Originally Posted by
Mikumaru
Dear Dev team and Matsui-san ,
As a veteran player who started at the PS2 release over 8 years ago , i have seen many changes made to the game i love so dearly . Some have been very welcome , others maybe not so much . Up until the release of the Abyssea Battle Add-on Trilogy , The 2 hour ability not only defined the job class it was for , but was the Last Resort or hidden Ace-up-the-sleeve that would or could turn the tide of battle . These Abilities are supposed to be over powered , hence the exceptionally long cool down . In the Official Strategy Guides this point was firmly stated and as the game progressed from Rise of the Zilart to Chains of Promithia thru the Treasures of Aht Urghan , crucial use of these extreme abilities was the difference between success and failure . Chainspell Stunning Suzaku's Chainspell , or Countering Sieryu's Hundred Fists with Invincible are prime examples of how the game used to require sacrifice and strategy to prevail .
Reading each new "update" about how the Dev team is seeking "balance" , especially lately more than ever , seems more like a new Absolute Virtue is being sought . If you feel you must weaken a job's most powerful ability then you must in turn weaken the foes they are used against . Balance . Perhaps tho , as a suggestion , instead of looking for the new impossible to kill monster or Kill the entire alliance Ability the Dev team could take some different ques from the FFXI of old and include content that requires actual team work and strategy and doesnt rely on "Staggering" , Temporary items , Atma/Atmacite , or certain 2 hour abilities to defeat it . It happened in the past , no reason it cant happen now . Jailer of Love , Kirin , Proto-Omega , Proto-Ultima , the list goes on . These monsters yielded some of the most sought after items and they were hard won with team work and strategy .
Keep 2 hours Over Powered , while preserving the soul of FFXI . Keep up the great work on a wonderful game .
<3 Mikumaru