds. Some people in the balance discord mathed it out based on the numbers shown on stream, looks like the 2 step ender is around 1000 potency and the 4 step ender is around 1500 potency.
On the subject of maintaining your stuff after a boss goes invincible, Monk now has a way to just charge Greased Lightning without a target to punch.
I always felt like the DBZ charging move that gives you the forbidden chakra punch should add time to your greased lightning too, since it's a filler for when you can't be punching already
I'm probably the only one who's interested in this but *I* think it's interesting, damn it: the viera model doesn't have any skeletal differences from the other races in terms of how it's rigged when it's wearing the racial starter high heel shoes, they just have super long legs so it kind of obfuscates that their shins get shorter when they're wearing them, same as every other heeled shoe in the game. I thought for sure it would look weirder than that, and that that was why so many of the heeled shoe models in the game up to this point had looked sort of awkward. I guess maybe those just look awkward because they were modeled awkwardly instead.
I'm probably the only one who's interested in this but *I* think it's interesting, damn it: the viera model doesn't have any skeletal differences from the other races in terms of how it's rigged when it's wearing the racial starter high heel shoes, they just have super long legs so it kind of obfuscates that their shins get shorter when they're wearing them, same as every other heeled shoe in the game. I thought for sure it would look weirder than that, and that that was why so many of the heeled shoe models in the game up to this point had looked sort of awkward. I guess maybe those just look awkward because they were modeled awkwardly instead.
Some level of heel is the default for all womens shoes in game, and you aren't allowed to go barefoot.
some shoes are flatter than the "no shoes" sandals, some are less. All of them just add or remove height from the feet and shins. The skeletal rig is never modified either way, the point the model deforms around doesn't change.
some shoes are flatter than the "no shoes" sandals, some are less. All of them just add or remove height from the feet and shins. The skeletal rig is never modified either way, the point the model deforms around doesn't change.
Yeah, the Moonfire sandals look quite awkward as a result.
Oh yeah, Viera look great. My hangup is entirely based on a handful of hats I like. That will 100% not be available for them (fox and wolf ears, in particular). SMN horns I assume won't be an issue.
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
Elezen
Viera and Hrothgar are a total fuckfest and honestly, their excuses that it's hard to rig all of the gear in the game to new races rings hollow to me because they also didn't need to add new races
Like at some point not doing it seems like a better option than completely half-assing it because it would have taken too much time to do it right
I appreciate that it is a lot of work, but they could have held off until it was actually ready
I finally reached a goal: I got a crafter to level 50! CRP now has a massively impractical saw on his back and is now messing with the Moogles. Next up: BTN and MIN to 50.
Posts
Possibly. If nothing else I imagine we'll only do trance once before Bahamut.
Turrets may not be gone? I don't recall them saying that, and the video didnt go through everything for classes.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
scrip and tomestone changes
kinda surprised that yellow scrips are staying and red are going away, I was under the impression that red scrips were basically the equivalent of poetics
Potentially gone skills
Nah, this seems like the direction they were going. First blue, blue made into the lesser as red got introduced, red made into the lesser as yellow got introduced, blue functionally deleted, now the same thing for red
Switch - SW-7373-3669-3011
Fuck Joe Manchin
Huh. It lists RDM Impact as a removed spell but I saw its animation during the skill trailer. I guess that spell effect is something else now.
Dragoon ability removal is exactly what I hoped it would be. Managing Heavy Thrust felt really outdated after the introduction of Blood of the Dragon and having two combo starters that were essentially the same struck me as odd after leveling Samurai before playing DRG.
Impact now is in fact an AOE spell. It deals 220 to all enemies in range of the attack, and it has a cast time of nearly 5 seconds. In other words, this is gonna be what you cast with Dualcast after using Scatter. The requirement to have Impactful is just gone now. Alternatively, Scatter may be gone as well; Veraero and Verthunder now are skills with a normal cast time that deal damage in an area.
Jolt II is still around, and does more damage than Veraro and Verthunder. Maybe they're getting rid of the proc requirements to do stuff like Verstone and Verfire. That or they're giving us Verblizzard and Veraqua? Hard to tell.
Also, there's a new move that does damage without backflipping, that shares a recharge timer with Displacement.
The tooltip grabs show us some neat info about Gunbreaker moves. First off, the move names seem to grab a number of names from both Squall (Rough Divide, Continuation (which I think is a translation of Renzokuken)) and Seifer (Demon Slice, Bloodfest), of FFVIII. There's also No Mercy, which I think was only used by Amarant in FFIX. And their inulvnerability action actively reduces their HP to 1 upon use, which is odd.
What's funny is that Bloodfest is the same name as Chimatsuri, at least when both are translated to English.
Switch - SW-7373-3669-3011
Fuck Joe Manchin
Also sharpcast is now 30s cooldown, fire/ice spells are free in ice phase, ice spells are free in fire phase, and enochain timer is 15s. So looks like it will basically be the same rotation, only ending each fire phase with Despair into Blizzard 3, and a bit more leeway for movement with the 15s timer and extra sharpcasts.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
2. en-o-chi-an
3. en-o-chain
Might as well post this in this thread too.
Also of note is that the dance finisher moves do damage, presumably to make up for the lost gcds. Some people in the balance discord mathed it out based on the numbers shown on stream, looks like the 2 step ender is around 1000 potency and the 4 step ender is around 1500 potency.
I always felt like the DBZ charging move that gives you the forbidden chakra punch should add time to your greased lightning too, since it's a filler for when you can't be punching already
I think it’s 1. At least, I’ve only ever heard the word “Enochian” pronounced in the Netflix Castlevania show, and IIRC that’s how they said it there.
1
Ocean, tears and heartbreak soup
Half alive in a whitecap foam
Half in love with a white half moon
now I'm sitting here saying it out loud.
Same as “pug-a-list” and “astro-loogian”
And "mechanist"
astrophysicist
What a mess.
Some level of heel is the default for all womens shoes in game, and you aren't allowed to go barefoot.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Yeah, the Moonfire sandals look quite awkward as a result.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
oh jeeze I just noticed this, this is pretty disappointing.
edit: I have to say though, they and the viera still both look fucking cool in motion
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Like at some point not doing it seems like a better option than completely half-assing it because it would have taken too much time to do it right
I appreciate that it is a lot of work, but they could have held off until it was actually ready