Bah après ils ont surement fait exprès de mettre toutes les classes avec leur nouvel AF pour à la fois les présenter mais aussi pour sous entendre que l'on passera sur un format de 10 slots par raid.
On en a encore parler hier soir, et comme l'a dit je ne sais plus qui, ils vont être "obligé" d'augmenter le format de raid, on ne pourras pas tenir autant de classes dans de si petit roster.
Surtout qu'en plus de cela il y a des classes qu'il est "obligatoire" d'intégrer dans un roster pour qu'il soit viable et qu'il tienne la route. Actuellement en étant en période farm on ne s'en rend peut être pas compte puisque l'on roule sur tous les turns, mais en période de progress il était "obligatoire" d'avoir un warrior ou un barde pour le Storm Path ou les songs.
On a également le MNK qu'il était indispensable d'avoir sur nos tous premiers try Bahamut pck sinon on se faisait refaire le fion sans le Dragon Kick, d'ailleurs on va voir le résultat cette semaine bien que l'on soit stuffé comme il se doit
Donc au vu de tout sa je pense très sincèrement qu'ils vont faire évoluer le schéma type d'un raid de 8 à 10 (voir plus mais je pense pas)
Sur ce point je ne suis pas d'accord avec vous Hemy et Bardock.
Pour info, sur tous les autres trailers les classes ont été présenté une à une avec leur nouveau stuff, en combat solo.
La on nous présente 10 jobs ensemble et qui COMBATTENT ensemble (en particulier on y voit 3tank 2heal 5dps), je trouve que cela n'a pas d'intérer à cela sachant que si je ne me trompe pas au final sur l'extensions il y aura 11 job et pas 10 et que dans la video il y a des jobs en doublons
Perso je préfère me bourrer le crâne en me disant qu'ils resteront sur quelque chose de classique, 2 tank 2 heal 4 DPS ! Comme ça, si ça reste tel quel, je ne serais pas déçu et si ça passe à 10 (j'y crois moyen) je serais agréablement surpris !
3 tanks pour un R10 ça me parait beaucoup, si R10 il y a Je verrais plus 2 tanks, 2 heals, et 6 dps. Après ce n'est que spéculation sans fondement, mais sur WoW c'est le schéma qu'ils ont adoptés et ça marchait plutôt bien.
Après si ils nous pondent des fight en conséquence qui nécessite pas forcément un dps de ouf mais qu'il y a la mass d'add à prendre sur un fight, ou alors des switch régulier entre les tanks à cause de débuff etc... Alors oui ça prendrait tout son intérêt.
Sujet: Re: Informations Extension "HeavenSward" 3.0 Sam 14 Mar - 12:30
Too long and too much to translate so I'm only extracting the more interesting, noteworthy points. 3.0 was scheduled for May 18th. Stuff happened. Mac specs will be released shortly. The full trailer will be released after 2.55 because there are scenes in there that directly reveal what happens in the MSQ. There will be flashbacks and stuff that'll explain why our hero has such a long and defeated look in the beginning of the trailer. They're renting an entire theatre to premiere the trailer on release. Some lucky fans will be invited. April PLL will be held there. Benchmark video was 13 minutes long. NQ Hiroshi managed to cut it down to 9 minutes for our sanity. Aura character creation is extremely detailed, horn types, colouring, eyes. The facial patterns are the most detailed of the current available races. Benchmark will not contain all options available because they're intending to add as much as possible before the release date. But you can save your character detail and immediately continue from it on official release. Horns will be visible even when wearing full helms. A lot of effort was put into making sure the horns don't clip with gear. All gear from 2.2 onwards was created on Aura horns in mind. Some famous FF character(s) will appear in Ishgard. Cid and other similar key-NPCs will move to Ishgard. Probably Roena too seeing as how she already has a monopoly in Eorzea. Gerolt will moving somewhere in his quest to craft the ultimate kettle. Villages and outposts in Ishgard will use names from 1.0. One of those villages survive on Chocobo hunting. The 7 heavenly dragons will be key to the Ishgard quest. Nizbeck, Bahamut, Tiamat, and more. Bahamut's story will how he was summoned and captured will also be revealed. And Omega too. New jobs When working with buffs, they wanted to avoid the situation like if FFXI where haste was overpowered, so skill/spellspeed has been mostly insignificant in the 2.x series. They will be going through a huge change in 3.0. DoTs will be directly influenced by SS. Dark knight lives on MP. They considered using HP as resource, but thought it would be too dangerous for raids, and so went with MP instead. You'll use MP to cast a darkness buff that drapes you with a darkness aura. Playstyle will revolve around maintaing that aura, using it for defence or damage. There is level above darkness that has stronger actions and skills. It's a new style of tanking that's probably never before seen. You might want to stock up on PIE materia. Astrologists can switch between a heal stance or a barrier stance. It's actually a bit too strong so there'll be restrictions on how often you can switch stances, a delay of some kind. Spells remain the same, their affects just change dependong on stance so it's not like you'll need to juggle 2x more skills than other classes. Names might change, but currently they're Tsukiyomi (moon reader) and Hoshiyomi (star reader). You draw cards to buff your team. You can choose to use the card immediately, or hold and use it together with the next card. Astrologists will probably be a very busy and involving job, requiring you to think fast on your feet. Machinists, when using attachments on their rifles will become something akin to a canon. There'll be a charging animation/effect, the longer it is, the more powerful the attack is. (something like Rockman's charge shot) Moving resets the charge. Attaching attachments is instant. If you need to be constantly on the move, don't use attachments. Gun actions require a stacking gunpowder(or ammo) buff. Learning when to reload will be an important skill. Limit breaks Dragoon's new LB3 will be revealed during today's PLL. Current LB3s will be reassigned to their respective jobs. Astrologist's LB3 will be Celestial Stasis (星天停止) like in FFT, but since this is an MMO, they can't actually stop time for real. It'll seem like time stopped and suddenly everyone is at full health. It's actually quite reckless the way it was implement. So, look forward to it. Items, ILs, Alexander AF2 is based on Amano's sketches. They tried to be as faithful to his original designs as possible. The IL gear between each season (patch) will be wider than before. Of course, Alexander Hard will contain the strongest gear available, but there'll now be more in-between options available. New daily quests beginning in either 3.05 or 3.1. The fat chocobo might fly. Maybe. The Zodiac weapon quest, or more accurately, a weapon that grows together with you will continue in 3.1. The overall concept is still the same, time in exchange for strength. There might be some changes, those will be revealed in time. Snowboarding The PR team has ordered Yoshida not to say anything about upcoming Gold Saucer events, so this is a What Would Yoshida Do if snowboarding was implemented in Gold Saucer. You would start by carving your board out of a block of wood. You could then decide on camber, locker, edges, thickness, whether it's a trick board or an aspen board. Famitsu: Then you'll need a whole range of courses like half pipes or aspens wouldn't you? Yoshida: Well if there weren't then there'd be no point in making your own board. FYI, Yoshida is from Hokkaido. Crafting The concept of FFXIV's armoury system is so you can be and do everything with just one character. Along the way, crafting became a little too hardcore. First, it started requiring everything to be HQ or bust. Then you it started requiring you to max-meld every piece of gear, and eventually you needed to do it for all jobs. What started as 'can be anything' twisted into 'must do everything'. While it may have been enjoyable for the really hardcore who enjoy this kind of gameplay, it pushs away the people who just want to do a simple bit of crafting now and then. With the Meister and scripts system, we're trying to get back to our core philosophy. Same problem with Gathering, everyone ended up gathering the same thing, creating an oversupply thus making it difficult to create useful craftables for battle. In order to give more meaning to craftable gear/items and implment the next materia system, we need to control the supply of items and create differentiation between each gatherer. It's probably terrible balance-wise to have dungeon drops always be the strongest so we're trying to change that. With the new system, once you're at 60, you can then become an apprentise to each respective guilds' guildmaster. You'll gain new skills and recipes by becoming a meister/specialist. You can have more than one trademeister but there'll be a delay before you're allowed to switch. The new crafter scripts, temporarily called red and blue chips. You collect them by polishing up and raising the quality, in terms other than NQ/HQ, of some items. For gatherers, each region will have something like folktales, their own lores and stories. You won't be able to see the new nodes unless you've already heard of these tales. These are were scripts will come in. Besides that there are also talismans that you can use to reveal these nodes. Company crafts Split into 2 parts, House and Airships. House is where you get to build and design your own house. As the patches come long, you can design your company house into something like a blacksmith shop if you wish. There will also be something similar to glamour for company housing, so that you can switch designs as you wish. airship stuff is already revealed in the reddit interview so I'll skip it
_________________ Qui pisse loin ménage ses pompes... Qui pisse contre le vent se rince les dents...
The Zodiac weapon quest, or more accurately, a weapon that grows together with you will continue in 3.1. The overall concept is still the same, time in exchange for strength. There might be some changes, those will be revealed in time.
Faites qu'ils nous donnent les reliques en zeta à la 3.0 sinon go farm!!!!!
D'ailleurs Pré-co disponible dès aujourd'hui !! enfin si le site de SE n'est pas en maintenance :p
Sujet: Re: Informations Extension "HeavenSward" 3.0 Mar 17 Mar - 20:43
Salut les potos, suite du sujet de Cyba :
Introducing "Scrips" for Crafters and Gatherers?
Please tell us about the new specialization elements for crafting.
Y: Well first I'd like to talk about some of the basic policies for crafter and gatherer updates as we move towards Heavensward.
Y: FFXIV has adopted the Armoury system which is quite different from other MMORPGs in that it allows one player to be anything. However, for crafters up until patch 2.5, rather than the system allowing you to be any of them, to a large extent for more hardcore crafters it required you to be all of them. If you worked on it steadily over time, it wasn't too challenging to grow each crafting class to level 50; however, since it's an MMORPG, we thought that we should slow some things down. However, as we started adding in higher difficulty recipes, such as the ones that require special books to learn, it got to an extreme situation where you had to have full equipment and everything leveled up. So while this was rewarding economincally, we recognizes that it was a tough situation for players who just wanted to have some fun while making products to sell. So we want to go back to the original plan that it's something to do at your own pace, so that's the policy at the heart of our updates with specialists.
What about for gatherers?
Y: Although there won't be a specialist system for gathering, the advantages and disadvantages of gatherer are related to the maximum number of items you can collect, so everyone would go after the same items creating a surplus. As a result, it gets to a point where it's difficult to gather any items that crafters can use to make items useful for battle content. To increase the value of crafted items and implement the a system for materia, we need to create some differences between individual gatherers. We don't want gil alone to be able to create a strong player, but it's also not good for balance if only battle content drops are the strongest, so we want to work on adjusting this balance gradually.
Y: For people that put a lot of time into it, one of the goals of Heavensward and later the patch 3.X series is that they will have a greater economic contribution. One of the new systems is the concept of Specialsts for crafter classes. Like before, it will still be possible to develop all of the crafter classes without limit to level 60. After you finish training, you'll be able to choose a profession to qualify as a Specialist which may provide a special action or special recipes. It will also be possible to choose multiple specializations.
Will you be able to switch Specialist qualifications?
Y: You will be able to switch but it will take some time.
It sounds like things will be shaken up quite a bit for crafters and gatherers.
Y: We want to narrow down people's focus so that rather than wanting to do everything, they instead want to focus on really working on refining just one class. In Heavensward, we'll also be implementing a mechanism like Allagan Tomestones for crafters and gatherers in addition to battle classes, so that you'll have another way to acquire new equipment and collect items.
Will it have a name like... Allagan Tomestone of Farming?
Y: This is tentative, but we're calling the crafter currency "red coins" and "blue coins." Unlike retainer venture tokens, these aren't actual items, but rather they will be stored in counters like Allagan Tomestones. Right now, the only way to get the best parameters to try the toughest recipes and gathering points is through forbidden materia melding. For those who are aiming for the top, we'll leave the fastest route to be the same as it is now, but we'll have a second option for those players who keep coming back each day with this scrip system to create a variety of ways to specialize crafters and gatherers.
How will you obtain the new currency?
Y: There will be content implemented in Heavensward which makes non-HQ items useful for something. The currency will be collected through a new concept called "collection goods."
What kind of useful non-HQ items will you be adding for gatherers?
Y: For gatherers, we'll focus on the lore for each region to allow for a rare item to be collected in a certain area out in the field. It'll be tough to find the items if you don't know the lore.
I imagine the new currency will be involved in acquiring the lore?
Y: Yes. There will also be a "talisman" system that we'll be adding. By using the talisman, hidden gathering nodes will show up. This is one of the things we'll use to specialize gatherers, as there will be different talismans for each region, which will increase the individual differences between each gatherer.
In the past you've used these for teleportation, will it be an item like that?
Y: If you use the talisman, a special buff will be given which will allow you to find special gathering nodes as long as the effect is active, it will be something like that.
So you expect that different players will be collecting a variety of rare items from different locations.
Y: We want to expand the variety of gathered items horizontally while leaving the apex in the same place that you can get to over time. As a result, we think there will be more value in items that both gatherers and crafters can produce. We'll be implementing these systems with Heavensward and we'll work throughout the patch 3.X series to achieve balance.
Will company crafting be related to these new systems?
Y: It's likely that materials you'll need, such as for airships, will be items obtained from locations like those.
New token system for crafting and gathering as well as a little insight as to what the specialization system will revolve around. I really don't have much more to say on any of this since I'm not heavy into gathering and crafting. I'll leave the heavy discussion about this to our professionals.
Airship content will be one of the main pillars in Heavensward.
You've mentioned it before on occasion, but the company crafting system on the whole has been shrouded in secrecy. Is there anything new you can talk about now?
Y: Company crafting is production content that you'll be able to enjoy from the release of Heavensward at a basement workshop installed in your Free Company house. There are two different systems for what you can make here. One is the house itself, where you'll be able to create original designs. Using materials that people gather, you'll be able to make roofs and exterior walls. We'll also be adding new things in patches such as the ability to create a house like a weapon shop.
Will the house be built on existing land?
Y: It's possible to just replace parts of existing houses, so you can kind of think of it as glamour prisms for housing.
What's the other type of crafting?
Y: The other type is the ability to make airships called "airship crafting." From the start of Heavensward, each free company will be able to own four airships. The graphics of the airships are not fixed and they are made up of four different parts which change their look and performance.
Will there be huge types for each part?
Y: The actual specifications are a bit more complicated, but for the sake of explanation, there are parts like the engine, fuel tank, and sail, which each have different parameters. For example, some engines can travel faster or slower and use more or less fuel. Additionally, the airship has a rank which will continue to grow. If the airship rank is low, you won't be able to use high grade parts.
How will you use the airship?
Y: There are uncharted areas of the sky map to which you can send your airship to investigate - this will raise the rank of your airship and strengthen it, and possibly bring back some items. In a later update, players themselves will be able to board the airship to go on adventures and discover islands. The content of the airship system and exploring the sky map will be central to the patch 3.X series.
How will the performance of airships relate to the success or failure of the sky map exploration?
Y: Each part of the performance will be important. For example, if you have an ultra-high performance engine installed, the time it takes to explore the sky map will be shorter because it will be able to move from home to the location much faster. However, it will consume much more fuel.
What's the disadvantage to consuming a lot of fuel?
Y: This is just an example, but you'll need a much larger fuel tank which will occupy a lot more space in the airship, which means you'll have less available space to obtain and return found items. Using a smaller fuel tank with that engine would reduce your airship's overall range so you wouldn't be able to dispatch it as far on the sky map.
Will the items that you can obtain from the dispatch destination differ with the small or large engine?
Y: We're thinking that players can find out what works and what doesn't by building different kinds of airships and comparing results. Since you can replace the parts any time, I think there will be a lot of trial and error. At first, you'll be able to use them to collect items around the sky map, and starting with the next patch, you'll be able to board your airships and look for islands that you've found on the sky map. One of the next phases will involve arming the airship as a battleship, so we have a lot of different concepts for play in the skies.
That should greatly increase the amount of play options. Will the base of airship activity be the free company house?
Will the landing site be built somewhere at the house?
Y: The landing site won't be there, but we're currently working on the cutscene for the airship taking off.
Larger free companies are likely to build four airships rather quickly.
Y: If you're building airships to obtain just ultra-rare items you may not be satisfied, so you can also make versatile airships which can come back with large amounts of items. By the way, the four airship maximum is just what we have planned for release, we expect to continue to increase that number in the future.
Tell us about its uses other than the sky map from the patch 3.X series.
Y: Players will be able to ride on the airships to explore field areas based on the data they collected when they dispatched the ships.
Will there be islands that you can find that, for example, gatherers can enjoy?
Y: Yes, there will be those kinds of islands, and there will be islands full of NMs you can subdue - we have a lot of ideas in mind.
Will the sky map areas be treated as so-called public fields?
Y: The term "public field" has been met with mixed reception so I'll avoid saying one way or the other, but we believe that we were able to make these encounters both random and surprising.
Can you give an example of something that might happen?
Y: Well, you might go to a site that another free company has already investigated and find them in the midst of struggling against a giant monster (laughs).
As players share their research, it's likely that rare items won't stay rare for long.
Y: We wanted to include some elements of randomness. For example, you might have the parameters of your airship adjusted with the aim of reaching a certain island, but something might happen during your flight which forces you to make an emergency landing on another island (laughs).
So random elements will come into play.
Y: That's right. You'll be able to respond to those random elements with battleships that you can create in a future update. Earlier, we said we wanted to develop things like sky battles... taking your airship to the skies and the activities there is a major theme throughout the patch 3.X series.
Will members from outside the Free Company also be able to ride in the airship?
Y: Of course, players who aren't in the free company will be able to board the airships as "guests" or "mercenaries" to participate in searching the sky islands. We'll also have mechanisms implemented that leverage the party finder to recruit combatants, things like that.
yes. Yes... YES! All my YES! From what I'm reading the FC Airships have two functions, 1 Retainer Venture like gathering where we can send them out to explore uncharted sky islands. The second are dungeon/raid like transportation where we can explore these Sky Islands as a Company or with a group of friends as guests. I can't wait to see what we can get from these runs and if they'll be FC exclusive materials or if we can make them into other resources. This will probably be my main focus for my Free Company if our leader allows!
Will level 60 job-specific equipment be relatively difficult to acquire?
The equipment that can be obtained at level 60 will be exclusive like artifact armor?
Y: Yes, it's job-specific equipment.
Will the new job-specific equipment be obtained as new job quest rewards?
Y: It's not from job quests. I don't think it will be very difficult to acquire.
What's the theme for the new equipment designs?
Y: We were thinking to bring back some of the recognizable job images from the FF series' past. I also told the team to try to recreate a bit of the Yoshitaka Amano style.
Will the flow of obtaining higher and higher level items with each patch be the same as before?
Y: Increasing the upper limit will be the same as it has, but the overall range of available items will be wider than before. Along with that, the number of different steps of available equipment will be higher than before.
Are you planning to add a lot of equipment leading up to the highest item level?
Y: That's right. The equipment available in the hard mode of Alexander will be the strongest at the time that it's implemented in a patch, but because the item level difference between the new highest item level and the highest item level from the previous patch will be higher than in the past, there will be more of an emphasis on increasing your equipment level.
I believe a lot of this has already been mentioned in various other discussions, but quick summary,
the AF2 gear won't be locked into Job Quests and can be received at level 60.
Alexander Hard is going to be the Max Item Level and will have a larger gap between it and Final Coil than we are used to getting with patch updates.
There will be more "Horizontal" gear progression than before.
Alexander will be available about two weeks after release.
Tell us a bit more about lotting items in Alexander and how items will be obtained.
Y: If I talk about this in parts it would likely be misleading, so please hold on a bit longer until I can talk about the details more firmly. I think a lot of attention is being focused on the new item obtainment rules, but since Alexander won't be available for two weeks after the start of service of Heavensward, I hope you can enjoy character development until that point.
Why wait two weeks after the start of service?
Y: Since we have weekly limits applied to the acquisition of rewards, there's a feeling within the community that they have to rush through content to avoid wasting any potential loot as soon as new play modes are implemented. We kind of went back and forth on this with the development and management teams to decide whether we should let the high end community freely decide what to do. However, even within those communities there are some players who like to take things slowly at first, and we envisioned other players expressing frustration or impatience with those members to try to hurry through the content since everyone has differing play styles. Creating a point of contention like that within the community was something that both the development and management teams wanted to avoid, so that become the deciding factor in the end.
Like how players often skip movies to try to rush through activities.
Y: While it's good to allow players to be able to do so at their own discretion, at the same time there's a feeling from other members that new players should either skip cutscenes or they will go on ahead without them, and we're worried that players might become discouraged from this and as a result they won't enjoy some of the new content. This kind of impatience is the reason that we decided to keep Alexander closed for two weeks after the release of Heavensward. Of course, for those who are serious about raiding, they can spend the time thinking about new rotations for their existing jobs and try out various elements of new jobs. We were thinking whether we should make it two or three weeks, but we thought it would just be irritating after too long, so we decided that two weeks was appropriate.
By the way, is this why you end patch maintenance after the reset on Tuesday to prevent people from rushing to get things done?
Y: Yes, that's the main reason. Sometimes we make announcements that have the wrong time included and we've gotten a lot of feedback from players telling us to extend until after the weekly reset. Since the content resets at a certain time on Tuesday, we don't want people to feel forced to play just before the reset. With this in mind, we decided to wait two weeks after the release date of Heavensward to open the raid and we'll plan to start a new Allagan Tomestone with a weekly limit after a bit more time. We'll talk more about this in upcoming producer letters LIVE.
New beast tribe daily quests will reward flying mounts!
With the implementation of new beast tribes, will there be new daily quests specific to those tribes? If so, will there be flying mounts that can be obtained as a reward?
Y: There will be. Of course, they will be flying mounts. However, we haven't yet decided when we will implement the daily quests for the new beast tribes. I think it will be part of either patch 3.05 or patch 3.1.
There will really be a wide variety of mounts, won't there?
Y: I wonder if the fat chocobo can also fly.... (laughs)
Is the reason for not releasing the beast tribe daily quests from the start also because of the repeating restrictions?
Y: It's the same kind of reason. Since there will be so many things to do with character development when Heavensward is released, a lot of the allowances for daily quests will tend to be wasted. We shifted the release of certain content to avoid giving players a reason to rush through things.
Will flying mounts be subject to attack like normal mounts?
Y: They will also be subject to attack. After you take flight, you'll be safe as long as you don't approach monsters on land.
Will there be a replacement for the Zodiac Weapon saga with new content to develop weapons?
Y: We're planning to start that in patch 3.1. The policy will still be the same that players will have to work diligently to improve their weapon, but we do want to change things up a bit from the previous Zodiac Weapons saga.
Will it not be the type where you're collecting things over time?
Y: It will be the same in that you're basically exchanging time spent for weapon strength. So things like drop rate are important, and we may also have parts where you're collecting things in a certain sequence. However, the purpose of the content will largely be the same. I know I'm being a bit ambiguous, but I can't say more without revealing more information, so please forgive me (laughs).
Can't say that there is much new with the above set. The Zodiac question at the end leaves a few questions that have already been asked. The new weapon series will be the same as the old so weather its a continuation or something brand new, it'll be the same grind as what we have already gone through.
Future patches will have more content than ever before!
What is your content plan after the release of Heavensward? Once it's released, will you still be publishing patches about once every three months?
Y: I'm going to try to maintain that pace as much as possible. However, each major patch will be on an even larger scale than today, so it might increase a bit. We'll continue to consider how to optimize by dividing up content into different updates to make sure we're keeping the pace up. There are many elements we're working on with development such as Gold Saucer, battle content, crafting, gathering, PvP, and main scenario, so I'd like to continue updating each of those categories evenly. However, since we'll be adding two new instanced dungeons in each patch, for example, in addition to all the other content, I think it's going to take more man-hours on the whole.
And at the same time you have to continue working on content farther out in the future (laughs)...
Y: Yeah, we've already begun development on the raid dungeon that will replace Crystal Tower....
Will you continue alternating between that raid dungeon and Alexander like you had been with Crystal Tower and Bahamut's Coils?
Y: Yes, we'll continue the alternating release pattern.
Will you be changing any of the rules for existing content when Heavensward is released?
Y: With the current Duty Finder, roles and the number of players is fixed, so we're considering allowing smaller numbers of people.
So are you changing your current position on existing battle content?
Y: The idea so far was that if you go back to past content you could invite friends or other new players to help out, but I'm thinking people might want to go in with smaller groups for a challenge. To go along with the patch 3.X series we'll also be introducing other elements for players to train, so we may make adjustments to these dungeons at that time.
What about primal battles? Will there be a possibility that you'll add something even more difficult than the extreme Titan battle?
Y: We're working at a blistering pace to keep up with the regular update cycle. We've considered putting in something like a "time attack" some day, but not just yet. If the demand is there, though, we may be able to add something like a super extreme Titan (laughs).
Well it's been fun. We went on for a long time today, so thank you very much!
Y: I spoke about a lot of the new elements in Heavensward today, but I'll continue to sprinkle a lot of new information between now and the final release date like equipment details at producer letters LIVE, so please stay tuned!
Sujet: Re: Informations Extension "HeavenSward" 3.0 Mer 18 Mar - 9:47
Ok merci Cyba! Oui et le systême d'ilot volant à explorer et récupérer avec un fight contre un monstre aussi!! La monture volante va prendre un réel interet , encore plus que de simplement ce déplacer!
Sujet: Re: Informations Extension "HeavenSward" 3.0 Mer 18 Mar - 10:52
Poste reddit sur les futurs job en détail : http://www.reddit.com/r/ffxiv/comments/2z8gth/a_break_from_price_issues_here_some_translated/
Les questions sont en bleu et les réponses de Yoshida en noir! Bonne lecture!
So the ever amazing Sylcer is translating the Famitsu Interview from PAX East and I'm finding a lot more details about each Job than we heard before.
MP management and buff maintenance will be important for Dark Knight.
So dark knight will parry enemy attacks with their sword, will it also be dealing magic damage using its HP?
Y: When you activate a technique that the development team has been calling the "dark buff," MP will be consumed, and you'll be surrounded by a dark aura. A dark knight should always be fighting with this effect active. It's also possible to self-buff to increase damage by using the dark aura.
Will it also use magic?
Y: For attacking enemies, there will be both single target and AoE (ranged) magic available. Many people think that MP will be considered important to dark knights, but it will be more important to manage the dark power. However, the source of that power is MP, so in that way, MP is important. By the way, within the dark force, there is a system on another level which will further strengthen actions situationally. Tanking with dark knight is not like anything that we've had before.
With MP being important, the value of piety materia might grow in the future?
Y: Well, I guess there's some possibility it might for the people who are concerned about maximum MP on dark knight.
Are there also abilities which consume HP instead of MP?
Y: We were trying to decide for some time whether we should use HP instead of MP as the source of power for dark knight. We thought that by depleting your HP to enhance your defenses, such as Cecil in FFIV, it would be quite tricky in raids, so we decided to not adopt the idea of utilizing HP. We're still considering what support skills to implement in the future, so adjustments are ongoing.
Astrologian will fight by switching between "pure healer" and "shield" stances.
Tell us a bit more about the two styles of astrologian.
Y: The best way to put it simply is that you'll be able to switch between stances of a pure healer type and a barrier type. One way to think of it is that the healer type would be kind of like white mage, while the shield type would be closer to scholar. However, it would be too strong if you could switch frequently during combat, so there will be restrictions on how often you can change.
Can you give us an example of what the proper utilization would be?
Y: When you're doing a raid dungeon with a white mage, for example, you might use the barrier stance, and you'd use the pure-healer type stance if you were paired with a scholar.
What are the names of the stances?
Y: These are tentative, but right now they're called "Tsukiyomi" and "Hoshiyomi" [[i'm guessing these will be something like "moon caller" and "star caller" in English]]. With each stance, the spells you can cast will change.
What kinds of spells will be replaced?
Y: The actual spells will stay the same, but the effects will change with the stance.
What about actions other than magic?
Y: It's a bit hard to explain because it's quite unique. Just before the game goes on sale, we'll be publishing a video which shows all of the new job actions, so you should check there for more specifics.
So tell us about how the cards are used.
Y: Simply drawing a card might be good to buff your allies, but you can also hold the card and combine it with the next card, so you'll have to make judgments in accordance with the current situation.
Will you need MP for the operation of drawing a card?
Y: We're still making final adjustments, and we could go either way on this one.
Will MP management in general still be important like with dark knight?
Y: Yes, since it is still a healer.
Machinist will install attachments and use turrets!
Tell us about some of the characteristics of machinists.
Y: This is a bit basic, but it's a ranged DPS that can apply various effects by using turrets placed on the field. For example, you can have a turret placed in attack mode used to damage an enemy, or placed in a defense mode used to buff your party. You'll use these selectively in accordance with the current situation, while using your gun to stack your own DPS.
As a ranged DPS with buffs, the battle style sounds similar to bard.
Y: I think it will be in similar standing.
So this will be a rival for those who continue to argue that bard is a buffer (laughs).
Y: Well, you won't hear that from me, so no comment. (laughs)
How do you earn additional attachments?
Y: These will be learned as actions as your level goes up.
Is it possible to instantly change attachments?
Y: Yes, it's instant.
What happens when you install an attachment?
Y: When you have an attachment installed, there will be a reservoir that generates charge prior to firing.
Will this be kind of like casting time for a magic spell?
Y: Yes. The power will be increased with the delay, but if you move in the middle of a charge, the skill will be cancelled. Therefore, when you do install an attachment, you should plan to attack from a more stationary position.
In situations that require you to frequently avoid abilities, this might be difficult.
Y: If you need increased mobility for evasion, it might be safer to move without attachments, at the expense of some potential DPS. The action to use a gun requires a buff tentatively called "Ammunition," with an action called "Reload" which will be used to stack that buff.
So without reloading you can't just keep shooting bullets?
Y: It's simply like ammo, so your judgment of when to reload might be important. Because there's also an ability called "Quick Reload," thinking about when and where to use these abilities in the rotation might be important, and it's one of the interesting aspects about machinist.
I know some of this is repeated information, but there was some detail about the Astrologian's Stance dance making it switch between Scholar like or White Mage like styles and changes the effects of its abilities. This is an amazing set up since it doesn't interfere with the perfect balance between Scholar and White Mage, but can replace either or without affecting its natural rotations too much.
Seems to me that DRK will be a Mage classed Tank since its able to use magic, not just the Dark Powers, though managing both may take some getting used to. Not sure how a constant drain due to having the Dark Buff up would effect MP consumption and conservation when trying to build emnity through Magic based attacks.
Machinist seemed to mostly just describe it as Bard 2.0. Already didn't have any interest in it before but Dark Knight and Astrologian seem much more appealing to me now than they did with their original information release.
There was also a segment on Limit Breaks. I'm a bit confused on one point near the end when they speak of Last Bastion and Meteor because it sounds as if they are removing them from the Limit Break abilities and replacing them to use both as skills for independent jobs. (example: PLD getting Last Bastion as an actual skill and BLM getting Meteor as a skill.)
The level three limit break for Astrologian is Celestial Stasis (Galaxy Stop)!
With Heavensward, you'll be replacing some of the limit breaks with unique ones - can you talk about any specifically?
Y: Level three limit breaks will be unique for all jobs. We plan to show the one for dragoon first, it's quite cool.
Do you plan to explain the performance of the limit breaks in something like a producer letter LIVE?
Y: I think we'll do something where we show the dragoon level three limit break at the end.
Will the level one and two limit breaks be the same as before?
Y: Yes, they'll be the same. Also, the existing level three limit breaks, like Last Bastion and Meteor, will each be one of the job-specific skills.
Normally, I'd expect the level three black mage limit break to be Meteor.
Y: Yes, even though black mage is my main, it will be a little lonely (laughs). Summoner is also a caster, but an original one will be added for it.
So Last Bastion for tanks will be specific to paladin or warrior.
Y: Yes, it'll be like that.
How will the bard's ability change?
Y: It will be changed to a DPS-type limit break. At level 3, perhaps it will look like a giant laser (laughs).
What about the ones for new jobs?
Y: For Astrologian, we wanted to somehow include Celestial Stasis (from Orran in Final Fantasy Tactics), but since the game needs to continue to advance in real time as an MMORPG, we couldn't really stop time....
So did you provide any instruction?
Y: I said that they should give it the feeling that time stopped and the allies were recovered. What actually happens is a bit over the top.
So only the Level 3 LB are going to be changed. 1 and 2 are staying as they are.
He is still translating it, so we may have more information appear. As I stated, I hadn't really seen much in terms of clear discussion on these points and a lot of people said there wasn't much said about Astrologian before, but the translations seems to offer more insight than what was said. Still don't know their actual skills, but apparently Stance change won't be healer and card stances. This makes me want to play Astrologian even more >.<
yop les gens une petite vidéo à regarder assez rapidement car SE a fait supprimer celle ci sur youtube donc y'a des chances que la version dailymotion saute dans pas longtemps, on y voit un astro gambader dans "Sea of Clouds".