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Posted
4 hours ago, Sarn said:

First, as a person that has moved to creating my own challenging AE content because of the relative lack of being able to do that outside of Incarnate mission settings, I really love this difficulty setting move. That said, I think it's a step in the right direction but doesn't go far enough.

I solo tested regular missions at +5/x8 against Arachnos and it didn't seem to make any noticeable difference in survivability on my Stone/Fire tank. His health bar was still pegged all the way to the right all the time. Granted, he is fully IO'd and running Destiny Ageless Radial and Core Melee Hybrid, but even when the Melee Hybrid regeneration bonus drops, he's still pegged to full health. I know this (IO'd stone) is probably one of the toughest tank builds in the game for the breadth of combat, but it would be great to unleash the normal missions from the +5 level cap and expand it to +7 (or higher, as explained below). 

I then solo tested ITF at +5, +6, and +7 levels, just with the Centurians, since it takes a long time and you have to unlock the next content. NOTE: EVEN WHEN RUNNING AT +6 AND +7, MOBS STILL ONLY SHOW THEY ARE LEVEL 55. At first I ran them all at hero levels and, while I had a hard time dealing with their accuracy debuffs, I survived quite readily. Then I ran at invincible level at +7. This eventually did kill me on the test build that I was on, but only because I did not have phase shift on the test build. It killed me when my Destiny Ageless Radial DDR buff dropped and my Core Melee Hybrid was down. This included when I shifted to granite. I get that there are other ITF mob buffs and player debuffs that I did not select, but I was testing this solo, not with 7 other people at my side.

So, the point here is not to show the tankiness of my build, it's to demonstrate that these difficulty levels do not seem to necessitate a good group balance for survivability. I can't really speak to killing things/dps, because that was so slow for me. I am still hoping for the day that I can find a group of seasoned players with mature builds and we can step into regular mission combat (currently capped at +5) and be challenged for our survival. If that can't be done with one stone tank, it's certainly not going to be done with 8 seasoned character builds. So, for now, it's still AE 801 content and my own AE content that I find to be sufficiently challenging outside of Incarnate TFs, which run a bit longer than many have time to invest. 

Don't get me wrong, I love this step! I applaud it! I just wish it went further than it does. The game is more fun for me in groups at low levels now, where buffing is useful and healing is required, since even +4/x8 PUGs at 54 is a speed run. That said, playing at low levels has its challenges. It's slow and the powers are limited and repetitive, as well as being graphically shackled by the same.


What you are looking for is ultimately changes to the enemy AI or environmental challenges the type of which appear in FFXIV Online raids and group content . . . Which would be the equivalent of TFS/SFs and Incarnate Trials, here in this game.

 

(Seriously, if you haven’t played FF 14 Online, go look up the mechanics used in group content in that game, there are literally hundreds).

 

That is a great idea and will come.

but with the size of the team things like that will take time to create here. There is no way the volunteer dev team we have here can get that done in even 6 or 7 pages. And personally would NOT want to see other priorities sacrificed for that type of difficulty adjustment just for TFs and SFs.

 

Hard Content is a step in the right direction also, but that is hand crafted by one of our very talented devs. (The same who continues to update the excellent Labyrinth  content). 
 

I feel you on wanting more difficulty but that’s gonna take time.

Posted (edited)
On 8/14/2025 at 1:24 PM, The Curator said:

 

Numina now has the Ghost and Undead power tags.

War Witch in her ghostly incarnation now has the Ghost and Undead power tags.

Diabolique now has the Ghost and Undead power tags.

Woodsman now has the Ghost and Undead power tags.

 

<Looks at patch notes>

<Looks at temp powers>

Holy Shotgun Shells, Ghostslayer Bomb, Ghostslayer RifleUndead Slaying Axe, Divining Rod, Soul Trap

 

"Ectoplasm's back on the menu boys!"

 

PS: What about Ghost Widow?

Edited by Gearhead
(It's PS not Ps, right?)
  • Haha 1
Posted
On 11/12/2025 at 12:42 PM, AspieAnarchy said:

 

Googly-Eyed Giant Clam Head, please!

Young Justice Clamulons represent, yo!

 

6 hours ago, Gearhead said:

 

<Looks at patch notes>

<Looks at temp powers>

Holy Shotgun Shells, Ghostslayer Bomb, Ghostslayer RifleUndead Slaying Axe, Divining Rod, Soul Trap

 

"Ectoplasm's back on the menu boys!"

 

PS: What about Ghost Widow?

I kinda wish we could get access to these and other tags... Robot/Electronic Life Form, Alien, some other stuff that always crosses my mind when I'm not replying on forums...

Kinda like origins, but not exactly, kinda like "race" in other games but not exactly. 

Maybe as power pools, where having 1-2+ of the powers gives you a special tag that alters how certain themed powers interact with you.

Posted

Seems there is work to go as always and yall know it. Thx for working and taking the time to do it well. There were a few spots where I thought some things were being kinda swept under the rug or put in a spot / corner where we wouldn't notice but it'll have to get done anyway. Overall, thanks again, keep up the good work.

 

New powerset - Consider putting the -res on other sonic melee that already exist (Dominator / blaster) if you haven't already. Seems like a cool concept - I liked the migraine bit initially. Happy to check it out. 

 

Got a bunch of stuff i'll throw in suggestions when I can. 

 

 

 

Posted
On 8/14/2025 at 4:24 AM, The Curator said:

and will attack on approach with a new powers.

This does not compute.

Is it a single power, or multiple powers?

Posted

Question: with all the buffing that MM pets got (Supremacy now grants IO bonuses, all pets spawn at even level, yadda yadda)... did anyone manage to track down the melee vs range bug with MM pets, the one that's been a thing since CoV went live? 

 

Cos if I find there's still a suicidal battle drone that insists on beating on things instead of using the perfectly servicable Death Lasers I've made a point to install and test... I shall be put out, indeed.    😛 

 

(Seriously, this sounds good, but if "Dame Demolition" turns into "Dame Minor Structural Damage"... guess I'll have to copy her over and test. 🙂 ))

AE ARC's (So Far!)

--------------------

15252 Child of the Tsoo - [SFMA] Ninjas, sorcerers, and human trafficking (Origin Story - Stick Figure/Storm Lotus)

50769 Hunt of the Eclipse - [SFMA] Finding something that was lost to Arachnos for nearly 20 years (Origin Story - Daisy Chain)

53149 Spells as a Service - [SFMA] When a young hacker makes a connection between magic and mathematics and encodes it into a computer program, chaos breaks loose!

Posted
11 hours ago, MistressOhm said:

Question: with all the buffing that MM pets got (Supremacy now grants IO bonuses, all pets spawn at even level, yadda yadda)... did anyone manage to track down the melee vs range bug with MM pets, the one that's been a thing since CoV went live? 

 

Cos if I find there's still a suicidal battle drone that insists on beating on things instead of using the perfectly servicable Death Lasers I've made a point to install and test... I shall be put out, indeed.    😛 

 

(Seriously, this sounds good, but if "Dame Demolition" turns into "Dame Minor Structural Damage"... guess I'll have to copy her over and test. 🙂 ))

They fixed the ranged pets going into melee bug awhile ago, Robotics, Thugs, and Mercs tend to stay in range MUCH more often then they used to on live. 

Posted
On 8/14/2025 at 6:24 AM, The Curator said:

 

 


General - Task Forces

  • In all Task Force mission content, all enemies will respect the difficulty setting, no longer occasionally spawning +1's from room to room.

 

 

Would it be possible to get an option to revert it to having disrespectful enemies? I've always liked the variety of having the occasional room filled with tougher-than-normal enemies. It makes enemy groups feel more like they're actually real enemies gathered together instead of just repeated computer programs that I'm fighting. (And it makes sense to me that if you're fighting through hordes of street punks or rooms of soldiers that some of them are going to be *even tougher* than normal).

 

Don't get me wrong, I definitely appreciate people wanting "consistency". I've matured enough to the point that I can recognize that not everyone has fun from items in Super Smash Bros. or not liking random crits in Team Fortress 2 (even though those things are part of what makes the games fun to me). So as far as QoL improvements go, I can definitely see why it'd appeal to a lotta people. I'd just like an option to bring back the variety. 🙂

Posted

On the subject of costume unlocks-

I like having a reward, so long as it is available solo. HOWEVER, I also have entire characters that would never have been born if it was not for their costume fitting the concept perfectly. There is no way I will ever make a single character with the idea of "once I get this costume part unlocked then this character will look how I want". I just won't build that character, I won't get excited about it, and it won't make it out of the creator and into the city. 

To each their own, I think there are plenty of other carrots to use besides putting a limitation on the best character creator ever made in any game ever. Counter productive. 

 

MM's- I am not sure I care for the idea of lowering henchmen hit points. I also am not sure I care for lower DPS against even cons. These changes seem to be geared for lvl 50+ play, "doing better against +3's" is not a priority during 95% of leveling content. Adjusting spawn level to even con for the henchmen so they don't die as much, and then lowering HP so they die easier, well, why bother with all the run around? Just do a buff and see how it goes. If it is too strong, then why is it being changed? 

Side note: the 30S cap on the necro ghost spawns, what is the thought behind this? Is it detrimental for them to last longer for some reason? It seemed like an odd choice to me. 

Side note 2: I use the attacks on all my MM, except my bots/traps, because I like them. The gang war change will not affect me much other than making the power recharge faster, but I am not sure I like the gimmick in general. There are power sets like dual blades with attack chain gimmicks, thugs is already fairly unique and this seems like it may add something to the set players do not like(not everyone like staff/dual blades/titan weapons for instance) on a set that did not really need a gimmick. Why not try that with Mercs, they could use some flavor....

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