Login / Create Account
Hide Menu
Subscribe HideHome
News Archives FAQ ZAM Store Advertise on This Site Submit Information FFXI Staff Bios FFXI Servers: Up
Your Characters Character Search New Comments Your Journal
Hide Forums
Search Forums All FFXI Forums FFXI General Forum Endgame Discussion Tradeskills Forum Job Forums Server Forums FFXI Feedback Site Feedback Out of Topic Forum The Asylum
Hide Wikibase
FAQ Recent Changes Forum
HideJobs
Spells & Abilities Weapon Skills Skill Chains Skill Calculator Skill Chain Calculator Races Crafting Guilds
Hide Items & Equipment
Advanced Search Auction House Armor Weapons Food Inventory By Job Skill Mods
Hide Bestiary
Advanced Search Notorious Monsters By Area By Family
Hide Quests & Missions
Advanced Search Missions Assault By Area By Type
Areas Regions Game Guides
Hide Stats:
Learn more about the FFXI Wikibase!

Inquisitor Nerfs Part 2

Continued from Inquisitor Nerfs:

Two more cards have had their game text changed.

The first is Brawling on the High Seas. It has had the following line of text added: "You cannot begin another raid from this quest until the end of the turn."

The second card was Zealotry. It is now a level 2 ability instead of 3 and only gives you 4 power instead of 7.

The change to Brawling on the High Seas was a reaction to the Fippy Darkpaw infinite raid decks. It's true that this doesn't address all infinite raid combos around in the game. However, this change does stop the easiest ones.

There is a common misconception among TCG players that all infinite combos are bad. Infinite combos are really only bad when they are easy to pull off. If a player can manage to get one each of 5 different units into play, then by all means they should be able to raid infinite times. It's much, much harder to pull off the infinite raids now, but still possible. Which is a good thing.

The second card is going to have a much more profound impact on the game. The level change to Zealotry isn't quite as game-changing as the dropping of 3 power off the ability. I think this really brings Zealotry back into the area where it should be operating.

The initial reaction is going to be that Zealotry is no longer playable, but that's simply not true. It's still a solid ability although a little pricey now. It still gives you a level 2 ability with enough power left over to play a Flowing Black Silk Sash or a couple of 2 cost things as well. The card is still pretty good, just not overpowered as it was before.

I want to say that I think these changes are very good things on the part of SOE. They are definitely listening to the game's player base and giving them what they want. There has been a growing discontent over the power of Shadow Priests, and Zealotry was leading the charge of being overpowered. While most people hadn't had the luxury of getting raided infinite times on turn 3 yet, there would have been a very vocal outcry against that deck, and it was nice to see SOE move quickly to stamp out this threat before it got out of hand.

Legends of Norrath
Wikibase™



Vana'diel Clock provided by MithraPride
Final Fantasy (c) 2002-2008 SQUARE ENIX CO., LTD. All Rights Reserved. Title Design by Yoshitaka Amano. FINAL FANTASY, TETRA MASTER and VANA'DIEL are registered trademarks of Square Enix Co., Ltd. SQUARE ENIX, PLAYONLINE and the PlayOnline logo are trademarks of Square Enix Co., Ltd