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- 8 cross-world linkshells!
- They are asking stream viewers how many people are raiders, have experienced wiping at 1%
- Target HP will now show decimals under 1%
- So now you can wipe at 0.8% instead of 1%
- (Since 1% is not as accurate now that enemies have so much HP)
- Party list info will also be updated
- You'll be able to see HP more clearly
- For housing enthusiasts, a furniture placement preview is now available
- There are also many gameplay/QoL updates that will have to wait until the patch notes
- Next, finally, battle system changes
- First, the Charged Action system
- There are new abilities designed for more versatile usage that can gain charges for later use
- Not all actions are chargeable, but certain ones can be stacked
- ...I deleted the wrong message, but anyway, for example actions with timers where the usage can get wasted
- For example, Shoulder Tackle above
- and NIN's Kassatsu
- When the recast timer cycles, you gain a charge (up to a certain maximum limit)
- And can save it for later
- An example from one of DNC's skills, that can be charged up to 3
- Using it makes the stack go down to 2, while the recast timer is still cycling
- And then when it finishes, it goes back to 3 stacks
- By having 3 stacks, you can use it 3 times in a row
- This way, if you have to hold something such as a gap closer, you won't be "losing" usages
- Charges will also continue out of combat
- Charges are based on the action, so some jobs have chargeable actions and some jobs don't
- Next, Casting Interruption system
- There already is an interrupt system (e.g. stuns), but it wasn't clear
- "Silence" is being rolled into this new system
- It was also not clear which enemy actions were interruptible or not without trying, so now this system is going to make it so that certain actions are meant to be interrupted
- And the UI will make them clearThere'll be an animation around the cast bar
- And when you interrupt, it shows an INTERRUPTED message
- Tanks and ranged DPS will have the role actions for interrupting
- Speaking of which, role actions are no longer customizable
- and there will be a set number of role actions for each role that are automatically obtained
- Role actions have also been cut down
- tank 7 / healer 6 / melee 6/ range/ 6/ Magic 4
- ^ the number of role actions for each role
- Next, MP and TP
- TP will be removed
- and all jobs will use MP
- And there is a 10,000 cap on MP
- Many spell MP costs are percentage-based, so setting the cap to 10,000 makes it more intuitive to see how expensive they are
- Piety will still remain as an attribute, that only affects healers
- PIE will make your MP regen faster
- The removal of TP means you won't have to manage resources for certain actions
- Next, main attributes and materia
- Gearing difficulty will be adjusted for each role
- Especially for tanks, this has been an issue
- Accessory attributes will be revised
- Tank accessories will have VIT/STR and others will have VIT
- Main attribute materia are also no longer meldable
- Main stat materia that is already melded will have no beneficial effects
- (Accessories are being buffed to offset this)
- Main stat materia will no longer be obtainable, either
- Token/savage gear, including accesssories and belts, will have 2 materia slots
- This will make them more powerful overall
- Next, major changes to the pet system
- Pets are no longer affected by attacks, and cannot die
- Pet actions are also being removed from the pet hotbar and recategorized as player actions
- This means that Titan egi and Topaz Carbuncle will be revised, since they can't be targeted by enemies anymore
- Pet actions are now shared, to save hotbar space
- Other general adjustments:
- Battle system calculation adjustments
- Side note that the media embargo for the media tour is May 29, so on that date you'll start seeing that information come
- Keep in mind that calculations have been changed, so potencies may not mean what you think they do
- And you shouldn't compare to current potencies
- Chain bonuses are also being removed from dungeons, to standardize EXP gain
- (This is not an EXP nerf)
- The damage limit is also being increased from 999,999 → 9,999,999
- You may see this number during enrage :)
- Since these numbers are being inflated so much, by 6.0 they'll have to be rescaled
- (6.0 confirmed)
- Next, the party bonus will be adjusted
- You'll gain parameters based on the number of players filling each role
- The limit gauge fill rate will also be adjusted (for 5.0 and later regions only)
- This was done because of how the limit gauge mechanics were being taken advantage of in raids
- And how speedruns were based solely on how fast you could raise your LB gauge
- Again, this change doesn't affect 4.0 and below
- Next, barrier shields will also be displayed in the party list
- So that you can get a visual representation of the shields that are applied
- Also, the triangle below the BLM's HP indicates that their HP is not full
- So it'll be easier to see who's at full HP and who isn't
- This wraps up this section
- Yoshida apologizes to Japanese viewers for the delayed start, because now it's time to go to work/school
- The next half will go over the different jobs and roles, but before that, they'll show a video
- So that people can see that first
- Video -> Break -> Second half of LL
- (Hoping that the video audio is OK.....)
- The latter half will start at 3:50 PM PT
- Job action video now playing
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