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  1. #101
    Player Authority's Avatar
    Join Date
    Mar 2011
    Posts
    21
    Character
    Lothire
    World
    Asura
    Main Class
    THF Lv 88
    More Auction House space!
    (32)

  2. #102
    Player Ashido's Avatar
    Join Date
    Mar 2011
    Location
    Cute Kittens
    Posts
    14
    Character
    Ashido
    World
    Lakshmi
    Main Class
    RNG Lv 99
    Allow Ranged jobs to Ranged Weapon Skill with out being engaged on a mob. Engage time on a mob reduces effectiveness of ranged weapon skill jobs.

    Second Rant.
    Make Paladin a tank again. Amp up its DPS because at this point in the game enmity is based on how much you do DPS wise vs Provoke/Flash/Sentinel/Curing .

    Make Corsair Die change color on Auction house if you have the die .
    (31)

  3. #103
    Player Dmer's Avatar
    Join Date
    Mar 2011
    Location
    Lastok Rank 10
    Posts
    58
    Character
    Dmer
    World
    Odin
    Main Class
    WHM Lv 99
    As stated many times:

    Macros need fixed.

    We have been told for years that we can't be given more macro lines because of the possibility of players botting with them. With the majority of PC users utilizing the third-party Windower to give them unlimited macro lines, what difference does it make?? What SE is doing is essentially "keeping the guns out of the hands of law-abiding citizens; and allowing the criminals to keep them."

    We need either user-defined "gear sets" to be swapable in one line, or more lines added to each macro to allow the swapping of every gear slot and the activation of an ability with the press of one macro button only.

    I, and many other players, are tired of being punished with less efficient and effective game play mechanics because of either our choice to play by the rules and not use a third-party tool, or by nature of being on a console system that does not support the use of third-party tools.
    (19)
    99: WHM | RDM | SCH | SMN | BLM | BRD | BLU | DNC | BST | MNK
    90: PLD | WAR | SAM

  4. #104
    Player Vijara's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Vijara
    World
    Lakshmi
    Main Class
    WAR Lv 99
    My biggest pet peeve is the moogle storage slip system. I was wondering all the gear couldn't be stored on one slip then each different slip the first menu option. We usually have to shuffle through a few pages of gear to get out what we need anyways so this wouldn't be much different. Also it would prevent having to make multiple trades for accessories or empyrean +1/2 gear.

    Another thing I would like to see is to be able to sell more than seven items on the auction house. Even if it was ten, it would help... Also anything that can be sold in a bazaar should be allowed to be sold on the auction house. Relic currency/Alexandrite/Forgotten Items are all examples. This would create an even market and help easy with lag in Jeuno because there would be no need for people to bazaar.

    Thank you.
    (14)
    Last edited by Vijara; 08-16-2012 at 02:20 PM.

  5. #105
    Player Ashido's Avatar
    Join Date
    Mar 2011
    Location
    Cute Kittens
    Posts
    14
    Character
    Ashido
    World
    Lakshmi
    Main Class
    RNG Lv 99
    Any thing able to put in bazzar should be able to be put on auction house.
    (29)

  6. #106
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    I would like to thank you, Mr. Matsui, for the time you take in reading the players’ wishes. So much as choosing to undertake this task is very generous of spirit and unprecedented in all of the players’ interactions is the FFXI development staff. I apologize for the torture you will no doubt endure in reading a myriad of sometimes outlandish and even conflicting desires.

    Many players have already shared their thoughts, and as it is an important matter to me, I would also like to share mine on the matter of Red Mage.

    The blanket consensus calls the job “broken” and in need of “fixing.” While I agree, it’s important to properly delineate the specific problems and potential solutions.

    Since the job’s introduction, it’s languished in a sort of mediocrity, which has resulted in an identity crisis and lack of acceptance in popular events. I feel this is the result of incomplete design. Red Mage is advertised as being a magic/melee hybrid, equally comfortable waging combat on the front lines as it is casting spells. However, the reality is far from that vision. Since XI’s beginning, Red Mage’s strong points have been far more apparent in it’s magic than it’s melee—rather, there has been a disproportionate focus on it’s magical powers as it’s melee floundered. This stems from a disproportionate allocation of magical equipment over melee, as well as a complete absence of melee-oriented abilities and traits.

    Over time, Red Mage became increasingly popular for the signature spell Refresh, which became something of a double-edged sword; while Red Mage became accepted in parties for Refresh, in time that was all the job was known for, it’s other, physical and magical capabilities being sort of secondary. At the same time, Red Mage’s magical powers, which proved ideal for survival, grew exploited in solo of HNMs, which the development team later showed displeasure with.

    As the game changed with the release of Treasures of Aht Urgan, Red Mage’s longevity in Convert/Refresh, which seemed ideal for staying standing for front line combat, became exploited for primary healing in experience parties, which compromised White Mage’s position. It was around this time that measures were put in place to curb solos capable by Red Mages, which stifled the usefulness of some of the class’s tools.
    Again, the game changed, with the introduction of Fields/Grounds of Valor, Abyssea, and better tools for a caster’s longevity. This, combined with new monsters nigh-invulnerable to RDM’s highest rated skill (Enfeebling), a lack of balanced tools, and the inherent advantages of specialist classes, Red Mage was considered impractical for many popular events.

    Meanwhile, the Red Mage player base at large has harbored feelings of anger and abandonment at what seems outright abandonment of our favorite class. At the best of time, additions for Red Mage seem no more than cheap afterthoughts; ideas tailored for other jobs, that just happened to benefit Red Mage. Over time the players have submitted a myriad of ideas for improvement of the class, only to see those ideas implemented on newer classes. It’s become a sour joke among players that any idea suggested for Red Mage will result in the introduction of a new job sporting that idea. It’s felt as if the development teams continues to punish Red Mage at large for the solos for which it became popular eight years ago, as if any addition to the job would unbalance it permanently.

    Currently, the job suffers from an inability to express job identity, incomplete/imbalanced tools for said expression, and a lack of relevance in current popular events. Many players feel the solution lay in increasing Red Mage’s support capabilities, but I have to disagree with this vehemently. Red Mage is a class unique in it’s ability to take care of itself (and others on a small scale), and identifier that should be pursued more vigorously.
    Physically, Red Mage suffers a woeful lack of combat capability. B skill in Sword and Dagger is adequate, what is inadequate is the woeful lack of weapon skill access, particularly on sword. Red Mage is denied even the magical Weapon Skills (Red Lotus Blade, Seraph Blade, Sanguine Blade), that it’s stats seem ideal for. The problem reverses at higher levels for daggers, where Red Mage has adequate Weapon Skill access, but less and less weapons available to them.


    With regard to traits and abilities, Red Mage had none to speak of until Composure, which was only released a few years ago. The class could benefit from passive traits boosting it’s melee powers, such as Accuracy, Double Attack, and Subtle Blow. Indeed, as a class modeled after renaissance-era fencers, red Mage’s Parrying skill should be much better. The addition of such would not threaten the presence of more specialized combat classes, such as NIN or WAR. It felt like a slap in the face when the Fencing trait was introduced to WAR, BST, and even BRD, while RDM went without.

    And avenue that feels largely ignored is sword enhancement magic, or En-spells. There is a pitiful lack of equipment enhancing or augmenting En-spell damage and accuracy, and, even though we Red Mage was the only class to have En-spell for several years, related stats are conspicuously absent on Red Mage’s job-specific equipment. Tier 2 En-spells have been considered a joke, their damage only activating on the main hand, excludes multi-hit weapons, and calculates per strike (as opposed to tier one, which calculate when cast) . It was something of an insult that Enlight and Endark were given to Paladin and Dark Knight at the exclusion of Red Mage. And now, it seems, Rune Fencer is set to appear with a sword enhancement focus, while Red Mage’s En-spell potential remains ignored.

    Another issue is the availability of combat-oriented gear. In the past RDM has received a disproportionately small amount of melee gear compared to magical, limiting our frontline acceptance. Hybrid gear is largely shunned by the player base, mostly for its lackluster performance compared to more specialized equipment. In a game where macro usage invites equipment-hoarding, and inventory space fails to keep up with growing equipment options, I would like to see more, and more powerful, hybridized equipment become available, particularly for jobs with hybrid functions (such as Red Mage, Paladin, Blue Mage, and Dark Knight).

    On the subject of hybridization, there are simply no foods that cater to both magical and melee activities; we’re only allowed to choose one or the other. In the future, it would be nice to see foods that accommodated both.

    Magically, the most popular complaint is the irrelevance of enfeebling magic. Most recently, the immunobreak system offers nothing unique to distinguish Red Mage form other classes as worthy of event participation. I respect that enfeebling, by it’s nature, is difficult to adjust regarding major event monsters. However, it’s been discussed on the Red Mage forums that the class could benefit from much more specific enfeebles, such as spells hindering Accuracy, or Strength, or Vitality, on an individual basis. Spells I would personally like to see introduced to Red Mage are Plague and Confuse.

    Enhancing magic skill suffers from being largely ornamental. Red Mage’s most popular spells are unaffected by our second highest skill. I would like to see Enhancing magic skill enhance spells such as Refresh, Regen, Haste, Aquaveil, and Blink. It should also effect both the damage and additional effect of Spikes spells.

    A secondary issue is spell presence, progression, and utility. It makes no sense that Red Mage should receive Regen II in the level 80 range, the spell needs to be re-ordered to be accessible a few levels after White Mage gets it. And, as a class that can raise others, it doesn't make any sense that Red Mage has no Reraise. Please include at least one tier in the future. Third, it wouldn't compromise Black Mage if Red Mage got access to Warp, which is self-target only.

    Finally, and perhaps most importantly, no improvement to Red Mage will matter unless there are more events that cater to it’s abilities. Events like Voidwatch are fast and intense, and don’t really lend to the slower, more steady style of Red Mage. A Red Mage in those events would simply have to inadequately fill in for a White or Black Mage, and nobody would ask the Red Mage to fill in when they could simply get one of those specialist classes. Events like Salvage rely on items to overcome Pathos, the Red Mage would be rendered impotent waiting in line for the items it needs behind needier, more specialized classes. Truly, Red Mage never stood out more than in events like Campaign and Besieged, which present strong, but not insurmountable foes and reward individual, non-linear action. Walk of Echoes has similar potential, but the difficulty and behavior of the monsters made it impossible to perform in anything but traditional party dynamics. Future events should be similar to Campaign or Besieged in their more unconventional, multitask-oriented, individual-friendly mechanics.



    Thank you for your time.
    (12)

  7. #107
    Player Evviva's Avatar
    Join Date
    Aug 2011
    Posts
    117
    Character
    Evviva
    World
    Quetzalcoatl
    Main Class
    RDM Lv 99
    I want Ballista Royale, or some sort of Ballista tournament. Thanks!
    (6)

  8. #108
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Enmity NEEDS TO BE FIXED! There is no way for a job like PLD to tank, when so much enmity is accrued by a DD job during even a single weaponskill. Either PLD needs to be able to raise the enmity cap for itself, have a JA that will make the enemy lock hate onto itself for a period of time, or a way of reducing the enmity of all those around them (alliance-wide). Or just raise the enmity cap exponentially so that it can't be reached after just 30 seconds.

    Remember to like this post if you agree!
    (50)

  9. #109
    Player Karbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    4,314
    Quote Originally Posted by Camate View Post
    Good morning everyone!

    I’d like to share a message from Producer Akihiko Matsui:
    ITS GO TIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIME.

    1) Can we please Solidify Thief's Role in a Party outside of being a token Treasure Hunter Member? Here's some simple suggestions

    http://forum.square-enix.com/ffxi/th...ead-Contribute!

    Just a few things from early on. The Most popular consensus, Mine as well, Would be to solidify the job as either a focused Enmity Controller, With more freedom over Enmity, Or to Solidify it with a bit more Uniqueness, LIke the Bombs/Traps Suggestion.

    We don't mind the Solidifying of the Enmity Aspect of the job, You can expand on this by giving us the Ability to Transfer Our Enmity to someone else, a reverse Collaberator/Accomplice. This would allow us to borrow from one member and give to another. An Ability to completely Remove a small portion of our Enmity would be nice too. Since Collaborater/Accomplice use would cause THF to get hate and Die after some time.

    2) Could you make Summoner a bit more Useful in Content? like here:

    http://forum.square-enix.com/ffxi/th...t-this-new-cap

    This would be my top wish list, Increasing BP:Ward Potency, Base it on Skill or level, But I would really like if Summoner could get Stronger BP's, Ward and Rage. As for Rage, I would like if when you release T3 Merits for Jobs, If you do, To add 6 Physical BP's for the Avatars... Like... T1 Merit unlocks BP, Each Additional Merit increases the Physical Accuracy of the BP's by 10.

    Some Examples:


    1) Aeolian Talon - Deliver's a 4 Hit Attack (Garuda)
    2) Inferno Force - Deals Physical Damage (Ifrit)
    3) Gaia Shatterer - Deals Physical Damage (Titan)
    4) Tidal Wake - Delivers a 3-hit Attack. (Leviathan)
    5) Olduum Impetus - Delivers a 5-hit Attack (Ramuh)
    6) Absolute Zero - Delivers a 2 Fold Attack (Shiva)


    Basically - Level 99 Physical BP's that deal maybe 1.5x On Average the 70/75 BPs. Leaving the 75 BP's still top of Magical BP's, but giving us new toys and abilities for Physically weak enemies.

    3) Adventuring Fellow Armor!
    Thats all I can think of off the top of my head.
    (27)

  10. #110
    Player Tamarsamar's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    305
    Character
    Tamarsamar
    World
    Carbuncle
    Main Class
    RDM Lv 95
    Re: Sunrider

    I am in agreement with about 95% of what you say, but I do feel that Enspells II only applying on the first hit is actually a blessing in disguise, particularly in this day and age of powerful effects such as Haste Samba, or Additional Effect: TP Drain. Because (somewhat unfortunately, in my opinion) any serious front line Red Mage will be Dual Wielding, if you still want your pretty elemental damage effect (with lowered elemental resistance!), but don't want to gimp yourself by missing out on these effects (since Enspell will override them), you can very well have your cake and eat it too, thanks to the magic of Enspell II. All the better for Temper to compound these bonuses, too.

    I will agree that damage calculated on each hit instead of on casting is a huge blunder, though, and particularly after what they did to fix Scholar's Accession-Enspell (which was more of an insult to Summoners than Red Mages, IMO).

    If I were to design a set of Enspells III, they'd have the following properties:

    -Damage calculated on cast instead of on hit
    -Activates on only the first hit of each attack round
    -Start at double Enspell damage, gradually increasing attack speed with each successive activation, eventually capping at, say, 10% magical Haste
    -I guess keep the lowered elemental resistance effect, too, as that's actually kind of cool
    (5)
    Quote Originally Posted by Ophannus View Post
    I love back in 2006 when they said Mythics would be the casual-player's alternative to Relic weapons.
    Quote Originally Posted by Armando
    No one at Square Enix has heard of Occam's Razor.
    FFXI Official Forums in a nutshell:

    Quote Originally Posted by saevel
    The stupid is strong here.

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