Patch 2.41 Notes - Printable Version +- Hydaelyn Role-Players (https://ffxiv-roleplayers.com/mybb18) +-- Forum: Final Fantasy 14 (https://ffxiv-roleplayers.com/mybb18/forumdisplay.php?fid=41) +--- Forum: FFXIV Discussion (https://ffxiv-roleplayers.com/mybb18/forumdisplay.php?fid=12) +--- Thread: Patch 2.41 Notes (/showthread.php?tid=9000) |
Patch 2.41 Notes - Kage - 11-18-2014 First up, holy shit the nerfs to second coil. O.O Patch 2.41 will introduce the first phase of the Echo to the Second Coil of Bahamut, as well as address several known issues. Playable Content Level 30 job quest requirements have been adjusted as follows: Before: Players must reach level 30 with the job’s associated class. After: Players must reach level 30 with the job’s associated class, and have completed the main scenario quest "Sylph-management." The colors of the assorted fruit furnishing have been adjusted to better compliment other furnishings. Battle System The Second Coil of Bahamut has been adjusted as follows: Players can now queue for the Binding Coil of Bahamut solo via the Duty Finder. Furthermore, players must now meet the following item level requirements: Duty Prerequisite Second Coil of Bahamut – Turn 1 Average item level 90 Second Coil of Bahamut – Turn 2 Average item level 95 Second Coil of Bahamut – Turn 3 Average item level 100 Second Coil of Bahamut – Turn 4 Average item level 105 Mechanics within the Second Coil of Bahamut have been adjusted as follows: Second Coil of Bahamut – Turn 1 Damage dealt by the attack Blighted Bouquet has been reduced. Damage dealt by the attack Sharp Sting used by dark matter hornets has been reduced. Dark matter hornets will no longer continue to spawn after phase transitions, even when players are afflicted by the Honey-glazed status effect. Damage dealt by the attack Acid Spray used by acidic honey has been reduced. Furthermore, players will no longer receive a damage vulnerability debuff. Second Coil of Bahamut – Turn 2 The attack power and evasion of Renauld has been reduced. The Stone Curse status effect inflicted by Cursed Voice and Cursed Shriek has been changed to Petrification, which now lasts only 10 seconds. Furthermore, petrified players will no longer be immediately incapacitated upon taking damage. When afflicted with Cursed Voice or Cursed Shriek, Renauld will now be petrified for 60 seconds. Damage dealt by the ground attack Discipline has been reduced. Second Coil of Bahamut – Turn 3 The enhancing effect granted to the Avatar when multiple support modules are charged in unison has been reduced. Damage received from the Languishing effect when operating the support modules has been reduced. Damage dealt by the attack Landmine Auto-detonation has been reduced. Players will now receive the power of the Echo The Echo will take effect upon entering the Second Coil of Bahamut, increasing players’ maximum HP, damage dealt, and healing potency by 10%. •Unlike other instances, the strength of the Echo will not increase in the event all party members are incapacitated. •The strength of the Echo is scheduled to be increased at a later date based on player progression in the Second Coil of Bahamut. •The adjustments listed above will not be applied to the Second Coil of Bahamut (Savage). The icons of certain rogue and ninja actions have been adjusted to improve visibility. Resolved Issues The following issues have been addressed. An issue wherein the FATEs "Ho Ho Ho" and "Say My Name" could not be completed under certain conditions. An issue during the first boss battle in Snowcloak wherein the Frozen debuff would apply even when taking preventative measures during the action Snow Drift. An issue in the dungeon The Sunken Temple of Qarn (Hard) wherein the stones required to solve the magicked trap would occasionally spawn in an inaccessible location. An issue in the dungeon The Sunken Temple of Qarn (Hard) wherein a character under the effect of Mummification continued to suffer loss of action and movement control even after the Mummification status ended. An issue in the raid dungeon The Final Coil of Bahamut - Turn 2 wherein the ADS could not be attacked under certain conditions. An issue in the raid dungeon The Final Coil of Bahamut - Turn 3 wherein the action Whitefire did not deal damage under certain conditions. An issue wherein certain ROG/NIN primal weapons could not be delivered for Expert Delivery missions. * These items can now be sold as well. An issue wherein the weapons and shield from The Binding Coil of Bahamut could not be delivered for Expert Delivery missions. * These items can now be sold as well. An issue wherein desynthesizing ROG/NIN weapons would yield materials that were not part of their recipe. An issue wherein the item icon for Heart Snatchers did not match its actual appearance. An issue wherein the item icon for Canopus Stilettos did not match their actual appearance. An issue wherein the following item icons did not match their actual appearance: Gridanian Stilettos / Lominsan Stilettos / Ul’dahn Stilettos An issue wherein players could not repurchase Lunar Summer Tanga or Pristine Egg Cap from the Calamity Salvager NPCs, even if they met all the requirements for doing so. An issue wherein free companies and linkshells were not automatically deleted when deleting characters in a specific order. An issue wherein houses in residential district subdivisions would not appear under certain conditions. An issue wherein the dungeon icon for Snowcloak was not appearing on the map. An issue wherein the bonuses granted by the furnishing item Afternoon Tea Set were incorrect. RE: Patch 2.41 Notes - Steel Wolf - 11-18-2014 Speaking as a player outside looking in at ALL OF THE ENDGAME CONTENT due to the repeatedly piled iLevel idiocy. ...good. RE: Patch 2.41 Notes - Melodia - 11-18-2014 Looks like I can finally attempt second coil! Now....if I can just find people to help me learn the first coil as a tank... RE: Patch 2.41 Notes - Warren Castille - 11-18-2014 Someone call for a dentist, SCoB seems to be missing most of its teeth! Still, it's nice to see them incorporating the more casual folks at this point. Coil1 didn't get anything so severe swung at it. Then again, Coil1 didn't have many "This instantly kills you" mechanics. RE: Patch 2.41 Notes - Steel Wolf - 11-18-2014 (11-18-2014, 09:53 AM)Melodia Wrote: Looks like I can finally attempt second coil! Not likely, considering the chat I've seen. And that attitude started about three or four months after 2.1. It ain't going anywhere. RE: Patch 2.41 Notes - Kage - 11-18-2014 I did not expect the level of nerfing they did to second coil. Granted, binding coil of bahamut barely had any mechanics like the ones in second coil. It's like the fights had their knees broken. ... except for T9. NAEL GDI T_T; ... Anyone willing to help me farm t7 for that healer body? >.>; Also, all the waaaaaaaaaaaaaah. Edit: It's sorta funny. The ilvl requirements for T9 is biiig. lol Our WHM only had i106 last Saturday. lolz RE: Patch 2.41 Notes - Warren Castille - 11-18-2014 (11-18-2014, 09:57 AM)Steel Wolf Wrote:(11-18-2014, 09:53 AM)Melodia Wrote: Looks like I can finally attempt second coil! Tanking Coil 1 isn't particularly involved. Don't overthink it, is all. Turn 1's only difficulty is the timely grabbing and moving of the split. It's always at 65(?)% and now that we can see enemy health it's simple to prepare for. The moving tank readies a combo'd finisher prior to 65, then targets the new split, hits it and runs across the floor. Turn 2 can probably be tanked by a DPS at this point. Turn 3? There's nothing to tank in turn 3. Turn 4 used to be challenging, placement-wise. From my understandings you just grab everything at once and AoE it down while facing Dreadnaughts away from the party. Disclosure: I've never cleared T4. Turn 5 has a lot of specific places to move Twintania to, but you only learn them through practice. This is the write-up I used to get familiar with it before jumping in. True facts: You're going to mess up and kill everyone a couple of times. That's part of the process. RE: Patch 2.41 Notes - Nebbs - 11-18-2014 Why no Shiva Ex DF option Run a few DF learning, then into a clear party. No, and all parties are now Veteran that I see. RE: Patch 2.41 Notes - Kage - 11-18-2014 Tanking Turn 1 is simple, it's more forcing the off-tank to know how to pick up adds more than anything for Cad. For ADS, know when to use the silence moves. Get ready when ADS does the long line aoe. If not, lol healers can heal that buff off now. At i90 the fight is... well cake. Knowhow of cooldowns may be very appreciated by the healers for Cad's high crits. Saving big CDs for later in its %. I haven't been in T1 for awhile but I also assume that the fight doesn't much care about the splits/re-merges anymore. T2 - Enrage is slower but it completely nullifies the hard parts to it. Just know when to silence the nodes. (iirc it's the circle/melee aoe it does). There's practically no tanking involved in enrage. Just know which click to run in and pull for. T3 - You... could tank it? Completely skippable turn. Just run, maybe you can grab aggro off the people running through but... it's just like a trash mob in dungeons if you need to do it. The only thing you need? to learn is how to work the pads. Stepping on the directional arrow will change where the pad launches you. (You "need" to know this if running T8). T4 - I haven't tanked this since I got into 1 static and just barely had the gear to even take it pre-echos and nerfs. But basically, you just need to know how to pick up "adds" or bosses and rotate your cooldowns, not blow them to bits. T5 - The worst thing ever. I'm not good with positional big maps and knowing where to specifically place things so I never touched this to tank ever again after the first attempt. But it'll take practice if you are the main tank or single tanking this to be able to place Twintania closer to where people want to be. Aka where you want the neurolinks to be and close to the zone where people will deal with the divebombs. After that you move Twintania to the middle of the arena for her to place her final neurolin and just hope liquid hell does not hit you. Pop Hallowed or Holmgang if so? If you are off-tank (*cough*PLD), prepare to stun Dread asap. If you have melee, talk with them about where they will go during Twisters if you don't know them so you don't kill each other. RE: Patch 2.41 Notes - Kage - 11-18-2014 (11-18-2014, 10:26 AM)Nebbs Wrote: Why no Shiva Ex DF optionIf available, I am willing to run with RPCers on Shiva. She's really simple once you run her for a bit, learning the fight. RE: Patch 2.41 Notes - Steel Wolf - 11-18-2014 (11-18-2014, 09:59 AM)Kage Wrote: Also, all the waaaaaaaaaaaaaah. This rather succinctly illustrates my point, thank you. Coincidentally, makes my subscription decision stupendously easy to make. RE: Patch 2.41 Notes - Warren Castille - 11-18-2014 (11-18-2014, 10:47 AM)Steel Wolf Wrote:(11-18-2014, 09:59 AM)Kage Wrote: Also, all the waaaaaaaaaaaaaah. I'm having a slow brain day and cannot discern for the life of me what you're alluding to here. Happy? Sad? It's aloof as hell to me. RE: Patch 2.41 Notes - Kage - 11-18-2014 It's amusing just how much whiners there are about the patch and nerfs, especially the nerfs. Would you like cheese with that? I want to ask them. I'd keep the cheese though. Cheese is tasty. BOOHOO SCOB IS NERFED TO HELL AND BACK WAHHHH. -_- Go do FCOB already or Savage kthx. I had a write up Nebbs on the shiva ex fight but then I accidentally closed the tab -_-; But if you can gather people to run it and need a BLM I'd be happy to help! RE: Patch 2.41 Notes - Nebbs - 11-18-2014 (11-18-2014, 10:33 AM)Kage Wrote:(11-18-2014, 10:26 AM)Nebbs Wrote: Why no Shiva Ex DF optionIf available, I am willing to run with RPCers on Shiva. She's really simple once you run her for a bit, learning the fight. So I am told, thanks I will keep that in mind. *hugs* RE: Patch 2.41 Notes - Warren Castille - 11-18-2014 (11-18-2014, 10:50 AM)Kage Wrote: It's amusing just how much whiners there are about the patch and nerfs. Would you like cheese with that? I want to ask them. There's a degree of merit to some of the complaints. Some of the "hard" mechanics in Coil1 got changed on top of the echo (actually, I can only think of HV paralyze being cleansable as the only change) and you could click off the echo buff to do the fights the "right" way after the nerf. Second Coil got broken. Clicking off Echo doesn't restore the original "challenge" like it did in Coil1, so for anyone who wanted to get around to fighting the "real" Coil has missed that chance 5ever. No, Savage doesn't really count. This is what happens when your mechanics boil down to "do this perfect or die." There's no real way to "fix" the fight later to tone it down without overcompensating. I can only imagine what'll happen to Coil3, if anything does happen to Coil3, when Heavensward lands. |