Should shield blocking be effective against magic damage?

This is not so much a proposal but more of a “fact check” for me because I am not experienced enough to pass a final judgement but I have some perceptions that I would like to have confirmed or corrected.

I have been thinking a lot about the efficiency of the PLD lately.
I have not played WAR extensively yet but from what I understand a paladin’s strength lies in the damage s/he absorbes before it hits her/him, i.e. defense strengthening buffs, shield blocking and the shield’s general added defense stats. The warrior on the other hand seems to be all about regaining hp (and having a huge pool of those) by using buffs that increase the pool’s size further, hp recovery/more efficient received heals and hp absorbtion from enemies.

Now what seems very off to me is that blocking only works on physical damage and furthermore the PLD seems to be very much built around physical opponents in general as they can only decrease physical damage on enemies (whereas WAR can decrease both) and only disable physical weapon skills (due to the fact that the skill that triggers this can only be activated by a physical block).

If you combine the last two points this would mean that one of the three aspects of a paladin’s damage mitigation that is intended to be in balance with WAR’s hp recovery mechanics just falls flat as soon as magical opponents are involved. However if I understand it correctly there is no such a thing for WAR, meaning that their defensive mechanics work against both physical and magical opponents. That obviously sounds like a disadvantage on paper regarding paladin’s viabilty and versatility.

I have made a few experiences where this caused problems but I have not raided end game content yet and am unable to estimate whether this is a variable that greatly impairs a paladin’s efficiency against magic based opponents in end game, so I would like to know if this has ever been detrimental to high end paladins or if it is neglectible.

If it is noticable would you want that a shield can also block magic damage?
From my amateur perspective I tend to be in big favour of this. I don’t feel as if it would overpower PLD but rather even the perceived gap. But maybe my observations are wrong so I would really like to hear some other perspectives.

Cheers!
P.S.
(Please don’t ask about lore here as to how a shield would block magic damage. How does a warrior regain hp from their enemies. Do they eat them in between attacks? This aside, in a world of magic a good shield could have been crafted with magic components to be effective against such attacks.)

Make Stone Sky Sea mandatory

Treat it like an interview process. You don’t pass then raids and ex primals won’t be unlocked to begin with. This won’t eliminate all the issues, but it’ll at least give some people a wake up call, and block out people who’s looking to be carried.

The ilv requirement is too vague now due to materia melding. And there are way too many people who’s qualified for ilv but will fail the contents anyways.

If you are good enough for the content, you got nothing to worry about.

If you fail the trial then go work on your skills and gear, when you get better come back and beat it.

If you want to get better but just can’t seem to do it, lots of us are here to help. Go talk to a mentor and ask for advice, and lets hit the dummy.

If you are lazy, well this process is made just for you.

And if most of us can’t pass it, the devs messed up.

Stone Sky Sea won’t cover every job right now because is very basic at its stage. All the devs need to do is expand it. And if they can’t or just don’t know how to, that means they don’t have a full understanding of the content they released. I mean If I was hiring for a job, it’ll probably be a good idea for me to know what makes a person qualified for it, and construct my interview based on that.

Every role should have it’s own SSS trial. If you work at Microsoft I’m pretty sure their programmer have a different interview process compare to their marketing, or their human resources. And if you want to go into another position in your company, you will have to go through a proper interview process for that job, and provide your qualifications and credentials.

The companies that don’t practice this will have wrong people in the wrong places, which will weaken it’s structure.

And I’ll quote myself once again, “This won’t eliminate all the issues, but it’ll at least give some people a wake up call, and block out people who’s looking to be carried.”

All interviews are designed to weed out the people who can’t qualify for bare minimum, if you can actually do the job or not is up to the probation period. Which is not what this post is about.

I like FFXIV Outof Names’s guide for being pretty short and succinct

At i240 MCH dummy dps should be more or less the same as BRD, but if you stop at 3 mins before doing that Wildfire it’ll probably be under that. The price of being bursty…though I can’t remember the last time I did a burnout dummy attempt 😛 I’m guessing that’s what you mean by last minute?

It’s hard to say how to improve with only this info, but I will say that GB toggling can harm your dps if you try and do it too frequently, and ultimately it is still a VERY small gain even if done right, so there’s more to this picture (it’s mentioned often but it’s still a very min-maxy thing)! While you can toggle when all oGCDs are down and Lead doesn’t need refreshing, I would still avoid doing it if any oGCD/Lead will be needed in 5/6 seconds. Generally you should put GB back on after one GCD+Auto attack, so you’ll want to allow time to weave it back on very shortly after. That said, I’d leave GB on until identifying improvements and then focus on practising GB toggle if you’d still like to.

Things that come to mind, you probably know a lot of these, but we have limited info.
*Are all your buffs (HE/B4B/RS) active before using Lead Shot?
*Are you using the 5 ammo opener? If so this can make your 1 min CDs line up oddly later on
*Are you using Reassemble along with Clean Shot with Ammunition?
*Are you using Rapid Fire on at least 2 Split Shots during Wildfire, to eliminate cast bars?
*Are you saving B4B, HE and Rapid Fire for every Wildfire (everything else is free-use, generally)

Hmm, can’t think of much else off the top of my head.

For guides, I like Outof Names’s guide for being pretty short and succinct
Also as a shameless plug I recently made this jam-packed cheat sheet of sorts. Tried to include as much essential info as I could, but it is ultimately designed to be a single-image “guide” and doesn’t go too much into reasonings and such.

Thoughts on Story Dungeons in FFXIV

No, not dungeons that you have to run as part of the main story quests–dungeons that, in and of themselves, tell a story through their mechanics and the ways in which your party interacts with the zone.

As I was writing up a prior post on FFXIV’s content release cycle, I remembered my absolute favorite thing about another MMO I used to play, Everquest II; namely, some of the dungeons in it (usually 1 or 2 per expansion cycle) were significantly longer, more difficult, and more elaborate in terms of zone design than the other, regular dungeons. Those who played EQ2 may remember Estate of Unrest, Erudin Library, Tower of Frozen Shadows, and others in the same vein. For the many more who didn’t, think of each one as something like a zone dedicated to being a mini-adventure game, where you had to solve the zone’s puzzles (along with, of course, fighting mobs) in order to progress through the zone by unlocking doors, summoning mid-bosses to fight, and so on.

The nature of the puzzles varied between each dungeon. Unrest was more akin to games like Myst, with a lot of item collection and environmental interactions that led you through a haunted manor and its surroundings, while Erudin Library was pretty much a zone-wide game of Clue that you had to solve in order to fight the final boss, with different results each time. What they all had in common, though, was some hook that made them more than just a prettily-decorated corridor that you ran through in a straight line from entrance to final boss, with exactly two mid-bosses along the way and a few trash packs between each mid-boss. They also tended to be on the challenging side in terms of both trash and bosses, requiring groups to coordinate and work together in order to be successful–but, notably, they were not raids. They were designed for single groups, and they didn’t require any particular group composition in order to be successful (something more important in EQ2, which had much greater variety in terms of class roles than FFXIV does).

In addition to being generally fun and interesting to play, I think something like what I’ve described would fit a particular need I see that has thus far gone unaddressed in FFXIV: deep, challenging content for light parties. For full parties, we have both ends of the difficulty spectrum covered–for the purposes of this post, let’s leave aside arguments about how well the middle is treated, please–but I think most people would agree that all of the light party content that has been released is definitely on the easy side. More than the difficulty, though, is the complexity and depth; quite honestly, I’m tired of the trash-trash-trash-boss-trash-trash-trash-boss-trash-trash-trash-boss corridor formula. New dungeons are worth doing a few times just to enjoy the scenery and new boss mechanics, but that only lasts so long.

Admittedly, even the most complex, challenging dungeon runs the risk of becoming old after the hundredth time you run it, but at least to me, that’s a lot better than never wanting to see Hullbreaker HM (insert your least favorite dungeon here) again after the second week into the patch. This also ties into the reward structure for the dungeon; right now, dungeons are simple, quick, and easy because we’re expected to run them over and over, day after day, for tomestones. In keeping with the EQ2 source material I’m drawing the idea from, I would propose a several day lockout on any story dungeons, with rewards in the form of direct item drops or high-value tokens similar to Alex pages/parts, rather than tomes–and, correspondingly, not part of any roulette. That way, dungeons of this type would become something extra to do when available rather than something you might feel you have to work into a daily checklist along with your roulettes, beast tribe quests, scrip gathering, and so on.

So, thoughts? Does this–some number of lengthy, challenging dungeons with unique zone mechanics–seem like something people would like to see in FFXIV? Even at a rate of only one per expansion, it seems like it could do a lot to break up what can be a somewhat repetitive content structure, and I think there’s a lot of room to do some more in-depth exploration of parts of FFXIV’s world. Imagine a story dungeon going into the floating city of Nym (the ruins you can see in Outer LN, not WP), for example, or exploring deeper into the ruins that, according to lore, Qarn was built on top of.

ffxivbook – FFXIV's Dungeons Sure Can Feel Like "Duties"

FFXIV

What are dungeon runs for? In Final Fantasy XIV, you mostly run dungeons because you have to. Fittingly, in FFXIV, they’re called “Duties.”

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The urgency, and necessity, to complete dungeons is why all ten-plus of my dungeon runs in FFXIV have been beelines to boss fights. But yesterday, when I read about a hidden NPC bar fight in the Sastasha dungeon, I had to check it out.

Usually, FFXIV veterans silently take the lead on “Duties,” with less experienced players unquestionably following in their stead. Players complete the “Objectives,” which generally involve activating and acquiring things, before killing the boss. Like in other MMOs, FFXIV players must run dungeons multiple times, so many know the most direct route by heart.

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The flaw in this custom, obviously, is that less experienced players generally don’t feel comfortable peeling away from the party to satisfy curiosities, like opening closed doors and checking out strange plants. Dungeons in FFXIV are, mostly, not for exploring, despite how gorgeous they are:

Sastasha

After hearing about the hidden bar fight in Sastasha, I registered for the “Sastasha” duty, FFXIV’s first dungeon run. The story goes that The Serpent Reavers, a band of pirates, has been raiding the inhabitants of the La Noscea islands. Glowing neon fungi and shining lakes lead you to a pirate camp of shanties. Different rooms house different mobs and NPCs, some holding loot. The “Duty” allows for 90 minutes, but it’s easily completed in 20.

“Hey!” I said to my randomly-assigned party as we entered the dungeon. “I heard about a bar fight in the Deckhand’s Quarters. Can we check it out?”

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Silence.

Okay, I thought. I’ll ask again in a bit. I let the tank take the lead. We traversed the caves and encountered the first boss, a catlike coeurl. Bands of pirates attacked in waves and we quickly cut them down. Soon, we entered the shanty town housing the Deckhand’s Quarters.

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“So, okay on the Deckhand’s Quarters?” I pressed. Finally, a response: “I think we’re going that way.” I waited. I nuked some mobs. We pushed forward. Completing an “Objective,” the leader took us through a newly-unlocked door. I realized we weren’t going toward the Deckhand’s Quarters. Fine. Some people are busy and just want to finish the dungeon. I’ll just… go check it out on my own, quickly.

Sastasha’ bar fight

I entered the shack and witnessed six NPCs duking it out. The room was candlelit with a wood platform floor. A few stools were scattered on the ground, as if the NPCs were having a merry time before someone said something truly horrifying, and someone was drunk enough to ask on it. I wondered what happened. I watched, a little unimpressed, but satisfied doing something superfluous during a “Duty.” It felt rebellious.

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“There’s nothing in there,” a party member said from several meters away.

“There’s a fun NPC bar fight,” I responded.

Slowly, my party entered the Deckhand’s Quarters. Eyeing the brawling NPCs, they immediately pulled one over and fought it. I watched as, one by one, all the NPCs were killed. They were killable. I guess it was inevitable.

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“See?” the party leader said. “Just a pull and a chest.” I didn’t respond. We made our way over to the boss, swiftly defeated him, and then exited.

The moral of the story: Rebel. Be the person who derails your dungeon run. Just ask permission first.

ffxivbook – Did You Know That FFXIV Has A Jail For Very Bad Players?

From Reddit

Have you been bad? Very bad? Maybe you need a time-out. In Final Fantasy XIV, if you have been very bad, your time-out will come complete with a chastising parent figure and a very literal jail. On the MMORPG, players who spam, boast dirty usernames or otherwise violate the game’s user agreement are sent to what players are calling “GM jail.”

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Inyo Ass, a tiny Lalafell fighter, was standing around in the Vesper Bay zone when he saw a Game Master. “Damn, I saw a GM,” he said to his Free Company chat before, suddenly, he was extracted from the zone. Then, he found himself somewhere he’d never been before. It was a prison. Gray cinderblocks made up the floor, and the walls were dark, lit by small torches. Standing before him was an imposing figure, obscured by a fiery purple mist.

“Hello I am GM Shepenhow,” the figure said. “I am sorry to pull you away from the game but I need to speak with you for just a moment.”

“Ok,” Inyo Ass responded. He found that he couldn’t speak to his Linkshell, his Free Company or his friends.

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“I’m sorry to say that your character’s name has been found in violation of our Terms of Service.”

“O,” Inyo Ass responded. “I thought that if I could make it would be ok.” It wasn’t. Inyo Ass was told to change his username and that, if he violated the terms of service again, it would result in harsher action against his account.

Videos recording FFXIV players’ stints in so-called “GM jail,” located in the Coral Tower in Limsa Lominsa, are pretty funny. Sometimes, players run around, irreverently spamming emotes. Often, the mood is somber. Warnings can be simple, like “Change your username,” or complicated, like “You have been brought here for Greeding on a Dreadwyrm Grimoire after you had agreed to only Greed on a Dreadwyrm Robe of Healing and a Dreadwyrm Longbow.” Players who have not been Very Bad cannot access the zone.

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Hyperion995, an Au Ra warrior, was sent to “GM jail” while he was away from his computer. When he logged in, he was in a “bland but very scary old brick room in which the only interface elements are the chat and the Support Desk menu.” He waited an hour, wondering what he did wrong. They sorted it out, but Hyperion995 remained unsure whether getting tossed in jail was the right course of action:

“I don’t see how the GM jail is any better than simply using the private message feature to explain evidence and the consequences of reports against players,” he told me. “I believe in effective method of using the GM jail is using it as a ban system.”

A Square Enix representative told me that the jails are intended for GMs to correct improper user behavior “without disrupting the gameplay of others.” She added that, “After discussion, the GM will arrange for the appropriate corrective measures, including name changes, item confiscation, item creation, or account actions.” GMs, she said, are trained to treat players respectfully.

The MMORPG Final Fantasy XI had a jail, too, called Mordion Gaol. Once, years ago, when player RagingPuck was competing for mobs with another party, he got so angry that he “trained a line of monsters and sacrificed myself so all the monsters would attack the other party after I died.” He was, he explains, a teenager at the time. After the ensuing argument, he logged off. The next day, when he logged back in, he found himself in jail.

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“You can’t leave unless the GM releases you,” he explained. RagingPuck was upset. When a GM finally arrived, he was told his “sentence” was 48-72 hours. Later, it was shortened to just a few minutes because of good behavior.

Like Super Smash Bros. 4's “Smash Hell,” Final Fantasy MMORPGs’ jails are an innovative way to sequester and discipline players. But at least in FFXIV, it’s personal—and the reasoning behind your punishment is made clear.

Reminder On What Was Actually Said Regarding PS3 Support After 3.0

I just left a thread where more speculation on future PS3 support was spoken as if it was fact. What’s going on here, IMO, is a giant game of internet ‘telephone’. A development comment was made before HW released (almost 2.5 years ago) regarding the future of the PS3 and has somehow morphed into multiple variations and rumors. This is a translated excerpt from the article posted on 2.20.2014 from game.watch.impress.co.jp (translated by a Redditor; Emiliam).

Regarding future of PS3 version:

Do you plan to continue to support the PS3 version even after the PS4 version is released?

Y: At this moment, we’ve already begun work on the expansion pack, and I can tell you that at the very least the PS3 version will be supported up to that point.

Does that mean there’s a possibility that PS3 users will no longer be able to continue playing beyond that expansion?

Y: It may be a possibility in the future.

How far off in the future are we talking about here?

Y: That will depend on how long people continue to play on the PS3. I’ve mentioned in the presentation this morning that I want to make sure that “FFXIV continues to innovate”, and there’s certainly the possibility that whatever innovation we seek will come with certain technical requirements. For example in EQN, which I mentioned earlier, it would not be possible to realize certain things like physic-based gameplay without meeting the hardware prerequisites. So if this becomes something that players want and we start to see people leave for rival products, then we can’t just sit around twiddling our thumbs either. After all, we too need to ensure we have the necessary weapons to take on other MMORPGs in the future.

For example, if we were to have a large-scale FATE where players can ride on a flying mount and freely fly around and swoop down at a dragon that is 200 meters long, players would probably be impressed and entertained. However, it would also require us to raise the minimum requirement when it comes to hardware specs.

Our aim has always been to develop the game so that players can have the same experience no matter which hardware they play on. However, if we were to become too fixated on this and become unable to innovate, then this will cease to be a FF game. So I do not plan to say that we will support the PS3 version forever. At the same time, I’m not saying that we’ll be ending support by next year or anything like that either, so don’t worry.

————————
A second comment was made on 10.25.2014 regarding PS3 support, reported by Gamer Escape:

Q&A with the Development Team
Plans to phase out support for the PS3 will be made whenever the system can no longer accommodate their ambitions. It won’t be in Version 3.0, but it will be reassessed in the development of Version 4.0 and on, if necessary.

Player looking for Raidteam

Heya, as the title implies, I’m looking for a raidteam for 3.4 as either BRD, MNK, SCH or PLD. Haven’t looked much for a raidgroup since shortly after 3.3 because my group disbanded and after seeing A7S and A8S I kinda lost the interest in Midas, so I just subbed here and there. But the new tier looks more engaging so I’m looking for a raidgroup again. My role preferences are in the same order as listed above. Times I’m available to raid are Wednesday, Friday, Saturday and Sunday as I got school in the evening on the other days, but i can raid from the afternoon into the late-night on those days. If you are interested and from a different server, i’m not interested in changing the server, but we may can make it work with the raidfinder.

What I can bring to the team:
Fast progress-oriented mindset, while still having fun and being fully concentrated during the tries.
Raid-farm-experience starting from T1 back in 2.0 to A7S now on the classes named above and some other aswell and some experience in A8S as BRD and DRK.
Fast learner, aswell as fast to adjust to new mechanics (never watched/read a guide or clear/kill vid until i killed the fight myself and still rarely messed up a mechanic more then twice w/out knowing how to deal with it).
Good DPS on all the above named classes of course.
Always thinking about optimizing own- and raid-dps during progression and farm.
Always open to try new strats/ways in order to clear.

What i want from the team:
A group that has fun between the wipes during progress, but is fully concentrated during the actual tries.
Fast progress.
Keeping up good dps, while handling mechanics from everyone.
Optimizing your own- aswell as raid-dps.
And preferably (but not mandatory) atleast A7S clear.

If you are interested or got questions, leave a post here or hit me up ingame: Kite Kizoku

Face Targeting Changes – Discuss!

Hey folks!

I’m sure many have read the summary of the latest live letter, however, I am surprised no one mentioned this on the forum yet:

Changes to Face targeting System
In relation to the auto-attack system changes, face targeting will also be adjusted. It will become inaccessible while moving, and can only be used when standing still. With this change, for casters, your character will face the direction of the target’s current position and follow the direction automatically. However, please note that there may be times when this won’t happen correctly due to server communication.

We would like to point out that until now, some mechanics required players to stand still or face away from the target to dodge specific mechanics; however, because auto-attack will be active regardless of which direction you’re facing, players will not be able to simply turn around to dodge. Rest assured, you can still sheathe your weapon, or cancel targeting to dodge these mechanics.
This short explanation lacks substance compared to the in-depth explanation for the cross-bar thing for consoles and controler-users.

First of all, does this apply for legacy-controls or standard as well? Second, how can I picture this? For example: I am using the standard controls (going backwards with S, strafing with Q and E). As soon as I am using a skill, the character will automatically face in the direction of the enemy, however, as soon as I am turning away, my character will stop the actions such as auto-attack. I am aware, that the auto-attack will now no longer stop (which already is a questionable change if you ask me).
Second, does this only apply with the “Lock-on” mode (Numpad 5) or in every situation?
And last of all, did anyone ask for this? I wasn’t aware, that drastic changes where needed. If they want to change things to targeting, they should fix the clunky TAB-targeting (WoW shows how it’s done).
I am afraid, that you will lack control with these changes. I don’t want to be forced to sheathe my weapon if I have to look away from my foes. I don’t want my auto-attack to continue when I am not facing the enemy. Controls are there for a reason. If people really want it, make a toggle, let it be an optional system to help those, who are not good with controls, but don’t force such unnecessary changes on me, who’s playing with these controls since release now.

Now, go ahead and discuss!

Sugggestion : Free Company Mail/Communications QoL

Major QoL improvments for FC communication.

Suggestion;
Add the ability to send moogle mail to every FC member in a mass mail.
Add permissions so that FC Masters can grant officers tha ability to mass mail their FC too.
Create a FC buletin board in-game for company announcements and information.
Add permissions to allow for different levels of access to the FC notice board, allowing read only,write access and modification/deletion of messages on the board which can be set by the FC Master.

Currently thre is no real way to communicate with all FC members unless you have a very small group who all play at the same time. Without resorting to the use of external systems, FC masters/officers cannot communicate with the entire company. Even with external systems, many players do not use such systems, and having the ability to communicate in Eorzea would resolve that.

The current message size in moogle mail is also very restrictive and I would suggest quadrupling the character limit at least.

The Company Board message in the game allows for a very short message, but it is inflexible and not very good as a means of communication due to the character limit.

An in-game FC Notice board would replace or supplement the current Company Board message which serves more as a vision or mission statement reminder in any case.

I find it incredible that with all of the things we have in FFXIV, and the emphasis on Free Companies, we still have no way as a free company to communicate in this manner. Not all players play in the same time zone, or the same time of day, so the FC chat channel is unabkle to accomplish company wide communication. Even a game as old and comparatively simple as White Knight Chronicles featured an in-game email system for Guilds to use, it also featured in-game company discussion forums.

I feel that a major overhaul of these features would aid in strengthening both Free Companies and the comunity in general because it would allow players to communicate about in-game things while in-game, whether they play at the same time as others or not. Right now, the lack of communication of this type leaves players who play at differnet times feeling isolated.

Please consider these changes, or something similar to help Free Companies develope and strengthen their memberships.