#dotone the reaper
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capsicrew · 3 years ago
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semi-live reactions to the LL;
Okay well, I think I'll just summarize.
All notes below the cut.
As expected, the live letter is focusing on job adjustments and additions. -They're trying to make major abilities across all jobs maintain a 60 or 120-second cooldowns, with some exceptions. With the intention being to align more of those "burst windows," in parties, especially in endgame raiding/content. -They re-emphisize that not all abilities will be on these 2 timers and YoshiP specifies Ley Lines will remain 90 seconds and regrets BLM being "neglected" lmao. "Everybody gets their burst, then I come in 30 seconds later with my lay lines"
Okay, job action video before they get into specifics, lets see what I can spot lmao;
[originally I had all my reactions to the trailer here, to keep organized, I'm combining that with the specific job notes]
That was a lot, sorry lmao. I think instead of typing more, I'll just add notes about the jobs as they go in depth after my first impressions above ^ Sounds like Summoner has the most hype with the audience. They made a comment that Summoner is now Ultima Weapon lmao.
Job Class notes: Tanks; -I guess using certain buffs in combination with certain skills increases their benefit? Not very specific, but I guess an incentive to think more about which cool downs you use and when and in concert with other skills. -Combo chains will no longer be broken when using ranged attacks. Nice! Sounds like this is being added to melee dps as well. -Looks like both Phys and Magic Damage will differ and be an important aspect? They sure talk a lot about this but I'm not sure the practical application. I guess just in determining to use tank skills that decrease either phys damage or magic damage? I guess they just adjusted some stats through the game and are just saying the numbers will be different so raiders don't piss themselves.
YoshiP is a cat boy lmao. Yoshi-nyan dskjfl lmao "I'm 48 years old!"
-Paladin: Trailer: [Looks like updates to skills and attacks with new graphics, or just new skills. Don't know PLD well enough to say for sure. Looks like Passage of Arms also included an attack of some sort while the PLD was immobile. 3 new attacks that look like AOEs that rain swords down on the enemies in various forms.] -Requiescat is no longer depending on MP value. -Ah, the sword-rain is a new 3-part combo starting with Confiteor (the level 80 PLD skill) -Gap closer is now 20y instead of 15y. -No drastic changes otherwise. About what you can expect from ShB with just other tweaks to match overall gameplay changes.
-Warrior: Trailer Reaction: [Has a cooldown that gives you little fire embers aesthetically. Looks like base combo attacks might get buffed.] -Abilities that increase damage are now extended (and even triggered) by the AOE combos. (instead of having to weave-in, like, Storm's Eye in the middle of a combo, especially for AOE combos) -Onslaught and Upheaval no longer drain the Beast Guage. They're now on a charge-use basis, I guess? And Onslaught will have a new combo move. -New skill being added when using Inner Release. Inner Release now has 60s cooldown, increasing use-frequency.
-Dark Knight: Trailer: [New/updated aoe attack, and can cast a shield on a single party member. Frey summon looks more in synch, but I haven't used that a lot so idk if that's different.] -Salted Earth will now just be placed at your feet (instead of being a placable aoe), and now combos into a new move. YoshiP admitted to having a macro to do this pre-EW, so they all decided that was silly. -lmao, Fray/simulacrum will also be sure to learn new skills as the player does. -Single-target defense buff. -Delirium cooldown decreased to 60s. -Gap closer also increased to 20y, like PLD.
-Gunbreaker: Trailer: [Either I don't play GNB enough or most of it looked the same except one cartridge aoe skill at the end lol. They do have a 3rd cartridge that can be stored, though.] -The Gnashing Fang+Savage Claw+Wicked Talon (lvl 60 skills that use a cartridge for the first skill) combo will now be reduced to a single action that switches between the 3 skills, to reduce the space it takes on the hot bar. -Continuation will now (only?) follow Burst Strike. I'm not 100% sure if they're saying Continuation is getting an additional action to follow Burst Strike and will also combo with the Gnashing Fang combo, or if it's JUST Burst Strike, now. -Getting a 3rd cartridge, as I noticed. -Gap closer also increased to 20y.
Melee DPS: -Feint will now decrease both physical and magical damage on the target, but the physical debuff will be more potent. (sounds like Addle will get a similar change) -Again, combos will not be broken by using ranged attacks. Consideration for when phys dps needs to move away from targets for aoes and such.
-Dragoon: Trailer reaction: [Got some flasy moves that look like new aoes, but mostly just new attacks looks like. Summons two dragons for some kind of ultimate end-combo move. And has a flowery attack that reminds me of FF9's dragoon flavor with Freya] -Increasing the AoE rotation. A lot of jobs could use this, so this was on my hopes list for EW. -Adding new actions if you do your base rotations right. lmao They comment on how flashy they are, which is true. -Sounds like many skills are being increased in power rather than adding a bunch of new skills to fill our hotbars. -Blood of the Dragon will now be a trait, rather than a skill that needs to be kept up constantly. (nice!) -Spineshatter Dive (DRG's earliest gap closer) will now have 2 charges instead of the one use, for increased mobility. -Lance Charge (self damage buff) has recast time decreased to 60s. Battle Litany (party crit buff) recast decreased to 120s.
-Monk: Trailer: [Has a new gauge added to its other, but no greased lightning gauge. Collecting more stickers ala BRD and SAM. Looks like their gap closer was updated to stack or be used multiple times quickly. Impressive looking attacks and aoes, but I don't play MNK enough to comment much lmao. Hope its less tedious!] -DAMN LOOK AT THAT JOB ART -Greased Lightning gone forever, so; -Chakras unlocked at a lower level. -New system; After using Perfect Balance, the player can use a new skill called Masterful Blitz. How the Blitz executes and what it does will change depending on what skills the player uses while using Perfect Balance. (much in line with Sabin's Blitz skill in FF6, it sounds to me). -Sounds like the player needs to use skills with some thought to maintain a balance of yin and yang chakras. Sounds like the translator is trying her best, but I think it'll come across better with some practice or seeing it in action better than the job trailer. -Oh, they are going to show a video-- -Showin off Thavnarian a little bit, lol -Each skill seems to have a specific association when used in Perfect Balance, that then add to either Yin or Yang (not final names sounds like). And if you get a charge of each, the next use of the skill unleashes a larger attack. I guess it's similar to trying to get three specific suits as AST. -I guess more/better info to come during the media tour. -Perfect balance with have a 2-stack charge, charging every 40s. -Sounds like some or more MNK skills will have their directional requirements removed to make this new system more manageable. -Shoulder Tackle (gap closer) is being removed, and is being replaced with a new gap closing action. Sounds like it wont do damage, but can be used to close the gap between both enemies AND allies (like Aetherial Manipulation with BLM). It comes with 3 stacks! Thats a lot of movement at once, with 30s recharge per charge.
-Samurai: Trailer: [Looks like Meikyo Shisui (the buff that lets you use your sticker-granting skills without doing the full combo) either has a massively reduced cooldown, a way to refresh it faster or just a second charge. Looks like the same is true of Tsubame-gaeshi (the skill that lets you use a sticker-using skill a second time)(I swear I don't have these names memorized, I only know their pictures. I'm looking them up). Possibly a new attack that uses meditation stacks, or I just forget what the level 80 skill looks like. Finishes with some kind of massive attack. So just lots of deeps for SAM.] -Mid-combo attacks that grant buffs can now also be obtained from aoe skills as well, like WAR. So that you don't either have to perform a single-target combo in the middle of fighting multiple targets, or don't have to just go without those buffs. -I was correct; Meikyo Shisui and Tsubame-gaeshi now each have 2 stacks. -You also get the mid-combo buff if you use the final move of a combo under the effect of Meikyo Shisui. Nice nice! Exactly things I wanted for SAM.
-Ninja: Trailer: [omg, a skill that grants auto-Huton I love it <3. Either Bushin now ends with a finisher skill (like automaton queen), or NIN has a new ranged attack. Oh shit!! A gap closer that actually does damage! Looks like it combos off of Raiton (lightning ninjutsu). Oooh, and there's a second follow-up lightning attack as well! NIN is gonna be interesting!] -New actions linked to Raiton (lightning ninjutsu), Doton (dot ninjutsu) and Huton (that ninjutsu you need to have on all the time for decreased weaponskill cooldown) being added. -Single action to apply the effect of Huton added * 0* <3 <3. Both applies it and resets the timer. -Additional actions added while under the effect of Bunshin (the level 80 skill). For just ninjutsu, I think? -Tried to not get the ninjutsu actions even more complicated. No 4th sigil lol. -Shadow Fang (ogcd dot skill) is removed :(
-Reaper: Trailer: [Starts with some kind of charge attack? Gap closer leaves behind a portal (very neat!). Guage looks like a combo of MCH+DRK. You need 50 of the "heat guage" to summon the void monster. The monster didn't come out of the portal that was left behind, but it disappeared when the monster appeared. Oh, the gap closer is more like NIN's Shukuchi, or maybe like SAM's movement options. The Reaper teleported "backwards" and left another portal, used a couple ranged attacks then TP'd right back to the portal. Very neat. Looks like the monster never stays out permanently, but is summoned in a few ways, finishing with a timer that upgrades attacks. Kinda like DRG with dragon imagry.] -Reiterates that attacks are done with the scythe and the avatar in combination, or "serve as the avatar's vessel" to use more powerful attacks. -Has party utility, granting a buff or two. -"Unique and specialized actions give them an edge in specific combat situations" ??? Seems to refer specifically to the portal movement skill. Shukuchi+Aetherial Manipulation. -MCH-like UI tracks two guages: the Soul Guage on top in red, which slowly fills and is used to use attacks in tandem with the avatar. The Shroud Guage is on bottom in blue, and fills as attacks using the soul guage are used. Once it fills up, it allows you to become the avatar's vessel to do even bigger attacks. Very similar to the Automaton Queen in use, it sounds like. -The one I called the DRK-looking seems to actually be more like SMN's Bahamut gauge, and simply acts as a timer to tell you how long you'll have the avatar using you as a vessel. -Switched to the video. Tiny Lala reaper lmao. -Looks like the portal ability works like DNC's An Evant--you charge in a single direction for a set distance, but Reaper has the ability to port back to it for a certain amount of time. Looks like 15 seconds with maybe an additional effect if you do it within 10 seconds? -Oh! The movement skill is actually two actions that allow you to "en avant" forward OR backwards, then teleport back -Looks like the character very visually changes form while acting as a vessel for the avatar, including equipment and some evil eyes. More than just the glowing eyes WAR has for inner beast. -Mentioning that with the gauges, the job isn't really one you charge up to a burst like others, but is rather just a building crescendo. -They're not talking about it, but it looks like the "you are the vessel" gauge either expires based on a timer OR the execution of a certain number of big attacks. -There's gonna be a couple positional-based skills, but just ones involving the avatar. Similar to DRG which only has, like, 2. -Sounds like a fun job, I'm please looking forward to it. -No LB3 shown yet. YoshiP comments that the "big flashy move" Zenos uses in the Benchmark trailer is basically the Reaper's LB3.
--break time--
Ranged DPS: -Just the comment about phys dps # values changes that they've already been saying. -Timers on Troubadour, Tactician and Shield Samba have been decreased to 90s.
-Bard: Trailer: [New addition to their gauge, looks like 3 icons that keep track of what songs have been played. The gauge also says what song is currently playing, though idk who needs that. New cone aoe, looks like--Maybe an aoe version of Refulgent Arrow? Some kind of buff or party skill that uses the 3 saved icons from playing each song once, no indication of what it does. Finishes with either a new move or one that combos off of Apex Arrow, the last skill brd learns in ShB.] -Why does she look so surprised in the art? -As I noticed, playing each of the 3 songs once each grants a new action for a party-wide buff. -New action to follow-up Apex Arrow, as I also noticed. -Battle Voice cooldown reduced to 120s (from 180 :o! ) She also says Wanderer's Minuet, but that's one of the base songs already on a timer of 80s?? That doesn't seem right.
-Machinist: Trailer: [Some kind of large shotgun! Looks like an ocg aoe, but they used it very shortly after bioblaster, so its not on the same cooldown as air anchor/bioblaster. Standard combo might have slightly new animation--the bullets look like they're hitting harder or smth but it might just be a trailer thi--there are cars behind him lmao tHEY HAD CARS IN GARLEMALD THIS WHOLE TIME. Anyway... OH SHIT It looked like they just shot a bunch of BUZZ SAWS!  Oh, and they just used Drill. They have Drill AND Air Anchor. Oh, Queen Automaton's final move looks bigger.] -New Skill; Chain Saw! (many folks were expecting this after they started theming many of the MCH skills after Edgar's skills in FF6. Chain saw was basically the only one missing) -As I noticed, new action for Automaton Queen. No word on the missing Bishop... -Reassemble will have 2 charges (!) They then specifically advice to keep it constantly in use lmao -Job is mechanically the same, but there will be some ability updates (like that shotgun).
-Dancer: Trailer: [Looks like they get some kind of scremin berd that does some feather attacks but doesn't cost a feather guage. Looks like a follow-up combo with Saber Dance as well. Improvisation seems to have a follow-up or possibly a new effect when it ends. Not clear what it does.] -Instead of the single-target and aoe skills having separate effects, they will be shared between the two versions. (presumably; originally you needed different weaponskill buffs to execute Reverse Cascade (single) or Rising Windmill (aoe), but now their combo moves can activate a buff to use either of them). -New actions added after successfully using Technical Finish, Improvisation and Devilment. -Again, job is mechanically the same--mostly just some tweaks and evolution into level 90. -AoE weapon skills will transform into the dance step buttons the way the single-target ones do. -Espirit gauge will fill more consistently rather than randomly.
-brief complaint about BRD's songs not applying to the BRD themself. They've gone with "no comment at this time." YoshiP-lease
Casting DPS: -Like Feint, Addle has been changed to reduce both magic and physical damage dealt by the target, with the magical debuff being more potent.
-Black Mage: Trailer: [Has a new addition to the guage that looks like a larger fire/ice needle. Activated when they switched to Astral Fire from Umbral Ice via Fire 3. Looks like they used it to cast some very nice looking fire/ice attack that refreshed the timer on Astral Fire. The special new needle also activated when they switched from A.Fire to U.Ice. The Ice move they used to switch was also new, though they still had Blizzard 3, which they opened with. Looks like Freeze granted 3 ice needles instead of 1. The new fire/ice move was also used in U.Ice mode and refreshed the timer. New fire move transitioning back to A.Fire, which they use instead of Fire 4 in standard rotation--new aoe? Flare, Despair and Xenoglossy appear to be the same.] -Enochian is now a trait! It is automatically applied when under the effect of either A.Fire or U.Ice! Rejoice! Apparently this was a long-ruminated decision. -As I noticed, new actions are available while switching correctly between A.Fire and U.Ice. Apparently its more than just the fire+ice attack. -BLM is considered "pure dps" like SAM, so they focused on its attacking ability rather than other party utility. They specify "no raise" lol -Firestarter/Thundercloud procs have had their timers extended. -Fire 2 and Blizzard 2 are each going to get buffs, increasing AoE damage. They joke about the japanese names for what is basically now Fire 5 and Blizzard 5 and what their offical names are, lmao. They had to go to the "FF Brand Committee" to nail-down the japanese names of these spells, with no precidence of spells of this level. Sounds like he's leaning towards High-Fira and High-Blizzara rather than, like... Firgyo or something completely different, lol. -Sharpcast now has a second charge.
-Red Mage: Trailer Reaction: [Has 3 buttons added to magic meter, which filled with melee attacks (both the aoe one and the normal single-target combo). Jumped back with what looked like a brief healing bubble. All 3 charges spent on what looks like an aoe version of verholy/verflare (verdispair?). Verholy looks like it was buffed, or is possibly an aoe version, and Scorch (the final rdm combo) looks updated as well, and is followed by a big aoe-lookin move that does damage in a wide row between the rdm and the target, similar to DRG's Nastrond.] -New action coming after Scorch, as I pointed out. Lots of thorns. -Verflare, Verholy and Scorch will now all be AoE attacks, added as part of the AoE rotation [in addition to their current use?] -Adding a party-wide defense buff. Probably that verassylum-looking skill I noted. Apparently its just called "Magic Barrier" rather than something fancy or ver-y, lol -Amount of mana in the guage used for weapon skills has been reduced. Manafication seems to add a full use of the melee-skills for free, rather than affecting the mana gauges. -Potency of Displacement and Engagement will become the same value, so there's no dmg loss in making the right choice.
-Summoner: Trailer: [Right off the bat I see they have a carbuncle instead of an egi? Curious about the update to the Bahamut gauge which looks like it has a stop-light of gemstones under it--same colors as ifrit, titan and garuda. Standard attacks with some updated graphics, so just, like, Ruin 5 or smth. Summoned Bahamut right away, no "Dreadwyrm Trance" phase. Bahamut seems to have a new attack. oh SHIT OH SHIT. NO EGI, MOTHERFUCKER JUST SUMMONED GARUDA REAL. Garuda appears briefly and uses a big attack. She's gone, but the emerald button is now Garuda and has a timer--all of the summoner's attacks look different, and the carbuncle is using the garuda-themed attacks. Summoned Titan now! Uses Landwaster, and now all the summoner's attacks are earth-themed. I Think I know where this is going-- Yeah, there's Ifrit with Hellfire, and now all fire-based attacks, which appears to include a gap-closer and a follow-up melee attack. Carbuncle stayed the same color throughout, so I think we'll still keep the carbuncle glamors, maybe get more colors I hope? Summon Phoenix looks the same.] -Summoner completely reworked for the 4th expansion in a row apparently, they can't keep getting away with it-!! -DoTs GONE! No Bio. No Miasma. I guess too many people complained about it. -As mentioned, Egis are gone, and the summoner now fully summons Ifrit, Garuda and Titan. Okay, they are not literally the Primals, but are nicknamed; Ifrit-Ruby, Garuda-Emerald and Titan-Topaz. Just mostly for lore-compliance... summoning is bad in this world. -Again, as I noticed; the Summoner's abilities are augmented depending on which has been summoned. -I guess they largely wanted to address the down time between summoning bahamut and phoenix where you're just standing around casting Ruin 3. -Base rotation is as I outlined above; You summon Demi-Bahamut, which gives you the power to summon the 3 primal-gems in turn, augmenting attacks as you go, then ending with the summoning of Phoenix, which lets you then summon the three primal-gems again, then back to Demi-Bahamut. No more 50-step opener or w/e lmao -Order doesn't matter--they did Garuda, then Titan then Ifrit in the trailer, but they can be summoned once each in any order. They emphisize planning on when you want to have each summon (including Bahamut and Phoenix) during fights and different phases. -Actions on the hotbar will change automatically as each primal is summoned, rather than needing 4 or so different set-ups, lol. -Summoner will keep Resurrection. But apparently it only just BARELY survived. -Display size is customizable for the carbuncle, but is only client-side. Also for each of the summons. YoshiP has some very small primals. Tiny-Titan is especially good, lol -Sounds like all glamors for the carbuncle/egi will remain, including the primal egis. The Emerald Carbuncle is used in the trailer and the live letter video because its what YoshiP likes most. -Each summon has 2-stacked special skills executable while summoned, such as Ifrit's gap-closer and melee move. -Summoning the primal-gems has a little bit of casting time to offset the amount of power behind them. Sounds like Ifrit has a longer cast time than the others, so maybe they're each slightly different. -All of Titan's attacks are instant-cast, while Garuda leaves an aoe floor dot at the target (which was an egi skill previously). -apparently did their best to not turn SMN into BLM 2 lmao
Healers: -Adding single-target buffs to all healers. -Reduced cast time for offensive spells (!!!) -Limit break area has been increased to 50y lmao, then the guy applauds it. As someone who has suffered the shorter range... I get it. -As they said before, they're splitting between 2 "pure" healers (WHM and AST) and 2 "barrier" healers (SCH and SGE) -Decreased cast time for certain healing skills, nice!
-White Mage: Trailer: [Glare II. Oh, looks like they planted some kind of flower on the battlefield? WHM Earthly Star, maybe? Looks like it explodes in a wide range of healing magic either periodically or with certain triggers (looks like it took damage from an enemy aoe and responded with an auto-medica or something). Finally an update to Holy that isn't *quite* as blinding. ...okay, now I watched it again and its still pretty blinding lmao] -Adding a "functionally and visually distinct" restorative field action. So... Earthly Star for WHM. -Beyond the global changes, though, little is changing about WHM, it will be relatively the same, being the base "pure healer." -Update to Holy, which also helps add lillies to the job gauge. -Fluid Aura, if you remember that, has been removed lmao. -Divine Benison is gaining a charge.
-Astrologian: Trailer: [Looks Minor Arcana just draws one of the 2 minor arcana cards, rather than "transforming" a currently drawn card. This card has its own space on the guage, so it can be held while continuing to draw/use regular cards. Oooh, a very nice looking buff to Gravity, which is followed by an attack(maybe also a buff like Assize?) that looks like shooting stars overly a wide range--very pretty. Some kind of shield or delayed heal--looks similar to SCH's Excognition.] -Being changed into a "pure healer," as has been discussed. -Diurnal and Nocturnal Sect are both being removed, and actions that were affected by this will now only have their Diurnal Sect effect. -Neutral Sect (level 80 skill) will have its effect slightly adjusted to add barrier effects to the adjusted skills. -Divination is receiving some adjustments. Now it can be used under "normal circumstances" ??? -I guess its including new enhancements for the user depending on the seals used? Not very clear on these points. -Redraw is no longer a charge action, and can only be used once after using Draw. -Adjustment to Minor Arcana, as I noted above. -New AoE spell that heals allies and damages opponents (the shooting star skill). Largely to balance with WHM having a great aoe in Holy, but making it different enough that the 4 different healers still have individuality.
-Scholar: Trailer: [My main. Adlo either gets buffed or might have a new animation. Looks like they used Sonsolation without transforming the fairy into Seraph. Updated basic attack, Broil III or w/e. Looks like a new aoe heal/shield or update to Succor. Power/animation update to Art of War. ... that's it??] -Oooh, a new ability that increases the party's movement speed--like Pelotan, but keeps its effect during battle. They don't say exactly how much faster compared to Sprint and Pelotan, but says it wont stack with Sprint. Apparently the base action is meant to be a damage reduction buff with the added benefit of speed increase. -SCH was aleady their base for "shield type" healers, so it's largely the same with more focus on the shields and barriers. -Getting a "powerful enhancement" that can be cast on a single party member. -That's it. :(
-Sage: Trailer: [Not sure what to say since this is new. Appears to use a gauge resembling a cross between BRD's and AST. Graphics on attacks look very nice. Cool beam attack! Ooooh, and a gap closer?? Looks like they also have an instant-cast aoe that damages opponents and heals party members.] - "Possesses all the actions essential for a barrier healer." Thanks. -Seems to have increased number of skills that attack and heal/shield allies simultaneously. Seems to work similar to AST's Synnastry--you specify a party member and when you attack, that party member gets passive heals. -Has a DoT that... applies when it feels like? -Adder's Gaul. Some charge in the job guage that powers instant-cast skills. -Also the gap closer. They say it's a very technical job and difficult to explain in just words. -Looks like the Sage's gauge is passively filling constantly, even outside of battle, until it fills 3 charges. -The Synnastry-like skill (Cardia) can target the self as well. Like a constant Regen as long as you're dpsing. Useful for solo-play. -I guess you have the one base attack, but can press a button that augments it into the DoT version. And it seems it can augment other attacks as well--looks like changing one skill from a base healing move to a shielding move or adjusting how aoe heals or attacks appear. -Looks like it's a decent amount to memorize and use, but no more than some other jobs, and it looks pretty fun in that technical aspect! -Lots of comparisons to Gundam from the chat regarding the sfx, lol
Huh, nothing about BLU. Weird.
-YoshiP about choking seeing how long it took them to get through the first part lmao
--break time--
-Reiterates/clarifies that Summoners will retain their egi glamors.
Battle Adjustments: -Raid Finder for Savage duties will specifically search for one pure healer and one barrier healer each. -Normal Duty Finder will remain the same, regarding healers (just one healer queue).
-In the Party Finder, people making parties can specify pure/barrier healers for the party they're making. -Addition to Party Finder to filter for players that have "yet to receive weekly completion rewards." -Searching for parties will now exclude parties you cannot join due to their "one player per job" requirement. Based on YoshiP's experience playing lol
-"Trials with weapon drops will now drop a weapon coffer in addition to the original weapon reward." Folks will still get a direct drop of the weapon, but also there will be a coffer for folks to vote on loot for weapons. -Final parts of hard raids up to 3.5 (Bahamut normal and Savage and Alexander Savage) will drop a weapon-specific coffer in addition to its original loot -High-end raids through SB will drop gear coffers as well in the same way Eden Savage does.
-"Conditional enhancements" can be separated in their own category on the HUD. Proc-type buffs (firestarter, straight shot, etc.) These elements can also have their sizes changed individually if you want them to be more noticeable.
-Improvements to "ground target functionality." -Includes an option to prevent the target from moving beyond it's placable range. We play with controllers, so idk how much this applies.
-New HUD element in the party list that shows which letter target (or # ally) the party members are targeting when they cast spells/abilities. -They specify its main uses are to see which target in a group the party is targeting easier or; -even better; can show which party member a healer is currently hard-casting Raise/Resurrection/Etc on so the other healer can know they're being raised and target another party member or w/e. -Doesn't work for instant spells/abilities because the element wouldn't have enough time to show up, lol
-players with 0% HP will have an empty health bar above them, which originally only showed if someone had the "always show health bar" UI setting, rather than "only when HP is below 100%"
-Unreal trials going away for a bit. Oh no, I'm very concern... -Just because of the raised level cap and the job adjustments, before they tweak the unreal trials to fit the new changes. -Planned to return in 6.1 -No comment on the rewards only available from doing this.
-Belts gone. Can't wear 'em. Can't get 'em. No new notes on this. -The Very Special Belt you can get in Eureka: Pagos for a speed boost will be replaced with a ring and can be exchanged for the belt. -After 6.0 releases, you can no longer extract materia from spriritbound belts; buy or sell belts; use belts for leves or supply missions or use coffers that contain only belts (from quest rewards). -But you can still RETRIEVE fused materia in belts. Belts can still be sold to npc vendors, be desnythesized, used for expert deliveries or be... thrown away. -PANTS FRALL DOWN NOW -More Downscaling of values. I don't really care about this.
-HQ Item Removal??? -"Prevents the unintended procurement of HQ items via gathering and other activities, reducing overall inventory bloat." -Gathered items, enemy drops, Tokens and Non-craftable materials "obtained from certain content" will no longer come as HQ. -Pre 6.0 HQ items will stay HQ, but they will no longer provide bonuses when crafting. -Crafted items (including crafted items only used for crafting, like flour or ingots) and Gear will still be available as HQ. These HQ items will remain functionally unchanged. -Gatherer skills that used to increase HQ will now be adjusted, mostly to affect item yield instead. Fishers will be adjusted as well. The catch's size will still be taken in consideration. -And, of course, Quests, challenge log entries and achievements that require HQ items will be changed accordingly -More details in next Live Letter
-Aethernet Updates: :o -Adjustments to teleportation fees. -No more upper limit to teleportation fees. :) pain -Teleporting across the world will be over 1200 gil, but teleporting to Norvrandt, the fees will be cheaper -Fees to nordvrant are considered via map distance between mor dhona and the crystarium -Other fees have been reduced, so closer teleports will be much cheaper. -In game economy. [ancientaliensmeme.jpg] -Updates to the Aethernet UI, sure. Will include a more detailed list and a map to help with navigation. -Progress towards Fisher's Intuition will remain even after logging out. Fair. Weird time to log out, but things happen.
-Data Center travel system scheduled to come after 6.0 but before 6.1.
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dotonethereaper-blog · 8 years ago
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Have fun  DotONE The Reaper
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fox-mother · 4 years ago
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A List Of Jutsu Known By Uzumaki Kushina
Senpō: Ishi no tatchi (Sage Art: Touch Of Stone) Senpō: Shizen enerugī chūshutsu no jutsu (Sage Art: Natural Energy Extraction Technique) Senpō: Suichū kokyū-hō (Sage Art: Underwater Breathing Technique) Senpō: Yūdoku hifu bōgyo no jutsu (Sage Art: Poisonous Skin Defense Technique) Senpō: Numa no hōkai no gensō (Sage Art: Illusion Of Swamp Decay) Senpō: Uzu chissoku no jutsu (Sage Art: Whirlpool Suffocation Technique) Numaton: Suwanpurando no sōzō (Swamp Release: Creation Of The Swampland) Numaton: Ryūsa no jokyo (Swamp Release: Quicksand Elimination) Numaton: Ne no hokaku (Swamp Release: Trapping Roots) Numaton: Ōpunpāmu de sutoraiku (Swamp Release: Strike With An Open Palm) Numaton: Doromizu no kiken'na nami (Swamp Release: Dangerous Wave Of Muddy Water) Numaton: Shizen no fukyōwaon (Swamp Release: Cacophony Of Nature’s Music) Numaton: Jigoku no mon (Swamp Release: The Gate Of Hell) Aburaton: Oirureiku no futtō (Oil Release: Boiling Oil Lake) Aburaton: Abura Bunshin no Jutsu (Oil Release: Oil Clone Technique) Aburaton: Oirubīsuto no jutsu (Oil Release: Oil Beast Technique) Aburaton: Oiru ketsugō no jutsu (Oil Release: Oil Binding Technique) Aburaton: Nenchaku-sei oiru (Oil Release: Sticking Oil) Sōshō Tenchi No Jutsu (Wound Transposal Jutsu) Tōtsū Tenchi No Jutsu (Pain Transposal Justu) Uzumaki ichizoku no hōfuku (The Uzumaki Clans Retribution) Doton: Chika ryokō no jutsu (Earth Release: Underground Travel Technique) Josei no ikari: Akai kaibutsu, sakura, Senju hime (Wrath Of The Women: The Red Monster, The Cherry Blossom and The Senju Princess) Senpō: Shizen enerugī dangan (Sage Art: Natural Energy Bullet) Kuchiyose: Uzuki (Summoning: Uzuki) Kuchiyose: Gamaton (Summoning: Gamaton) Kuchiyose: Shikei (Summoning: Shikei) Shiki Fūjin (Dead Demon Consuming Seal) Kuchiyose: Shinigami no ikari (Summoning: Wrath Of The Reaper) Senpō: Ikimonogaku-teki narukoshisu (Sage Art: Biological Narcosis) Hiraishin: Kōsoku kōkan (Flying Thunder God: High-Speed Exchange)
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depressedhatakekakashi · 3 years ago
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I don't blame you for complaining about Minato. He had the possibility to save his wife by sealing the Kyuubi in her and instead went "Nah, let's use my newborn son, seal the other half within me with a jutsu that will kill me and leave my wife to die from the shock of losing said Kyuubi"
He might have been amazing on the battlefield and considered a good leader, but still... The solution to keep you alive was right there
(On that note, if Minato had sealed half back in Kushina and the other half within Naruto, then, you know... No reaper seal and they would have both survived...)
I wouldn’t turn down them both surviving cuz Konoha and naruto might have done better in the long run if Minato was still around as Hokage. Can’t be sure obv but i don’t thi k he’d let danzo get away with all the things he did in canon
That being said, my main problem with minato is people who adore him acting like he’s this super strong impressive shinobi. Like ya he’s strong, obviously. But i’m so tired of people just being like ‘oh he’d beat kakashi in a fight’ with no actual conversation acting like kakashi’s just this weak nothing. Like, man earned his place as Hokage stop disrespdcting him. He has use of all elements while minato can’t use doton or suiton (he can’t use two for sure. He has wind fire and lightning i belive). And kinato’s thing is speed which is obv deadly af but if someone knows his style and is quick on their feet they’re not going to be killed by him easily.
But also his reactions to Kakashi’s trauma are just…
Like k get it cuz it’s not like he knows how to properly deal with trauma, but i still wanna slap him
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