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  1. #541
    Player Zadimortis's Avatar
    Join Date
    Jan 2012
    Location
    Just over your left shoulder...
    Posts
    19
    Character
    Zadimortis
    World
    Phoenix
    Main Class
    BLU Lv 99
    Welcome, Producer Matsui. よろしくお願いいたします。
    I have two suggestions: one specific and one over broad context.


    -- As a specific point, the Alexandrite cost of Mythic Weapons is too high. Downright, totally, utterly, completely, unjustifiably, too high. I love the concept (mastering every facet of Aht Urhgan to acquire its true treasures) but the alexandrite cost is needlessly outrageous, to the point of being called insane. Particularly considering that most mythic weapons just flat-out aren't any good. As you are seeking suggestions to fix problems instead of blatant ramblings and whinings of 'what's wrong with the game' (which the forum-dabbling player base is very good at, as I'm sure you've noticed...), I simply suggest lowering the cost to better match the amount of alexandrite in circulation. I see no need to adjust the structural integrity of the Aht Urhgan endgame events that produce Alexandrite if the base amount needed for the mythic weapons is adjusted to a more reasonable value.

    -- As a broader point, please understand that the intentions of you, and the development team, are not the carved-in-stone absolute truths that we need to play the game by. Many comments made by the development team and passed down through their lovable forum minions (Camate, Okipuit, etc.) are inaccurate, sometimes to the point of insulting the player base, and on occasion are flat-out wrong (see: Flame Geode/Weather discussion, Treasure Hunter+ for Pet gear discussion). In a game of this size and magnitude, the opinions and intentions of the development team with regard to in-game content are second to the opinions and interpreted intentions of the player base, and sometimes the responses from the development team really feel like they're trying to control how we play the game. It's ridiculous and insulting at times. Put the words, observations, and tested results of the players before the "it-looks-good-on-paper-so-it-must-work"-esque observations of the development team.

    Thank you for your time. I am anxious to see what your new leadership will bring to the future of the game.
    (28)
    Last edited by Zadimortis; 08-25-2012 at 03:14 PM. Reason: examples
    Don't make me get metaphorical with you.

  2. #542
    Player Seyomeyo's Avatar
    Join Date
    Mar 2011
    Posts
    86
    Character
    Seyomeyo
    World
    Carbuncle
    Main Class
    BLM Lv 99
    probably mentioned somewhere in this 50+ pages, but I can't find it.

    Can we please do something about the enmity system? DDs can hit the cap too quickly, and this causes a whole host of problems). principally, "Tank" jobs not being able to hold hate
    (21)

  3. #543
    Player Rekin's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    128
    Although a little late I'd like to address DRG's new 2hr.

    -The current effects aren't horrid like BST. Maybe in the first time since I learned how bad spirit surge is post-spirit/soul jump I will have a reason to 2hr on DRG. However, the duration of the 2hr and their effects are still short of what can be considering useful. At best what a DRG can expect out of this 2hr is maybe 200-300 damage in breaths and 3 semi-fast potent cures, I say semi because healing breath has around 2 seconds of "readying" before the wvyern actually heals someone". To be honest the ability as a whole is very lackluster and probably will not see much use. The only times I'd even consider using it is life-death situation solo/lowman or when call wyvern is down in a heavy aoe situation, steady wing/spirit link is on cool down AND if I have no further plans within the next 2hrs.

    -Now in the fore mentioned solo/lowman situation I will probably not use this ability for 2 reasons. 1. I now have to wait an additional few seconds before I can actually heal myself, 2 seconds from using the 2hr, then another 4-5 seconds from using one of the JAs and my wyvern to actually use the breath. In the 6-7 seconds it takes to actually gain benefits from using this ability defensively I will more than likely be dead or whoever my intention of saving. Instead of using this ability I would have been better off just using Deep Breathing+ spell trigger or just casting a spell to trigger Healing Breath. JA delay really kills this JA in terms of emergency usage.

    -The statistical boost to the wyvern is too weak as it stands even if used offensively a DRG will be able to at best increase it's damage on anything worth using a 2hr on by 2% maybe 4% if the other DDs haven't murdered the mob within 90s. Offensively the 2hr is insignificant. Instead of spending 2 seconds every 30s telling my wyvern to breath on the mob I could more effectively just melee for TP and WS faster perhaps doing hundred times more damage then my wyvern. Considering the above this JA really doesn't deserve 2hr cooldown.

    -The ability doesn't resolve the issue of the master/pet suddenly dying to instant death effects and DRG having to suffer a massive penalty to it's performance by lacking a wyvern compared to other jobs when KOed. To further make the ability less disappointing I suggest granting the master a defensive buff, perhaps in def/elemental resistances. Also immunity to both pet and master to most common ailments(ie. paralyze,plague,silence,etc) would make this ability more viable in terms of defense. By adding the above you give the DRG an ability to use in zergs/high end events where he will be able to fight without being severely hampered by having to constantly keep vigilance over his companion.

    TLDR: The 2hr isn't as terrible as BST's or RDM's but is extremely weak use utility as there just aren't any situations where it'd be appropriate to use it. As it stands the 2hr is only SLIGHTLY more useful than Spirit Surge on sole reason that it does not devour our pet. Also in terms of leaving a significant impact upon a battle this 2hr and it's predecessor does not deliver. Perhaps the main benefit of Spirit Surge towards the group as a whole is the def down from jump however now that it is possible for Angon to give the mob 2 mins of -25% defense down I see Spirit Surge as a whole worthless and will probably never, ever use it.
    (5)
    It doesn't take much to know when someone is special. After 5 minutes if the person is alive and well you have a keeper, if they are dead and obnoxious then toss em like two day old leftovers.

  4. #544
    Player Mayoyama's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    338
    I would love to see the usefulness of Kikoku and Nagi (especially nagi -.-) revised.

    Kikoku:
    *Aftermath: Enhancing subtle blow is pointless nowadays, given that almost any DD can cap subtle blow in gear alone. Furthermore, when you also take Myoshu: Ichi and Yurin: Ichi into account, it only further highlights the need to revise this aftermath.
    Can I request that the aftermath become something more useful, such as a decent evasion bonus, Ninjutsu fast cast, and/or 100% Ninjustu tool expertise, or something else relevant to today's NIN.

    *Blade: Metsu is also lackluster and pales in comparison to Kannagi's Blade: Hi, even with the damage boost. Consider making this a multi-hit crit ws like Blade: Jin? The animation looks like the WS should be multi-hit anyway.

    Nagi:
    *Augments "Mijin Gakure": This needs to be replaced. A boost in damage for a 2hr ability is not a desirable bonus to have on a weapon. None of the other mythics require you to wait 2hrs in order to benefit from the benefits from the weapon.
    I would suggest changing this to perhaps an extra shadow on utsusemi (stackable with +2 Empyrean feet), some form of Augments Yonin/Innin and/or Elemental Ninjutsu Damage IV (+40%)

    *Blade: Kamu is also lacking compared to Blade: Hi (although I cannot personally speak for what it is like with the damage bonus, from what I have read it is still a second rate WS)

    Thank you
    (14)
    Last edited by Mayoyama; 08-25-2012 at 05:07 PM.
    As I stand looking out from my mog house window, I reminisce about the old days and the many ups and downs of my adventures throughout Vana'diel.

    It is then that I know achievement.

  5. #545
    Player Mayoyama's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    338
    Nexus Cape: Please increase the number of areas in the present this is able to be used in!
    (40)
    As I stand looking out from my mog house window, I reminisce about the old days and the many ups and downs of my adventures throughout Vana'diel.

    It is then that I know achievement.

  6. #546
    Player Kysaiana's Avatar
    Join Date
    Aug 2011
    Posts
    128
    Character
    Kysaiana
    World
    Siren
    Main Class
    SAM Lv 99
    Some of this stuff has been mentioned in one way or another already but:

    Summoner

    -Please allow us to use blood pacts more often. 45 seconds is just way too long when any mage can ws more often. It could be a lower BP timer, charges, whatever just something.

    - If possible, it would be nice if we didn't lose our BP timer whenever an avatar is: slept, stunned, amnesiac, dies, or the monster being fought dies before it goes off.

    -Please reduce the charge up time between blood pact use and actual execution. This would alleviate most of the BP issues with BP timers being lost.

    Dancer

    -Please make spectral jig last for at least as long as the recast is. I know it can be extended with gear on dnc main, and it has no cost, but it's annoying to have it wear off literally one second after use.

    -If you are unwilling to separate waltz timers, can you at least make healing waltz have it's own waltz category? I shouldn't have to choose between removing a debuff or curing for the next 30 seconds or so.

    Miscellaneous

    - Please either increase the frequency of hot spells or up the drop rate on geodes for days of the week

    -1500 heavy metal plates is too much for the little gain you get from 95 or even 99 version of empyrean weapons. Please either increase the drop rate to 100% on certain voidwatch NMs or lower the amount required to something more reasonable.

    I got more but it will become long-winded and no one will read it.
    (29)

  7. #547
    Player Dawnn's Avatar
    Join Date
    Mar 2011
    Posts
    65
    Make some sort of pulse cell for Sagasinger!
    (4)

  8. #548
    Player Rekin's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    128
    Addendum to my earlier post:

    -Please adjust Geirskogul, Camlann's Torment as both Weapon skills are extremely lackluster compared to their peers.

    ex. In abyssea I can hardly get Geirskogul to do beyond 1.5k damage, with peaks of around 2k with multi-attack procs. While using the same gear/atmas I can easily push 4-6k using Drakesbane or 3k with Stardiver. How much of a trade off in damage should there be for a mildly weak shock spikes? What exactly makes Shock spikes (for 30 seconds) worth losing 50-70% in weapon skill damage? They don't have a high rate of stunning mobs and the damage from them is roughly 10-15 on anything really. So what makes this WS great enough to be on a relic weapon? I want to know why sub par weapon skills like this haven't been revamped. As it stands this ws might as well not exist as even it's damage modifier defy what DRG is given in terms for weapon skilling or gear in general.

    ex. Camlann's Torment and Quietus are far too weak to be worth their effort in comparison to other weapons that share their trials, namely Ukkos and Vere. Also as far as weapons go in their class, the effort to reward ratio is completely horrid compared to Masamune whose ws is very good.

    TL;DR: Geirskogul, Camlann's Torment and Quietus and most relic weapon weapon skills in general need to be revamped or buffed as even the weapon skill damage bonuses from their lvl 95-99 weapon versions cannot salvage how lackluster or useless these weapon skills.
    (12)
    It doesn't take much to know when someone is special. After 5 minutes if the person is alive and well you have a keeper, if they are dead and obnoxious then toss em like two day old leftovers.

  9. #549
    Player Godofgods's Avatar
    Join Date
    Mar 2011
    Posts
    711
    Character
    Godofgods
    World
    Odin
    Main Class
    DRK Lv 99
    Quote Originally Posted by Okipuit View Post
    In order for us to properly communicate your ideas, we need specific information, such as how we should fix it and what we should do.
    There is no need to write a book either. Brevity is just fine.
    Quote Originally Posted by Godofgods View Post
    Give Tarutaru's Stools!

    The End.


    Cant even see over his own counter.. /cry
    Quote Originally Posted by Okipuit View Post
    Greetings!

    We just wanted to give you a heads up that we will be closing this thread for evaluation on Monday morning so be sure to get your feedback for Producer Matsui in before then! Also, be sure to click "like" on any posts that you fully support!
    Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru!
    (9)
    Last edited by Godofgods; 08-26-2012 at 12:07 AM.

  10. #550
    Player BigPapaBlueJay's Avatar
    Join Date
    Aug 2011
    Posts
    103
    Character
    Squabble
    World
    Cerberus
    Main Class
    DRK Lv 99
    Quote Originally Posted by Mayoyama View Post
    Nexus Cape: Please increase the number of areas in the present this is able to be used in!
    Just allow it to work for all zones.
    (15)

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