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  1. #11
    Player
    Vlady's Avatar
    Join Date
    Sep 2013
    Posts
    635
    Character
    Fomortis Vulen
    World
    Balmung
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Inuk9 View Post
    Lol, that would be funny.
    Redesign of summoner would bring in more players then upset. I know dozens in my old ff 11 link shell that was turned off from wow clone ff 14.
    (3)

  2. #12
    Player
    Niqote's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    3,067
    Character
    Sa'niquel Amrita
    World
    Tonberry
    Main Class
    Botanist Lv 90
    Quote Originally Posted by Pterois View Post
    removing housing item limits inside and out for all sizes, allowing us to choose the gear (appearance) for NPCs in the house, embrace the housing glitch that allows people to place table top items anywhere and apply it to all items with the ability to resize objects as well.
    Allow us to upgrade housing plots by either spending lots of time and resources (ie. upgrade small plot to medium plot = 1000 grade 1 soil) or by just paying a gil price. Same for the house itself. (wood, nails, tiles etc etc)
    (2)

    Masamune ♡ SGD ♡ Australia
    My DA / FFXIV SS Glamours - http://tinyurl.com/mvmdebr

  3. #13
    Player Talia_Hailwind's Avatar
    Join Date
    Dec 2014
    Posts
    467
    Character
    Talia Hailwind
    World
    Cerberus
    Main Class
    Conjurer Lv 60
    Making spell speed so that as well as increasing speed of casting, it also increases the speed of DOT ticks and regen ticks.
    (4)

  4. #14
    Player
    Nominous's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    372
    Character
    Nominous Lhant
    World
    Balmung
    Main Class
    Lancer Lv 70
    - More stats to choose between on gear. Critical Damage, Mp Regen, Tp Regen would be the three I'd choose since everything else is pretty well represented.

    - Raids being changed to have 3 bosses, as you've said. For one, it makes the raid more of an actual spectacle (some time investment required once you learn turns). For two, it gives a better chance at loot, even at the cost of progressing faster.

    - More variety of gearing options. One set of raid gear, all of which is 5 item levels above tome/other current level gear. One set of Tome gear at current item level. One set of alternative 'alliance' raid gear 5 levels below current item level. Alliance raid gear has one or two slots, and can only be melded that number of slots (cannot exceed 2).

    - Cooldowns removed when you wipe. (This is something that should already be in the game).

    - After that change above, it'd be way more viable to have 10 minute cooldowns in the game. Cool skills (Level 60) that are really flashy, and greater reinforce the strengths (and maybe even the weaknesses) of your Job.

    - Multi-hit weaponskills/abilities. If your skill animates and looks like you should be hitting the enemy twice, split the potency (which may buff most attacks naturally), and have it hit multiple times with x potency per hit.

    - Phoenix Down is able to raise a party member, but has a cast-bar (slightly less cast time than raise, can only be used once by every party member per raid).

    - When you hit level 60, your Job gains a new name (for example Paladin->Holy Knight) and a questline that unlocks 'slots' for your skills.

    - Skill Slot system. 2 per skill. The slots can be filled with skill-based materia. So instead of stat points, this Materia has skill-related bonuses. "TP Regen on hit", "Chance to critically hit +%", "Potency +", "Defense +" would just be a few of the basic materia. Then you'd have SPECIAL materia you could gain in other ways, like quests or high-end raids. Those special materia augment things like, "Jump distance + 5 yalms", "Goad effects all party members, less TP regain", "Trick Attack duration +5 seconds".
    (2)

  5. #15
    Player
    Kajukai's Avatar
    Join Date
    Mar 2014
    Posts
    101
    Character
    Kajukai Korin
    World
    Shiva
    Main Class
    Marauder Lv 60
    Deleting every single Lala? Please.
    (5)

  6. #16
    Player
    Kiroh's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,478
    Character
    Soube Miseux
    World
    Balmung
    Main Class
    Conjurer Lv 70
    The combat system will be adjust so it's easier to see enemies in large groups of players.

    On an unrelated note, the new tome gear will be upgraded through a new type of FATE...
    (0)

  7. #17
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    Hmm maybe some job redesigns? And some open world dungeons! ^^
    (2)

  8. #18
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Kuwagami View Post
    No thanks. Tank crafted accessories are crap for my WAR and I love my slaying stuff
    The accessory thing addresses imbalances that currently exist with the stat systems and helps to prevent confusion over which accessories one should be wearing. Would you want your WHM wearing a full set of VIT accessories? It also speaks of awful, awful design when the meta for a particular role calls for them not to use the gear that's explicitly assigned to them.

    It's because it's secondary stat, and scales well with the other secondary stats's materias. Besides, I'd like to have grade V materias when 3.0 comes
    The point is that 7 "Main Stat" confers so much more of a benefit than 6 Determination that it makes absolutely no sense that the main stat materia would provide more raw points. Determination materia is fine where it is but the main stat stuff should be scaled back.

    No thanks. Or you ease SBing by like 1000%, because it's a real pain in the ass as it is now
    Right now, crafted gear is grossly overpowered. Unless you have some method in mind by which materia melding can be changed to be based on skill rather than pure RNG, then something like this is literally the only way to dial it down.

    wouldn't work. I could somewhat agree on a "vitality increases your defense" like the stamina stat works in other games, but damage is not what vitality brings
    Wouldn't work? It already worked in the STR and VIT determines damage paradigm in 1.0 for Warrior, which people are tending to agree was a more robust and flexible stat system. It likely wasn't removed for any reason resembling VIT not making sense as a damage stat, but rather as a part of simplifying the stat system as a whole for ARR. Now that we have this solid base under us, the devs did express a desire to look into possibly adding more complexity into things again. Besides, I fail to see how a "hardier" person can't swing a weapon harder than someone who is less so.

    apart forcing us to have parry, what does it do ? Just rework parry to actually be useful instead.
    The other option is certainly making parry useful, but that is actually impossible when one considers the scope secondary stats are currently taking. As I said, these points of parry wouldn't count toward gear allocation. You'd just get parry because you're a Tank. There's literally no room to whine about it because it's free: you lose absolutely nothing for having it. If Dark Knight is truly a Dodge/Parry tank, then something like this will be necessary for anyone who wants to play as Tanks other than Dark Knight once in a while.

    only benefits SMN, and wouldn't be fitting. Also, WMN will be reworked for 3.0 with changes on Spell speed, so that may not even be necessary.
    Sure, it might be unnecessary, but that's not the point. The point is to be silly and/or crazy here.

    Dexterity has no use for tanks except increasing parry rate by a bit. While being an increase, it's not fitting.
    "It wouldn't work" and "it's not fitting" seems to be a running trend with you. If giving Dexterity to the tanks is not fitting when it provides a benefit that only they would use, then what is the point of it providing that benefit at all?

    removing a stat in a game where the few stats present are already boring is just bad design.
    You know what's also bad design? Having more than one stat that does exactly the same thing. When we count together Weapon Damage, Main Stat, and Determination, we have three stats that do exactly the same thing. This point also assumed that perhaps they'd add additional stats in 3.0.

    unnecessary difficulty is just dumb. Leave instant kills and tank busters in raids, they do not belong in dungeons.
    The only increased difficulty here is a harsher benefit for losing hate... which some people desperately need if they're ever going to grow as tanks and some DPS need in order to learn that aggro is actually a thing that exists. This point, though, primarily serves one purpose and one purpose alone: preventing Tanks from "tanking" something outside of the Tank Stance while in party based content.

    and again, no point. If you steal hate as OT, you're bad or your MT doesn't know how to 1-2-3. period.
    If the MT is full VIT and the OT is a Paladin in full Strength, that MT is going to lose hate to the Paladin. But, this is really just another method of discouraging tanking outside of the proper stance.

    it already does if you summon a fairy while in stance
    The idea is that if you slip into the stance while the fairy is already out, the healing potency decrease hits the fairy right then and there.

    No. Balance should prevail, and this throws balance out of the window.
    None of us have any business stating what will or will not be balanced at levels above 50. We should leave that word at the door for now.

    these two stats have nothing in common. Please be serious.
    They have nothing in common? If anything, what currently exists has nothing in common: it makes no sense that a critical hit from a pet would increase the master's spell speed. Isn't that odd on its own? It already makes more sense for a critical hit to enhance more critical hits.

    ----------

    And finally...

    Quote Originally Posted by Nominous View Post
    - Skill Slot system. 2 per skill. The slots can be filled with skill-based materia. So instead of stat points, this Materia has skill-related bonuses. "TP Regen on hit", "Chance to critically hit +%", "Potency +", "Defense +" would just be a few of the basic materia. Then you'd have SPECIAL materia you could gain in other ways, like quests or high-end raids. Those special materia augment things like, "Jump distance + 5 yalms", "Goad effects all party members, less TP regain", "Trick Attack duration +5 seconds".
    Now this is a cool idea. Let's hope something like this actually happens! Progression would become more than just gear
    (0)

  9. #19
    Player
    Nominous's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    372
    Character
    Nominous Lhant
    World
    Balmung
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Donjo View Post
    Now this is a cool idea. Let's hope something like this actually happens! Progression would become more than just gear

    Yeah, I wish I could make some design recommendations for them. It's not so hard to implement balanced, and fun customization choices for people.
    (0)

  10. #20
    Player
    Leandras's Avatar
    Join Date
    Aug 2013
    Posts
    80
    Character
    Leandras Lionheart
    World
    Gilgamesh
    Main Class
    Astrologian Lv 60
    Minfillia's boobs receive a minor reduction in size. Oh the nightmares!
    (3)

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