POL News: Battle System Adjustments (14/08/2007)

LadyKiKi

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POL said:
http://www.playonline.com/pcd/topics/ff11us/detail/2188/detail.html

2188.jpg


The August version update will bring revisions to the use of two-handed weapons, as well as a number of modifications to several jobs.

In this edition of Topics, we would like to elaborate on the changes that will be made to the two-handed weapon system. Job changes will be described in length in a future Topics article.

Two-handed weapons

Up until now, there have been instances in which the attack frequency and speed generated by dual wielding would greatly surpass those of two-handed weapons. We have since examined this issue from every conceivable angle, and as a result have decided to reconsider the frequency and delay calculation methods for two-handed weapons.

This month's version update will see the introduction of a new type of gear called "grips," which players can equip in their offhand weapon slot when using a two-handed weapon. We are also planning to apply changes to associated weapon skills as well.

Attacking with two-handed weapons

The new modifications will be set up so that a character's attribute scores will enhance attack benefits to a greater extent when wielding a two-handed weapon than when using a single-handed weapon. Further, when attacking high-level opponents or enemies with high defense, two-handed weapons will deal more damage than they have in the past.

A word on grips

While not designed to bring about radical improvements, grips are a new lineup of items which can be used in tandem with two-handed weapons as a means of wielding them more effectively. They accomplish this by enhancing a weapon's benefits while compensating for shortcomings. Grips will not be limited to offensive weapons, as some will be tailored to mages and their indispensable staves.
Different grips will allow players to adapt to specific situations depending on the type of two-handed weapon they are using, as well as the type of enemy they are fighting. Players should be advised, however, that changing grips mid-combat will result in a loss of TP. Therefore, no grip's benefits will be restricted to the execution of weapon skills.

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Rethinking weapon skills

The majority of two-handed weapon skills already stand to see a vast improvement based on the changes described above. However, we will also be retooling the characteristics of several particular weapon skills in order to enhance their usability.

http://www.playonline.com/pcd/topics/ff11us/detail/2188/detail.html

GO! (letters)
 
bah you beat me .... i like this update
 
Grips will not be limited to offensive weapons, as some will be tailored to mages and their indispensable staves.
Very Want: Light Staff's Revenge
 
Still wish they do a tad more for Range weapons. :I
 
sounds very good
seems they are really listening to the community
 
Very Want: Light Staff's Revenge

When I played whm I preferred Templar's Mace/Genbu Shield > Light Staff. Still get the same cure % and you get a reduction in taking damage, if you manage to pull hate.

But ya this update look pretty cool! And it seems like it's going to be a pretty big one.
 
I don't think this is a really great improvement, inventory space is a pain in the ass enough.

I feel just a little for you BLMs if they have elemental based grips :p
 
I just hope they won't have any "+ cure potency" grips since that would make my templar mace useless =(

Unless they add a nice +cure potency shield.
 
Timing is perfect considering discussion occuring last night in Ruffy's thread.
 
BLM's grip : INT+2
RDM's grip : INT+1 MND+1
WHM's grip : MND+2

That's probably what mages will get.
 
I wonder if they can make equipable sheaths(so seen on character) for the GK instead of grips O.o
 
BLM's grip : INT+2
RDM's grip : INT+1 MND+1
WHM's grip : MND+2

That's probably what mages will get.

I'd assume more than that for the simple fact that they will need to progressively improve for melee to compete with increasing dual wields and it would be natural for both melee and mages to get similar increases. I'd also rule out simple haste percentages because of the haste cap at 25% and most jobs can get at or near that number now. Also, they can't effectively enhance melee only since a great majority of parties are TP burn and this would leave mages (BLM really) out of that equation entirely.

On a plus note: RDM's have no skill in 2 handed weapons so no enhancing melee RDM, only magic oriented enhancements. =P
 
Cue the Ulli "Wan't" pic!

This is going to be sweet, I want to see more War's walking around with Gaxe more then just the cookie cutter dual Axes all the time. I hope the parses show a decent jump in damage to where people can choose what they want to bring to a pt rather then get pigeon holed into bringing "only X weapon, because anything else is gimp". l

lol Like that attitude will change :P
 
Cue the Ulli "Wan't" pic!

This is going to be sweet, I want to see more War's walking around with Gaxe more then just the cookie cutter dual Axes all the time. I hope the parses show a decent jump in damage to where people can choose what they want to bring to a pt rather then get pigeon holed into bringing "only X weapon, because anything else is gimp". l

lol Like that attitude will change :P

http://www.ffxiah.com/item.php?id=18221&sid=16

The new 'X Weapon'?
 
It's about time they did something like this!

Lets just hope the buffs to 2-Handed weapons are large enough to get more and more people away from subbing /NIN and subbing something else like MNK or SAM.

Wouldn't mind seeing the return of the WAR/MNK tank with a big ol' Great Axe as a weapon.

(damn now I gotta skill up my Great Axe AND Great Sword, BAH!!!)
 
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