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Game Difficulty Adjustments and Enhancements (May 18, 2007)Follow

#1 May 18 2007 at 4:26 PM Rating: Excellent
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SquareEnix wrote:
From the FINAL FANTASY XI Development Team
Game Difficulty Adjustments (18/05/2007)

It has come to the attention of the development team that the playerbase is against many changes that have been made recently. In the spirit of upping difficulty and immersion within the world of Vana'diel, the coming version update will see the following exciting changes.

General:

- Players must now wait a Conquest tally in order to proceed with individual missions from the "Rise of the Zilart" expansion pack.

- Upon entering a Chains of Promathia battlield, your party automatically dies and one person is randomly sent to their Home Point.

- Dying in a Chains of Promathia battlefield after the initial death is now a guaranteed level loss and fission mailure.

- You are no longer allowed to use any items in any Battlefield.

- ENMs no longer give experience or item rewards. To compensate, we've made them harder while halving time limits.

- The spawn conditions of all Notorious Monsters have been changed. Notorious Monsters will now spawn once a year per server to preserve both rarity and challenge. Drop rates have also been lowered considerably.

- Players are now able to jump high enough to still not allow them to walk up the stairs in Ordelles Caves. Except for Tarutaru. They're still punted.

- An Honor System has been implemented that constantly monitors character input. Vulgarities and elitist commentary will now result in EXP and Merit Point loss. Mistelling cyber relations over shout or linkshell awards a small bonus. The results will be computed every conquest tally.

- Qiqirn are now a playable race. To promote the roleplay atmosphere of Vana'diel, all O's used in chat will be multiplied exponentially. Furthermore, due to heir hypersensitive sense of smell, partying with Galka characters is impossible.

- Male mithra are officially extinct. Stop asking for them.



Combat Related:

- Changing gear is now impossible when engaged with an opponent.

- TP will now be lost if you miss an opponent.

- All weaponskills will now require 300% TP to execute.

- The weaponskill "Rampage" will have its accuracy greatly reduced. Missed attacks will now have the chance of striking nearby party members, as well.

- The weaponskill "Asuran Fists" will now end if any hits are missed in the 8-hit combo.

- The critical hit rate of "Blade: Jin" has been lowered significantly. It will now grant a temporary evasion bonus to the attacker.

- The weapon skill "Penta Thrust" is now 50% less perverted.

- The weapon skill "Double Thrust" no longer makes you a lesser man.

- All magic and ranged attacks will now be line of sight dependant with friend and foe alike becoming valid targets. All -aga spells will now simply have a chance of passing through targets to trigger their effects on the next target based on spell tier.

- The shield system has been reverted to its old system. Skill ups will now be fewer as well as actual block rates. However, you will not receive damage if an attack is blocked.

- Weapons can only be held in the off-hand with the "Dual Wield" ability if their delay is less than 200.

- All monsters will now acquire a 10 second magic immunity if hit by the same spell more than once within a 5 second time frame.

- The Black Magic spell "Drain" will now list actual damage done in the chat log. Damage exceeding HP recovered will not be counted, however.

- The MP costs of the spells "Dia II" and "Bio II" have been tripled.

- The amount of EXP gained when defeating a monster has been adjusted. Expect as much as 5 EXP or less for anything over the "Incredibly Tough" rating.

- The days of the Vana'diel week now bring with them bonuses to add challenge to your gameplay experience!
Fire = 50% Magic Attack Down
Water = 50% Attack Down
Earth = 50% Evasion Down
Wind = 50% Defense Down
Ice = -50% Haste
Thunder = Food duration reduced 95%
Light = Curative magic damages the recipient
Dark = Manthra Night at the Kokba Hostel. No banana, no problem!

- A new "Whip" weapon class has been added. It is the first melee weapon that utilizes the Distance system for determining both damage and accuracy. Summoners and Beastmasters will receive this skill with an A rating, while Hume females in full harness sets will receive a bonus +15 skill.

- The Goblin weaponskill "Bomb Toss" has been improved and renamed "Nuclear Winter."

- A new moblin HNM named "Dubya Georgebush" with the legendary "Power of Veto" can now be found in Newton Movapolos. He and his Goblin kind have devoted themselves to a War of Terror where slime oil is not involved. He is assited by "Cheney Blastinfacer" and a giant, aged red Marid named "Replublipotamus." We hope the playerbase enjoys finding the secret in defeating this terrible trio!


Job Related:

WARRIOR
- The job ability "Berserk" now deprives player control of their character for the duration of the ability when used.
- Double Attack can no longer trigger with Dual Wield or Weaponskills.
- The job ability "Provoke" can no longer be used when subbed by another job.
- To encourage warriors to use a greater variety of weapons, their Axe skill has been reduced an E grade.
- A new sound effect has been added to the Warcry job ability. Yes, it is "Cobra-la-la-laaaa!"
- The job ability "Aggressor" now gives the Warrior a 10% EXP penalty when in effect. This is our last warning to stop being greedy about merits.

MONK
- A monk can not level past a certain point without earning their corresponding quested belt: Blue = 10, Yellow = 20, Green = 30, Brown = 40, Red = 50, Orange = 60, and Black = 70.
- The job ability "Chi Blast" no longer stacks with Boost and has been renamed "Hadoken."
- Selecting the Monk job class automatically renames you to some derivative naming of Goku, Trunks, Vegeta, Piccolo, and Tinky-Winky.
- Monks now have access to various martial arts styles that require precise timing and key input lest you break your neck doing a backflip.
- A new "Zen" ability has been added. While it is now possible to become one with everything, it is still impossible to become one who has everything due to PS2 limitations.

THIEF
- Recent adjustments to endgame dagger damage ratings have been undone. Some daggers are now weaker than they were before.
- The Dexterity bonus that applies to the Thief job ability "Sneak Attack" has been removed. Sneak Attack will now only guarantee a critical hit when used from behind a foe.
- The Agility bonus that applies to the Thief job ability "Trick Attack" has been removed. Furthermore, the level 60 job trait "Assassin" has been removed.
- The job trait "Triple Attack" can longer trigger with Dual Wield or Weaponskills.
- It is now possible to steal from other players, but you will only get Rock Salt unless you are Japanese.
- Thieves may now utilize Boomerang class Throwing weaponskills. Don't worry, they'll suck more than Wasp Sting, but look cooler.

BLACK MAGE
- The casting time of Tier II Ancient Magic has been increased significantly. Expect Tier III spells by the time you finish casting.
- The Black Magic spells "Sleepga" and "Sleepga II" have been removed.
- Elemental Seal will now work with Elemental Magic only.
- The Dark Magic spell "Aspir II" has been added... to the Dark Knight spell list.
- A new trait called "Turbo Cast" has been added. The more a Black Mage casts the same spell consecutively, the shorter its cast and recast times become up to a 90% reduction. However, MP cost increases incrementally, as well.

WHITE MAGE
- The damage inflicted by Divine spells has been increased significantly as well as their MP costs. However, the bonus effect on Undead enemies has been removed.
- Divine Veil has been removed from the White Mage trait list.
- Higher tiered Raises now inflict a longer Weakness state.
- All status removal spells now only have a chance of removing their corresponding ailment.
- The recast time of Erase has been doubled.
- The weaponskill "Hexastrike" can now stack with multi-hit weapons. Successfully performing a 48 hit WS will result in the target looking at you funny and screaming, "THAT HURT!" before walking away sobbing.
- MND now affects the MP cost and amount cured of all Healing magics. When asked how it worked, Sage Sundi had this to say. "I don't know!"

RED MAGE
- The spell "Refresh" is now self-cast only.
- An issue where Ninjas had higher tiered enfeebles throughout the standard level progression has been addressed. Automatons will now be able to cast all your merit spells starting at level 50.
- Enspells can now be cast on other party members.
- The job ability "Convert" can now be used on other party members.
- Red Mages are no longer allowed to equip weapons.
- Fast Cast now has a chance to make spells misfire. Their effects may vary, but expect most of them to **** your party off.
- The spell "Refresh II" has been added as a level 65 spell. Upon casting, a <call> sound will play saying, "STOP WASTING YOUR MP ON BIO SPAM" in Japanese, English, Spanish, German, and French.

PALADIN
- The job trait "Auto-Refresh" has been removed.
- The job trait "Shield Mastery" now only lets you block a little more.
- The job ability "Sentinel" is now a straigt Defense Bonus that degrades over time.
- The job ability "Shield Bash" will never stun again.
- A new trait called "Valor" has been added. Upon the Paladin's death, their current maximum HP and MP is divided amongst nearby party members and cures respectively. Temporary stat boosts based on the Paladin's are also given. We suggest you not let your Paladins die, though, because they need EXP too.

DARK KNIGHT
- The job ability "Last Resort" can only be used if you have no other job abilities that can be used.
- The casting time of Absorb spells has been tripled while their ineffectiveness remains the same.
- You are no longer able to attack when under the effect of "Dread Spikes."
- The Dark Magic spell "Absorb-TP" can now give the mob your TP if resisted.
- The job ability "Weapon Bash" now has a high chance of breaking your weapon.
- Using Linkin Park or Papa Roach lyrics in your macros automatically makes you take damage.
- We were just kidding about "Aspir II" you know. Here, have "Bioga" and "Bioga II" as a gesture of good faith.

RANGER
- The job ability "Scavenge" has had its effectiveness lowered.
- To accomodate the changes with line of sight attacking, a new job trait "Pierce" has been added that allows a chance for ranged attacks to hit multiple targets in a line.
- The job ability "Rapid Shot" now has a chance to cause the Ranger to shoot their own foot.
- The marajuana leaf on the Hunter's and Scout's Beret has been removed in order to satisfy Jack Thompson. Nevermind the fact we advocate the mass slaughter of bunnies and cute sheep for your betterment.
- A new job ability "Sniper" has been added. When used, the player is forced into first-person perspective where they must aim their weapon to guarantee a hit. This doesn't really do anything other than make attacking at range more annoying, but it sure livens up shooting Goblins in the crotch!

BEASTMASTER
- Jug pets will once again incur an EXP penalty against the Beastmaster and now every party in the zone.
- Monsters fought by a charmed pet will no longer be claimed.
- Monsters will no longer despawn if zoned or released, but they will be immune to charm for the next hour.
- "Killer" traits have been removed because people never let BST tank.
- The job ability "Charm" can now work on players, but the items "Double Ds" or "Footlong Sausage" are required depending on gender.
- New soap items have been added to cleanse Beastmasters of that gamy urine smell. Possible scents include Pine, Cherry, and Paris Hilton. Side effects may vary. Please consult Monbereaux if you experience upset stomach, nausea, or the sudden urge to hump anything in sight.

NINJA
- The Ninjutsu spell "Utsusemi" will now behave like the White Magic spell Blink.
- Ninjas have received a new job trait called "Subtlety" that lowers all of the player's statistics when the focus of the mob.
- Ninja tools can no longer stack and toolbags have been deleted.
- The Ninjutsu spell "Jubaku: Ni" can now be learned, but you must merit it as a level 75 Red Mage. We are aware of this issue and plan to address it in a future update.
- Ninjas now have access to shuriken-based Throwing Weaponskills that are most effective when you surprise the enemy.
- Sneak Ninjutsu still hasn't been added.
- All Ninjutsu spells have now been given unique handsign animations. Believe it.

SAMURAI
- The job ability "Meditate" will no longer generate free TP. Instead, it gives TP acquired by "Store TP" since last used. The maximum amount of TP granted has been limited to 50.
- The job trait "Store TP" no longer grants more TP per hit.
- Hasso and Seigan can no longer cancel each other out, but must be done manually before the other can be activated. Their recast timers have also been raised to 5 minutes while durations have been cut to 1 minute.
- Samurais can now be randomly sent to the future to view the fate of a world without their presence and thusly sent on a neverending quest to get back to their time. The war will still be twenty years ago, too.
- Samurais are now able to duel one another in flowery fields. Defeat permanently deletes your character while the victor becomes stronger in a thunderous whirlwind of debris and Tarutaru. There can be only one.

DRAGOON
- The cooldown timer for the "Call Wyvern" ability has been changed from 20 minutes to 5 hours.
- Wyverns no longer level with the Dragoon, but instead at a fractional rate that requires the Dragoon to solo for hours on end so his pet can catch up.
- Jumps no longer shed hate.
- The job ability "Spirit Surge" disbands the Dragoon from any party they're in.
- A Wyvern raising system has been implemented. Dragoons are now able to feed, equip, and train their cute blue rat. Treat them well, lest the next time you "Call Wyvern" it doesn't just **** on your head and fly off laughing!
- The job ability "High Jump" now sends the Dragoon into an aerial perspective of the zone where you rapidly fall to the earth. Unfortunately, when used in a dungeon, the Dragoon knocks themselves unconscious.

BARD
- Songs are no longer automated when cast. Players must now expertly push the correct keys in order to perform a tune. Failure to do so will result in negative effects upon the party and HP loss by spontaneous rotten vegetable hurling.
- Singing higher level songs on lower level players will have their durations cut significantly.
- Due to sensitive hearing, playing a flute near Elvaans will cause them to die.
- Weekly competitions have been added in search of "Vana'Diel's Vagabond" where votes can be cast at your nearest Auction House. This competition allows Bards to show off their improvisation skills through the new key input system. Hear thrilling songs like, "Moogle Rhapsody" or something other than Minne, Madrigal, March, and Ballad. Viewers can also hear commentary from a washed up, drunken Bard, a spoiled princess, and a snooty Elvaan with a British accent. Hosted by that loveable Galka, Gayin Secret, we hope you enjoy the show!
- A new "Violin" instrument has been added. You'll know when to use it.

SUMMONER
- Avatar Perpetuation cost has been increased.
- Blood Pact timers have been combined once more and recasts raised to 3 minutes.
- Spirits are still useless, but you must now cast them before summoning the avatar of their element.
- Higher Summoning Magic skill increases Cure Magic potency.
- Carbuncle's radioactive half-life has been reduced. He now resembles a sickly squirrel dipped in green paint.
- Shiva should no longer experience wardrobe malfunctions.
- Ramuh has been temporarily hospitalized due to a tingling sensation in his chest. To replace him, we have leased the rights from Nintendo to use Pikachu.
- Ifrit sometimes has to work overtime at Konschtat Fried Chocobo. This will make him cranky and less responsive to commands.
- Titan's thong may now break.
- Garuda's bust-size has been increased to promote more... aerodynamic flight. Yeah, that's it.
- Leviathan can no longer be summoned as he now patrols the ports of all cities to eat fishbots.
- Fenrir has gained the new offensive blood pact "Bad Dog" that makes it clear exactly why he howls everytime he's summoned.
- Diabolos now performs with the "/dance" emote. Enjoy his masterful stylings of the Macarena, Electric Slide, and whatever Will Smith calls the Men In Black dance.

CORSAIR
- Cards are no longer drawn for buffs. Instead, a coin is tossed. Flip Heads and you receive the buff and Tails takes all your gil.
- Anyone named similarly to Jack Sparrow has been banned.
- Corsair AF is now hot pink with a velvety purple trim.
- Various alcohols have been added to the Cooking guild recipe listing. They will all affect the Corsair in varied ways, but none of them actually beneficial.
- Corsairs may now enter the Moghouse of Davey Jones and put things in his moglocker. You might not get them back, though.
- Hooks have been added as an off-hand weapon. Don't pick your nose.
- Corsairs may now choose a pet Opo-Opo, Collibri, or Tarutaru to sit on their shoulder and mimic everything they do in emotes. We hope you'll be as annoyed as we were!

BLUE MAGE
- Blue Magic can no longer skillchain.
- Sword skill has been reduced to an E rank because mages are supposed to use the elemental staves.
- Head Butt may stun the Blue Mage.
- The job ability "Azure Lore" now turns you into Quina from FFIX until you eat 72 Blackened Frogs deep within Pashow Marshlands.
- New spells have been added to various HNMs that require an exceedingly rare drop to learn.
- To encourage Blue Mages to utilize all spells, a new Soulflayer Meter has been implemented. The meter is visible under the HP/TP/MP bars when in combat and rises as spells are cast. To counter, spells superior to the prior's family must be cast. For example, after using Sickle Slash (Vermin family), meter gains can be offset by using Infrasonics (Lizard family). Should this gauge fill, the player will morph into a Soulflayer and repeatedly cast "Rub" on everything in sight. Knowing this is a Japan-based company and that Soulflayers have tentacles, we feel the playerbase can draw reasonable conclusions as to what the "Rub" spell does.

PUPPETMASTER
- You are now the Necromancer class.
- Just kidding.
- Or are we?
- Bet you can't wait for the update to finish.
- Don't give us that look.
- Tier II enfeebles? That's nowhere in the patch no... DAMNIT SUNDI!




I'd say Happy Friday, but some bastards would welcome a patch like this.



Week later: New stuff added. Some good. Some probably not. Enjoy my ribbing of FFXI and pop culture.

Edited, May 25th 2007 10:29pm by Seriha
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#2 May 18 2007 at 4:28 PM Rating: Good
Quote:
- Anyone named similarly to Jack Sparrow has been banned.
Best patch ever.
#3 May 18 2007 at 4:29 PM Rating: Good
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i laffed :D

rate Up!
#4 May 18 2007 at 4:29 PM Rating: Good
Silent But Deadly
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I like where this thread is going.
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#6 May 18 2007 at 4:55 PM Rating: Good
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grddrg wrote:
seriha i want to stab you in the face
Lol@internet tough guy.
#7 May 18 2007 at 5:06 PM Rating: Excellent
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Quote:
seriha i want to stab you in the face


Ruiner of hopes and dreams, I know. I think I've heard it all by now.
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#8 May 18 2007 at 5:10 PM Rating: Good
sweetumssama wrote:
grddrg wrote:
seriha i want to stab you in the face
Lol@internet tough guy.
A real internet tough guy doesn't express wants. It's either actual threats or "if this was real life" type statements.
#9 May 18 2007 at 5:12 PM Rating: Good
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Seriha wrote:
SquareEnix wrote:

BARD
- Due to sensitive hearing, playing a flute near Elvaans will cause them to die.



My day, night, and weekend is officially complete. Bless you.

Happy friday everyone. <3
#10 May 18 2007 at 5:14 PM Rating: Decent
Ken Burton's Reject
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Best fake patch list ever!
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Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
#11 May 18 2007 at 5:15 PM Rating: Default
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Quote:
Sneak Attack will now only guarantee a critical hit when used from behind a foe.


It ALREADY works like this. Sneak attack won't trigger unless you are behind a mob. You fail hard.

Edited, May 18th 2007 9:15pm by Azna
#12 May 18 2007 at 5:15 PM Rating: Good
I'm a bit concerned about the monk adjustments, because you can't even start the blackbelt quest until you hit lvl 71... >_>;;...
#13 May 18 2007 at 5:16 PM Rating: Good
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Azna wrote:
Quote:
Sneak Attack will now only guarantee a critical hit when used from behind a foe.


It ALREADY works like this. Sneak attack won't trigger unless you are behind a mob. You fail hard.



I'll admit, i'm not a THF so i could be very wrong but:

Sneak Attack + Hide?
#14 May 18 2007 at 5:18 PM Rating: Good
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Quote:
Anyone named similarly to Jack Sparrow has been banned.


I'd rather they ban evey cloud and sephiroth runoff. Heaven's knows there must be dozens of them online 24/7 on every server. Really, I've partied with two sephirpths and one cloud in the same party once. That should say something.

Edited, May 18th 2007 9:19pm by Azna
#15 May 18 2007 at 5:18 PM Rating: Excellent
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Quote:
I'm a bit concerned about the monk adjustments, because you can't even start the blackbelt quest until you hit lvl 71... >_>;;...


Submit your bug report to SE. I'm sure they'll appreciate the info on their oversight. :3
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#16Pawkeshup, Posted: May 18 2007 at 5:24 PM, Rating: Sub-Default, (Expand Post) SA + Hide does not work. It never has.
#17 May 18 2007 at 5:25 PM Rating: Excellent
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Pawkeshup wrote:


SA + Hide does not work. It never has.


Thanks, I knew I'd seen SA + TA + Hide done on a PLD, coulda swore it worked, but maybe i'm just dreamin a dream lol.

EDIT:

Am I going blind, or does the wiki need to be updated...

ffxi.wikipedia.org wrote:

This ability will work from any direction if Hide is active and the user has no enmity. See Hide for more details.


Edited, May 18th 2007 9:29pm by XShadowRunnerX
#18 May 18 2007 at 5:28 PM Rating: Default
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It's because TA fires so long as you are behind someone. But people assume it's cuz SATA landed. I spent an hour showing a n00b this didn't work, and he still argued with me...
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Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
#19 May 18 2007 at 5:34 PM Rating: Decent
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I actually went to the playonline website to see if this update was for real, lol. Nice one.
#20 May 18 2007 at 5:38 PM Rating: Good
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Best fake patch list ever!

funniest part is that quite a few of the items seem to just be changing the game back to how it used to be...
#21 May 18 2007 at 5:39 PM Rating: Default
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Pretty much lol, that's what makes it the best. It's actually somewhat believable!
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Olorinus the Ludicrous wrote:
The idea of old school is way more interesting than the reality
#22 May 18 2007 at 6:22 PM Rating: Excellent
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Pawkeshup wrote:
It's because TA fires so long as you are behind someone. But people assume it's cuz SATA landed. I spent an hour showing a n00b this didn't work, and he still argued with me...
Hate to break it to you, but SA+Hide works...

It works if you have 0 hate. Interestingly, Hide sheds hate.

However...

Hide only sheds hate from sight. It does NOT work on scent or sound tracking mobs, nor true sight mobs.


It definately DOES work on sight only mobs though.



Also, you're missing half of the joke...
Quote:
Sneak Attack will now only guarantee a critical hit when used from behind a foe.
"only guarantee a critical hit"... As a THF main it does MORE than that - there is a DEX mod, which causes a huge boost, well beyond that of a mere critical hit.
#23 May 18 2007 at 6:40 PM Rating: Good
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Quote:
SA + Hide does not work. It never has.


you fail as a thf... so much...

Quote:
I spent an hour showing a n00b this didn't work, and he still argued with me...


That's because YOU were the noob.

God I hope you are just being sarcastic or something...
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#24 May 18 2007 at 7:23 PM Rating: Good
Quote:
BEASTMASTER
- Jug pets will once again incur an EXP penalty against the Beastmaster and now every party in the zone.
- Monsters fought by a charmed pet will no longer be claimed.
- Monsters will no longer despawn if zoned or released, but they will be immune to charm for the next hour.
- "Killer" traits have been removed because people never let BST tank.


Perfect!
#25 May 18 2007 at 8:43 PM Rating: Excellent
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Quote:
SUMMONER
- Avatar Perpetuation cost has been increased.
- Blood Pact timers have been combined once more and recasts raised to 3 minutes.
- Spirits are still useless, but you must now cast them before summoning the avatar of their element.
- Higher Summoning Magic skill increases Cure Magic potency.



I Lawl'd
#26 May 18 2007 at 9:10 PM Rating: Good
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Quote:
- The weaponskill "Rampage" will have its accuracy greatly reduced. Missed attacks will now have the chance of striking nearby party members, as well.


lol
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