PvP Patch v5.3 Beta Update
The third major beta update of version 5 is now released, sporting a few new system-related enhancements and other combat changes.
If you are already on version 5, you DO NOT need to update your save data.
Make sure to always patch using an unmodified, USA-region backup of your FFT WotL ISO, and do not override an already patched copy!
To download this update, please visit Download.
Bug Fixes
- Fixed an issue where Steal Limelight/Glitterlust/Snort would sometimes display -20 CT instead of -30 CT in the forecast (visual bug fix)
Quality of Life Updates
- Melee Mode
- Midlight’s Deep multiplayer map variants now have their lighting fully restored, while ensuring campaign variants still require crystals for brightness
- Increased the Timer from 12 to 13 minutes (this affects all Tactics League competitive rulesets)
Based on feedback, I want to compromise in the middle by adding an extra minute, but am still wanting to have a slightly shortened timer due to improved time-per-game. I will be monitoring both replay and spoken feedback in the future.
- Midlight’s Deep multiplayer map variants now have their lighting fully restored, while ensuring campaign variants still require crystals for brightness
- Systems/Limit Level System (Cloud & Aerith)
- Cloud and Aerith now start battles with Limit Level 1 unlocked. Some changes occurred to Level 1 abilities now that they are no longer initially locked:
- Braver – Decreased damage bonus from 10 to 5%, still evadable
- Seal Evil – Decreased Range from 3 to 2
This is a change to the LLS I want to explore. Going into v5, I suspected that players would try to “not go after” either of these characters to avoid triggering their limit (and rightfully so), which ends up making their unique effectiveness a bit less than I would like. Weary of this and currently seeing these results happening, the goal is to test both of these uniques with their Level 1 abilities unlocked at battle start, still giving you merit to preserve Limit Level if so (and reaching lv. 4 faster too as a result), but also they can use their initial skills right a way as well.
- Cloud and Aerith now start battles with Limit Level 1 unlocked. Some changes occurred to Level 1 abilities now that they are no longer initially locked:
- Systems/Traps
- Improved the traps found on tiles for both campaign and melee formats. Thank you to Tzepish for this hack and improvement. Here are the following changes:
- Degenerator – No change, still -1 Lv.
- Death – Inflicts: KO instead of Doom
- Hypnogas – No change, Inflicts: Sleep
- Sten Needle – Inflicts: Immobilize & 25% max. HP damage instead of only 20% max. HP damage
- Mine – Inflicts: Oil & 50% max. HP damage instead of random minor damage & Oil
- Mossfungus – Inflicts: Poison and 25% max. HP damage instead of only Poison (will not deal damage if poison immune)
- Cursed Stone – Inflicts: Curse instead of Undead
- Updated the Help menus for each trap during the Trap Placement screen (melee) with these changes
These improvements to traps should make them a bit more impactful and dangerous during encounters, especially for melee when played for fun.
- Improved the traps found on tiles for both campaign and melee formats. Thank you to Tzepish for this hack and improvement. Here are the following changes:
- Systems/Mechanics
- Bow Arrow Animations
- Improved the animation queuing with abilities that have an effect assigned. Abilities with an effect will no longer display the “arrow” and will only play the effect on target one time (to continue to remove double damage display/effects). Abilities with no effect, such as Attack, Take Aim, or Barrage, will still display its arrow visually en route to the target
- Improved the animation queuing with abilities that have an effect assigned. Abilities with an effect will no longer display the “arrow” and will only play the effect on target one time (to continue to remove double damage display/effects). Abilities with no effect, such as Attack, Take Aim, or Barrage, will still display its arrow visually en route to the target
- Added missing status text for Veil and Curse in the Reequip – View List screen
- Bow Arrow Animations
Jobs
- Bard
- Increased HPM from 100 to 105% (generic 285 to 299 HP)
- Increased MPM from 50 to 100% (generic 50 to 101 MP)
These stat adjustments to Bard are to ensure that the job can better compete against the recent Garment Knight builds to provide better “stat” options on job choices. The intention is that though Bard is less bulky than Knight, they have Performing Arts innately, so they can build more into HP Boost or any other support option than Garment Knight can. This also puts Bard in a better position for spellcasting.
Action Abilities
- Break Arts
- Sunder:
- Increased PWR from 4 to 6
- Increased Range from 2 to 3
- Updated the spell quote
During Alpha, Sunder was originally 6 PWR, but it was scaled down due to the +HP armor difference change that is no longer active in crush abilities, so I am reverting the PWR to its original state to enforce this as the hardest “hitting” single-target Break Art. The range buff is to get it up to standard with other bladed weapons’ range, especially with recoil.
- Sunder:
- Piracy
- Tides of Fate – Changed animation to use Waterja’s effect
This was changed due to not getting proper hit reactions when it hit multiple targets in the cone.
- Tides of Fate – Changed animation to use Waterja’s effect
- White Magicks
- Regen – Increased PWR from 170 to 180 (approx. 3% increased hit rate)
- Regen – Increased PWR from 170 to 180 (approx. 3% increased hit rate)
- Black Magicks
- Bio – Decreased MP cost from 60 to 48
- Bio – Decreased MP cost from 60 to 48
- Time Magicks
- Hasteja and Slowja – Increased MP cost from 30 to 48
Ability cost increases to justify their wide-area impact, excellent hit rate even without Faith, and ally/enemy only targeting capabilities. This also puts pressure on non-caster jobs to build a bit more for MP.
- Hasteja and Slowja – Increased MP cost from 30 to 48
R/S/M Abilities
- Reflexes – Additionally increases your Class Evasion (C-EV) by 8% while slotted
With Reflexes being half the value than vanilla, this buff is to fit the theme of improving your endurance by strengthening your class evasion automatically which in turn is also factored into the increased evasion rates. This is the only method that can enhance class evasion. - Bravery and Faith Boost – Both abilities additionally now increase your Bravery or Faith by 10 while slotted
This is to improve these abilities and provide an option to augment your Bravery or Faith stat pre-battle as the only means of doing so. - Celerity – This ability now grants Initial: Invisible
This was added to give it a “passive” effect like Ward and Earplug, albeit this isn’t an immunity.
Equipment – Weapons
- Magick Guns – Decreased WP standardization from 20 to 19
Mag guns are overperforming slightly, so I am going to dial down the WP a tad and re-assess from there, keeping in mind they are still stronger due to Black Magicks. - Staves
- Nirvana – Added +1 Power and Magick
Practice Mode
- Ashley Team (West)
- Improved Ashley’s decision making to use more of his abilities and not focus mostly on Items