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View Full Version : The Big Book of Adjustment Requests



Selzak
08-05-2011, 08:47 AM
I'm proposing this thread as an 'official', or go-to compilation of player requests regarding battle or job related adjustments. I believe that this thread is needed for several reasons, and I'll list a few here:

Most discussion and moderator activity takes place in general discussion, making it somewhat unreasonable to have multiple threads like this according to each job.
This seems like the best place to discuss general battle-related adjustments.
When discussing job adjustments, an important aspect to keep into account is balance between all jobs. That's why it's important that everyone has a say in the adjustments of each job- whether they play that job or not.
There seems to be quite a bit of disorganization on the General Discussion board where ideas are concerned. This thread would allow an organized, discrete platform for proposing ideas and discussing them.

*Please read the THREAD RULES AND GUIDELINES at the bottom of this post before submitting an idea.




PLAYER-APPROVED IDEAS


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GENERAL ADJUSTMENTS
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Please Allow The Five Newer Jobs To Use Relics (http://forum.square-enix.com/ffxi/threads/12574-The-Big-Book-of-Adjustment-Requests?p=167078&viewfull=1#post167078)
Simplify Union Joining (http://forum.square-enix.com/ffxi/threads/12574-The-Big-Book-of-Adjustment-Requests?p=166548&viewfull=1#post166548)
MAB Food (http://forum.square-enix.com/ffxi/threads/12574-The-Big-Book-of-Adjustment-Requests?p=168211&viewfull=1#post168211)
MACC Food (http://forum.square-enix.com/ffxi/threads/12574-The-Big-Book-of-Adjustment-Requests?p=168213&viewfull=1#post168213)
Mage Food (http://forum.square-enix.com/ffxi/threads/12574-The-Big-Book-of-Adjustment-Requests?p=168929&viewfull=1#post168929)
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BATTLE ADJUSTMENTS
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Skillchain Augmentation (http://forum.square-enix.com/ffxi/threads/12574-The-Big-Book-of-Adjustment-Requests?p=163199&viewfull=1#post163199)
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JOB ADJUSTMENTS
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Warrior

Monk

White Mage

Black Mage

Red Mage

Thief

Paladin

Dark Knight

Beastmaster

Bard

Ranger

Samurai

Ninja

Dragoon

Summoner

Blue Mage

Corsair

Puppetmaster

Dancer

Scholar




THREAD RULES AND GUIDELINES

Adjustment ideas should follow the following format:

JOB OR SUBJECT

Ability/Trait Name(optional): Brief summary, rundown.

Detailed explanation, discussion.


It would be best to also address replies to your post by quote here, rather than replying in another post. That way everyone can see all discussion related to your post in one place and the thread won't become cluttered.


In order to maintain organization and clarity, this thread will follow some basic rules:

Proposals will be entered into the OP upon receiving 7 or more votes (likes).

A proposal that has been entered into the OP may be challenged by a formal petition which acquires 7 or more of votes. After doing so, the petition will be added to the OP underneath the proposal that it has challenged. If it acquires more votes, it will appear above the challenged proposal. (Subject to change over time according to votes)

You should only include one idea per post. If you have multiple proposals, you may choose either to stagger your ideas over time or do the unthinkable and double-post.

Amendment 4.1
The only exception to this is if your proposal contains multiple ideas that are tied together. Just remember, it's your post and everything in it that's being voted on, so let people choose individually instead of in bulk.
If a change to any of the rules listed above is called for, a post supporting this amendment in detail and receiving 10 or more votes will result in that change.

Selzak
08-05-2011, 08:54 AM
*RESERVED*

If mods are onboard with this (it seems like it would make your job a lot easier, and provide everyone with a more direct and controlled way to communicate ideas to the dev team) then please let us know that you support it. This way we can know that the thread is being watched and is getting the visibility that it insinuates, and people will be persuaded to use it.

Modoru
08-05-2011, 08:58 AM
HOW ABOUT THIEF GETS SOMETHING THAT ISN'T A HUGE MIDDLE FINGER TO THE FACE AS A JOB ABILITY?

I still dislike Despoil. Moreso because it shares the same timer as steal. What the hell.

Rearden
08-05-2011, 08:58 AM
General Battle Adjustments: Change Enemy Monster statistics from what is current (High BaseDMG/High Attack) to High Base DMG/Moderate Attack).

Any monster outside of Abyssea currently has capped pDIF against players, making it impossible for a PLD to tank. (This is on top of gimmick abilities, hate resets, and constant triple attack)

Changing enemy attack values to be more moderate would still allow enemy monsters to crush Mages/non-tanks while allowing jobs that can force high DEF values to tank.

As it stands, PLD is unable to hold hate (Due to this and poor enmity systems which have been poor since the release of the game, think Barspells holding hate on WAR/WHM...but that's another topic) without an Aegis/Ochain and in some cases constant Trick Attack/Sneak Attack.


This post in unrelated to Abyssea, so please do not comment on it as if I considered Abyssea relevant.

Selzak
08-05-2011, 09:04 AM
GENERAL

Skillchain Adjustments:
It seems like everyone is on board with the idea of making skillchains more common and more beneficial to execute, and I think that adding special effects to each type of skillchain according to its tier would be a great way to accomplish this and lead to more consideration of both using skillchains and matching the appropriate jobs in a party in order to produce them.

I'll share the general idea here, but obviously the specifics of these effects would have to be applied with careful consideration to overall game balance.



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Tier I
===========================================================

A tier I skillchain may produce anywhere from zero to one effects.
Liquefaction
Target gains the effect of INT down for a short period of time. Effect may not always occur.
Impaction
Target gains the effect of MND down for a short period of time. Effect may not always occur.
Reverberation
Target gains the effect of STR down for a short period of time. Effect may not always occur.
Induration
Target gains the effect of AGI down for a short period of time. Effect may not always occur.
Scission
Target gains the effect of DEX down for a short period of time. Effect may not always occur.
Detonation
Target gains the effect of VIT down for a short period of time. Effect may not always occur.
Compression
Target afflicted with "Bio" status for a short period of time. Effect may not always occor.
Transfixion
Target afflicted with "Dia" status for a short period of time. Effect may not always occor.



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Tier II
===========================================================

A tier II skillchain may produce anywhere from zero to three effects.
Fusion
Target is afflicted with the effects of Liquefaction. May not always occur.
Target is afflicted with the effects of Transfixion. May not always occur.
Target's attack is weakened for a brief period of time. May not always occur.
Fragmentation
Target is afflicted with the effects of Impaction. May not always occur.
Target is afflicted with the effects of Detonation. May not always occur.
Target's accuracy is lowered for a brief period of time. May not always occur.
Gravitation
Target is afflicted with the effects of Compression. May not always occur.
Target is afflicted with the effects of Scission May not always occur.
Target's defense is weakened for a brief period of time. May not always occur.
Distortion
Target is afflicted with the effects of Reverberation. May not always occur.
Target is afflicted with the effects of Induration May not always occur.
Target's magic defense is weakened for a brief period of time. May not always occur.



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Tier III
===========================================================

A tier III skillchain may produce anywhere from zero to seven effects.
Light
Target is afflicted with the effects of Liquefaction. May not always occur.
Target is afflicted with the effects of Transfixion. May not always occur.
Target's attack is weakened for a brief period of time. May not always occur.
Target is afflicted with the effects of Impaction. May not always occur.
Target is afflicted with the effects of Detonation. May not always occur.
Target's accuracy is lowered for a brief period of time. May not always occur.
Target is terrorized for a brief period of time. May not always occur.
Darknesss
Target is afflicted with the effects of Compression. May not always occur.
Target is afflicted with the effects of Scission May not always occur.
Target's defense is weakened for a brief period of time. May not always occur.
Target is afflicted with the effects of Reverberation. May not always occur.
Target is afflicted with the effects of Induration May not always occur.
Target's magic defense is weakened for a brief period of time. May not always occur.
Target is terrorized for a brief period of time. May not always occur.

Selzak
08-05-2011, 09:13 AM
DARK KNIGHT

Job Ability
Undying Hatred: The user is afflicted with a curse that lowers his max. HP and MP in order to augment his ability to land critical attacks. Recast 5:00 Duration 2:00.

This augment to critical attacks would be an increased critical hit rate that would also apply to weaponskills which do not natively possess the ability to score a critical hit. I think the whole persona of DRK deserves some kind of ability to increase the rate of critical hits, and the lack of a chance to score critical hits on weaponskills like Guillotine and Insurgency is what has removed DRK from its rightful role of spike-damage martyr.

Selzak
08-05-2011, 09:25 AM
THIEF

Job Ability
Misdirection: The player makes use of his conniving cunning to lock the target onto its current focal point. Recast 1:00.

This ability would give the Thief a brief (a few seconds) moment to position himself for a Sneak Attack while fighting alone or in a party. This effect would need some strict conditionals to avoid it being used as a stun (where the monster is facing no one and, if it has no magic, may be unable to attack for a few seconds). The ability should work so that if the enemy target is the Thief(user), the enemy will simply face its current position for a few seconds so that the Thief can quickly move around and Sneak Attack from behind. If, however, the enemy's target is another party member and not the Thief(user), the enemy should instead be locked onto its current target for a slightly longer period of time- maybe 10-15 seconds. These conditions would allow the ability to be used strictly as a means of using Sneak Attack while solo, or forcing hate onto the enemy's current target (which is more hate control for the Thief) in a party situation.

So either:

a) The Thief has hate: then the mob is 'bound' facing its current position for a very brief period of time.

or

b) Someone else has hate: then the mob is forced to stay on its current target for a period of time that is less brief.

Buffy
08-05-2011, 10:20 AM
I would like this thread to go away. Lets make that a new job ability.

Selzak
08-05-2011, 10:29 AM
I would like this thread to go away. Lets make that a new job ability.
Why? :\

I thought it was a pretty good idea given the nature of this forum/volume of posts in different sections.

Panthera
08-05-2011, 01:39 PM
SUMMONER

Spell: Bahamut
Level Available: 95 or 99
Description: Summons Bahamut to fight by your side.
Notes: requires Astral Flow to be active prior to summoning. Summoning Bahamut targets an enemy, not the summoner; he functions much like offensive magic.
When summoned, Bahamut will automatically use Giga-Flare, targeting the mob he was summoned on. After the attack finishes, he will linger shortly and dismiss himself.

People do not level Summoner all the way to 99 to summon a cat or a weird mouth looking thing. Cait Sith is an icon for FFXI itself, like chocobos and tonberries, sure. But after getting Odin and Alexander, the WoTG summons are a let down. Odin can do Death-ga, how could Giga-Flare be overpowered?

Seha
08-11-2011, 12:15 AM
Bumping cause the thread has potential.

Corsair:
1. Give us some bullets that are rng only cause our options...how to put it...suck.

2. Tenuto. We don't need Pianissimo at all, we just need a way to hold a roll we like onto us.

3. Increase PR and QD recast merits to 5 seconds per upgrade.

4. For future merits give us QD potency :3

5. Ffs switch Bounty shot and Triple shot...plundering is part of a pirate's job, and it's also a support ability which is exactly what cor does: benefits the party. Multishooting is rng's job! How the hell did you invert these two abilities?!

Sorry if I didn't quite follow the rules, but didn't feel like doing penta-post.

Byrth
08-11-2011, 12:25 AM
There is a 10000 char limit per post. Check the Dancer forums for a thread by asymptotic. As always, split waltz timers odd/even please.

Kojo
08-11-2011, 12:34 AM
Campaign:
Combine the process of getting tags and getting Union. Union takes too much time to register for and you usually get an Event Skipped.

OR Allow people to register with a Union back in their town.

Kojo
08-11-2011, 12:38 AM
Chat Filters:
Allow the filtering of certain terms that a user can set themselves. The /tell 'spam filter' seems to filter by terms, and it is horrible. For example, a friend lived on a military base and they moved, for some odd reason, my /tells of "Off base?" and "You moved off base?" were filtered. Luckily I could just text her. Why not remove, or tone that one down and allow us the ability to choose what terms to filter, atleast in shout. A simple Blacklisting can separate you from a person and deny you opportunities. I hate seeing Fell Cleave shouts but if the same guy were to want to go after a Zone Boss or something, I'd join up.

Alhanelem
08-11-2011, 12:44 AM
To the OP: When did you decide you were "the" guy here that everyone should listen to and everyone should give their ideas to? Who voted you into this position? Why should the community team be "on board" with you? Since when did you dictate thread rules?

Don't get me wrong, you have well thought out stuff there. But it's more than a little elitist/chauvanistic/whatever to act as though you're some kind of authority figure here. If you just said "Here's my ideas, anyone have comments" it wouldn't come off that way.


Bumping cause the thread has potential.If it had potential, it wouldn't need bumping, it would stay on top naturally.


Spell: BahamutWe are getting caitsith and atomos. We will never get Bahamut.

Seha
08-11-2011, 12:46 AM
To the OP: When did you decide you were "the" guy here that everyone should listen to and everyone should give their ideas to? Who voted you into this position? Why should the community team be "on board" with you? Since when did you dictate thread rules?

Don't get me wrong, you have well thought out stuff there. But it's more than a little elitist/chauvanistic/whatever to act as though you're some kind of authority figure here.Rules can be changed, but collecting the common and popular requests in one post is a good idea.

Kojo
08-11-2011, 12:49 AM
Rules can be changed, but collecting the common and popular requests in one post is a good idea.

This, if all ideas are in one thread that can maintain a 1st page spot, all ideas will possibly be seen and considered rather than posts being lost behind other threads of various, possibly nonsensical, topics.

Alhanelem
08-11-2011, 12:51 AM
This, if all ideas are in one thread that can maintain a 1st page spot, all ideas will possibly be seen and considered rather than posts being lost behind other threads of various, possibly nonsensical, topics.
All ideas get seen and considered. They don't need one person to pull them from everyone to be presented. This person is no more deserving than I, or anyone else here, of deciding which ideas are "player approved" either.

Seha
08-11-2011, 01:07 AM
Don't join if you don't like it.

Alhanelem
08-11-2011, 01:10 AM
No, if I don't like something, I'm going to speak up about it. That's part of what forums are for. How about practicing what you preach if you think that's what others should do?

Malamasala
08-11-2011, 01:12 AM
When discussing job adjustments, an important aspect to keep into account is balance between all jobs. That's why it's important that everyone has a say in the adjustments of each job- whether they play that job or not.

Most people objecting about balance usually have no clue and shouldn't be listened to. Heck, half the people here would claim the game is already balanced and anything new would upset the balance. In my opinion there is only one thing to pay attention to, and that is if something is used.

Do people use defender? If yes, then it is fine, if no, then it needs an update. Repeat for pretty much all abilities and spells and you have your answer for what is balanced and what isn't. Exceptions are of course tiered things. If you got a stone I and a stone V you can't really claim stone I should beat stone V for balance reasons.

If SE only listened to people's complaints about things being unused, then they'd know exactly what to work on.

Bubeeky
08-11-2011, 02:50 AM
I like the idea of this thread, but from what I've seen, there are a ton of ideas out there and a bunch of them are what would be considered player approved, and I'll be honest....if I'm looking for whm or blm specific stuff...I'm gonna start with the threads in that specific section, not general discussion.

Having said that, my contribution would be
White Mage
Job Trait: Holy Aura
Pure and simple, it supresses the effects of the mob's auras that continuously cause status effects like silence or paralyze...it would be an extension of our -na spells and the vision for us to be good at damage/status effect prevention. To keep it balanced, it wouldn't automatically cure status effects, nor would it prevent individual attacks' status effects (i.e. Queasyshroom's poison effect would still work like normal) it would just prevent the mobs from being able to passively keep the entire pt/alliance paralyzed or poisoned or w/e to help level the playing field a little.

Seha
08-11-2011, 02:53 AM
An aura trait would be too overpowered I'm afraid.

Panthera
08-11-2011, 03:19 AM
To the OP: When did you decide you were "the" guy here that everyone should listen to and everyone should give their ideas to? Who voted you into this position? Why should the community team be "on board" with you? Since when did you dictate thread rules?
Look who's talking....


We are getting caitsith and atomos. We will never get Bahamut.

Upon whose "authority," yours?

When SE said we weren't getting Bahamut, it was because he'd be too powerful. Now we have an avatar with Deathga. Things have changed, wouldn't you say?

It's possible there may be an avatar or two at level 99. An Epic one to keep people playing, and get people who haven't played Summoner to get into it. I doubt that's not gonna happen with a cat and a giant mouth for pets. You can say it's unlikely or improbably, but saying there won't be one is sophomoric. But hey, it's the internet:cool:!

Kwate
08-11-2011, 03:44 AM
I would like this thread to go away. Lets make that a new job ability.

Feel free to have a creative thought and contribute, if not, get out.

Bubeeky
08-11-2011, 04:09 AM
An aura trait would be too overpowered I'm afraid.

at 75 sure, but when 99 rolls around, auras are gonna be a huge thing I think for the endgame monsters to have....and as a whm main, it sucks that any NM has the power to put up a status effect that I literally cannot cure...especially if it's something like paralyze...besides the aura I had in mind would be like melee range, so it would change whm playstyle a little too :)

PS. I would love it if we got Bahamut, but the reason SE gave for not including Bahamut wasn't because of power, it was because of size of the avatar...for him to fit into dungeons and whatnot, they would have to scale him down to a size that would detract from his god-status iirc

PPS. The way I envision it, WHM wouldn't be the only one with an aura, all jobs would have one, I just can't think of a decent example for other jobs lol

Seha
08-11-2011, 04:36 AM
What I mean is a JA is acceptable, but trait, and thus always active, seems really too much. It would totally nullify an enemy's aura full time. A short resistance instead is reasonable.

Panthera
08-11-2011, 05:24 AM
PS. I would love it if we got Bahamut, but the reason SE gave for not including Bahamut wasn't because of power, it was because of size of the avatar...for him to fit into dungeons and whatnot, they would have to scale him down to a size that would detract from his god-status iirc


Eh.... they could just scale the model size down, they have the technology :rolleyes:

As for Aura's.... idc, I think we might see more of that with Spheres. That way, you're the kinda guy that everyone wants to be close to :o

Rafien
08-11-2011, 05:50 AM
I love the Skillchain addition. At first I was thinking, great another make skill chains easier post. But, I seriously love this proposed idea.

Alhanelem
08-11-2011, 06:58 AM
Upon whose "authority," yours?
Upon SE's. They specifically said that they viewed Bahamut as an almighty force that is too strong to be commanded by a summoner, and that they had no plans to implement him as an avatar. This was soon after the Bahamut V1 fight came out. They also said, as someone else mentioned, that bahamut is too large, and to shrink him down in size for player use would make him seem weaker.

Tiberius
08-11-2011, 07:12 AM
SE says a lot of crap that doesn't make sense and/or are outright lies. Doesn't mean that we have to stop wanting for meaningful change. The game mechanics are never 'settled' in such a regard.

Thief - adjust the number of hits for Assassin's Charge from 3 to 6 if DNC is getting the same effect for free, while our effect is merited.

Alaik
08-11-2011, 07:57 AM
HOW ABOUT THIEF GETS SOMETHING THAT ISN'T A HUGE MIDDLE FINGER TO THE FACE AS A JOB ABILITY?

DW3-4, an innin type ability, a fulltime ja that gives JA haste, crit and DEX. You know, maybe something as good as other jobs have been getting for years? (Hai2u Hasso, DNC, Blood rage, impetus, etc, etc, etc, etc)

EDIT: Oh and Tiberius, given the 8 hit hard cap on attacks per round, it'd be the same as ass charge now on WS. 5 hits normal +1 from dual wielding + AC = one hit being wasted assuming you wouldn't DA anyway.

Leonlionheart
08-11-2011, 08:46 AM
90% of these ideas are "LOL GIMME ERRYTHING" and I know for a fact that SE knows to look over some of these things.

I just hope the player base does too.

Kwate
08-11-2011, 08:53 AM
Thread started out with promise, but seems to have gone to sh*t unfortunately.

Leonlionheart
08-11-2011, 09:02 AM
OP's ideas are good, but wading through the feces sucks.

Hioki
08-11-2011, 09:20 AM
Upon SE's. They specifically said that they viewed Bahamut as an almighty force that is too strong to be commanded by a summoner, and that they had no plans to implement him as an avatar. This was soon after the Bahamut V1 fight came out. They also said, as someone else mentioned, that bahamut is too large, and to shrink him down in size for player use would make him seem weaker.

Isn't Atomos the size of a small continent? Either way, no, you probably won't get bahamut considering the original opinions of SE. Why would Bahamut degrade himself to serving some insignificant creature?

Alhanelem
08-11-2011, 09:34 AM
Isn't Atomos the size of a small continent?


Anyway... @ the thread: If people want to make suggestions, they should just post their own suggestion threads, instead of "submitting" an idea to some "idea warden" who acts like he has authority to decide which ones are worth including.

We don't need a central idea thread. The community team's job is to look through everything. If you post it, they will see it.

Panthera
08-11-2011, 10:10 AM
CORSAIR

Corsair's Pianissimo: Your next roll effects a single target only of your party.

Obviously, it would have a better name. If Bard can, with all of its flutes and harps, why not Corsair? with its frilly little pink frock...

Panthera
08-11-2011, 10:16 AM
CORSAIR

Corsair's Tenuto: If the next roll you affects yourself, it will not subsequently be overwritten by other rolls.

Obviously with a better name. Corsair needs as much as Bard does, if not more. Corsair is inherently a damage job, and may wish to keep damage-dealer rolls on.

Kwate
08-11-2011, 10:16 AM
Anyway... @ the thread: If people want to make suggestions, they should just post their own suggestion threads, instead of "submitting" an idea to some "idea warden" who acts like he has authority to decide which ones are worth including.

We don't need a central idea thread. The community team's job is to look through everything. If you post it, they will see it.

You're still trolling this thread, so I guess it's not too bad of an idea is it?

Byrth
08-11-2011, 01:22 PM
They've shown they're perfectly capable of scaling down monster models (hey Nauls, Sandworms, etc.) so the Bahamut excuse doesn't make sense.

Apart from that, request to add! I have all the Step Accuracy gear in the game short of Terpsichore, and I still miss Steps. The whole Dancer job is based around this idea of a Step/Flourish cycle, and it's very annoying to end up missing a Step that I *needed* to land. Would it be possible to allow us to increase the Hit rate of Steps to 100%, perhaps through gear like Etoile Toe shoes and Dancer's Bangles?

Selzak
08-11-2011, 02:08 PM
To the OP: When did you decide you were "the" guy here that everyone should listen to and everyone should give their ideas to? Who voted you into this position? Why should the community team be "on board" with you? Since when did you dictate thread rules?

Check out the second word in the OP.

I never claimed that I had any authority nor did I demand anyone listen to me. I dictated the rules in my own thread based on what I thought was fair. It was an idea that I thought would be very beneficial to everyone as a whole, and I never meant to make you feel like you had to agree with me.

I just threw it out there because I thought it was a good idea. If it is, people will agree and the thread will work. If it's not, then it won't work.

I also strictly mentioned that ideas would be added to the OP upon receiving an exact number of votes, not at my own personal choosing. My ideas aren't even there yet, and as long as they don't have the appropriate number of votes they won't be.

Although, your post(s) have given me an idea.

5. If a change to any of the rules listed above or an additional rule is called for, a post supporting this amendment in detail and receiving 10 or more votes will result in that change.

So, if the thread turns into something, I'm hardly the guy at all- except that my initial rules and guidelines (which are simply what I felt was fair) stand until overturned.

Leonlionheart
08-11-2011, 02:13 PM
Honestly I think the thread is very fair.

Also, just because he made it doesn't mean that he won't take suggestions to change the OP and change the rules.

Suirieko
08-11-2011, 05:11 PM
Please allow The five newer jobs to use the original relics.

I think I'm gonna go with this in hopes for SE to answer the question regarding the relics.

As posted here: http://forum.square-enix.com/ffxi/threads/11674-Relic-weapons-for-all-jobs

Currently only 15 jobs could wield the original relics, while every jobs have Mythics and Empyreans. Corsairs, Puppetmasters, Bluemage, Dancers, and Scholars cannot wield any relics.

A lot of debate has gone into this even as far as trying to justify the lore (or explain why they can't wield it), as has been discussed on the said thread. We all know that relics have been somewhat difficult to obtain, but ever since the overhaul to Dynamis, along with the fact that money is easier to obtain than ever, this has changed considerably. I believe that it is somewhat easier to obtain relic, but still will take a long time.

The fact that you no longer need to pay 500K per run (let alone 1 million) AND the fact that you can do Dynamis on the daily basis (like my group is doing now that I'm back to working on a relic), AND the fact that you can very easily and efficiently lowman (Let alone solo) Dynamis for currencies, I believe this merits an attention from the developers to consider this proposal:

Please allow The five newer jobs to use the original relics as follow here:

Blue Mage -> Excalibur
Corsair -> Annihilator
Puppetmaster -> Spharai
Dancer -> Mandau
Scholar -> Mjollinr AND/OR Claustrum

I've heard a lot of argument and debate toward these, but when it all comes down to it, In my opinion, there are no reason why they CAN'T use the said weapons.

Some arguments discussed:
But Wait, These jobs weren't part of the hydra corps, so therefore, they don't get the weapons!
Kind of a moot argument. Considering how many jobs can already use the relics, obviously, they didn't use it in Dynamis. For example, A THF used Mandau lore wise, yet RDM and BRD can use it as well. A PLD used Excalibur, yet so can RDM. Second of all, at the time Dynamis was released (along with the story, of course) the said five jobs weren't even conceptualized, or even released. Therefore it kind of made it a moot point.

Also, something else to consider: Scholars and Dancers have played a role in the crystal war. Bare in Mind that the Hydra corps were a multi-national coalition, so to say that DNC and SCH weren't is a stretch, as evidenced there have been major SChs character ( especially Schultz) and significant dancers, including Sonia.

As for Blue mage, Corsair, and puppetmaster. When it comes to those jobs, I can kind of understand the issue here, since there's technically none of these jobs in the hydra corps. However, again, that reason alone shouldn't bar these jobs from being able to wield the weapons.

The newer five jobs have mythics and empyreans. What's the big deal?

While I can understnad the argument, I don't think this is enough to prevent these jobs from having the relics. Consider that the Mythics are still very difficult to obtain, and unless SE completely overhaul how the mythics are obtained (and given the recent response, I doubt it will be that significant). The difficulty of the said mythics prevents most players from being able to obtain the weapons, due to how much work it involves. Most players would say "Screw the mythic, get the empyreans, it's all you need".

Second of all, the value of Empyrean aren't so...big deal. It's already becoming on its way to becoming a "standard" weapon to have given how EASY it is to obtain. (Especially if you consider Armageddon being one of the easiest weapon in game).

Most people work to obtain relics for personal achievement, and prior to the empyrean weapons, the relics were considered as the best of the best. For the most part, I believe this is still the case, since it's still a lot of work to obtain the relics.

All things considered, if the 20 jobs have Empyreans, and mythics, why can't the five newer jobs have the relics for this sense.

The said jobs can't even wield the kind of weapons these relics are.
(for example)
Blue Mage shouldn't have Excalibur because it's not a curved sword, aka Scimitar.
Dancers can't even wield the kind of dagger that Mandau is.
Puppetmaster shouldn't wield spharai because it is a cesti.

For the blue Mage: Almace isn't a curved sword, and yet it is a popular choice among blue mage. So this argument is moot.

Dancers have a few weapons that look identical to the shape of Mandau, most notably Heart snatcher AND Main Gauche.

As for the puppetmaster, there are exceptions to the rules. IE: they have access to Heafon Knuckles.

While certain jobs do well to wield certain type of weapons. (IE RDM for rapiers, etc), there are always special exception to the rules. This already applies to relics, this already applies to Mandau, and this applies to certain kind of weapons, especially the 'fake' relic weapons.

Again, the bottomline is, there are no reason why these five jobs can't wield these weapons, and at least I feel that SE need to answer this. the last time they answered this question, which is, basically "We are giving these five jobs the mythics". Several years later, these mythics, for the most part proved to be somewhat a failure, save for very few weapons (IE Yagrush, Ryunohige, Nirvana, and Burtgang), this, and the empyrean weapons should not be a reason to block the five jobs from wielding the relics.

But yeah, again, TL;DR:

Please allow The five newer jobs to use the original relics as follow here:

Blue Mage -> Excalibur
Corsair -> Annihilator
Puppetmaster -> Spharai
Dancer -> Mandau
Scholar -> Mjollinr AND/OR Claustrum

Rearden
08-11-2011, 05:18 PM
Alanananananana the thiefwiki mod, please refrain from attempting to derail this topic any further. If we wanted an opinion from someone who thought they represented SE we'd ask for an actual DEV, not someone who thinks he is one because his site used to provide relevant information when it could be gleaned from outside sources and not cited.

Seha
08-11-2011, 06:41 PM
The flaw with this thread Selzak is that the more pages go, the least previously posted ideas will be read at all and thus voted. The 7 votes rule kinda kills the aim I think.

TimeMage
08-11-2011, 11:17 PM
Scholar proposal:

- Change Modus Veritas from its actual self (mob targeted, applied after an Helix, can miss, and inf fact misses A LOT, 10 mins recast time) to a self targettable JA, that is consumed once the next Helix spell is used, and has a recast time of 3-5 mins. The effect is the same, doubling the Helix potency and halving its duration, but this way can't be abused to one-shot SE's precious NMs, and becomes somewhat useful (nothing gamebreaking, at all).

TimeMage
08-11-2011, 11:19 PM
Puppetmaster proposal:

- Change the AI of Soulsoother automaton so that it prioritizes cures over EVERYTHIG ELSE if a Damage Gauge is equipped and a light maneuver is present. Currently, it prioritizes removing enfeebling effects no matter what, ignoring every possible attachment and maneuver combination.

TimeMage
08-11-2011, 11:22 PM
Puppetmaster proposal:

- Change the AI of Spiritreaver automaton so that it doesn't use Aspir, Aspir II, and Drain at the current default levels of 75% MP or HP. Instead, make the default threshold 25% MP/HP, and increase it to 40%/60%/80% depending on the number of dark maneuvers present.

TimeMage
08-11-2011, 11:26 PM
Warrior proposal:

- New JA "Weapon Mastery": Increases the proficiency of any weapon a WAR can equip from its default proficiency level to a maximum of A-. The increase is one level, so for example a C+ weapon would get a boost to B+, a D weapon would be boosted to C, but a B+ weapon would only go to A-, and a A- or A+ weapon would remain unchanged.

As a tradeoff, all the defensive skills (shield parrying and evasion, basically) fall to D for the durtation of the effect.

Duration: 5 minutes, recast 10 minutes.

Panthera
08-11-2011, 11:47 PM
Warrior proposal:

- New JA "Weapon Mastery": Increases the proficiency of any weapon a WAR can equip from its default proficiency level to a maximum of A-. The increase is one level, so for example a C+ weapon would get a boost to B+, a D weapon would be boosted to C, but a B+ weapon would only go to A-, and a A- or A+ weapon would remain unchanged.

Duration: 5 minutes, recast 10 minutes.

Sounds nice, but there's no trade-off. For this to work, its defensive skills need to flat-line.

Seha
08-11-2011, 11:48 PM
I'd give a higher delay as trade-off.

Mizuharu
08-12-2011, 02:20 AM
Upon SE's. They specifically said that they viewed Bahamut as an almighty force that is too strong to be commanded by a summoner, and that they had no plans to implement him as an avatar. This was soon after the Bahamut V1 fight came out. They also said, as someone else mentioned, that bahamut is too large, and to shrink him down in size for player use would make him seem weaker.

Odin is the lord and ruler of the underworld last time I checked. (Or basically the equivalent of it.) Shouldn't he be too strong for SMNs to command? Or at least we have to sell our souls for it. >.>

TimeMage
08-12-2011, 03:23 AM
Sounds nice, but there's no trade-off. For this to work, its defensive skills need to flat-line.

Um, I was making this in the line of Restraint, only benefit but can only be active half the time. In fact, it has the same duration and recast. but sure, if you want, I'll add the lowering defensive skills, it's as useless Defender's Defense increase.

Selzak
08-12-2011, 03:41 AM
Um, I was making this in the line of Restraint, only benefit but can only be active half the time. In fact, it has the same duration and recast. but sure, if you want, I'll add the lowering defensive skills, it's as useless Defender's Defense increase.
Restraint has a negative effect.

Edit: Nevermind, it used to.

Panthera
08-12-2011, 03:55 AM
Um, I was making this in the line of Restraint, only benefit but can only be active half the time. In fact, it has the same duration and recast. but sure, if you want, I'll add the lowering defensive skills, it's as useless Defender's Defense increase.

Here's Warrior's combat skill ratings:

Skill Skill
Great Axe A+
Axe A-
Great Sword B+
Scythe B+
Staff B
Sword B
Polearm B-
Club B-
Dagger B-
Hand-to-Hand D
Archery D
Marksmanship D
Throwing D
Shield C+
Evasion C
Parrying C-

Did you intend to give it the ranged skills as well?

Also consider Warrior's "D" rating in Hand-to-Hand... would that move up one grade, or all the way to "A" ?

I wouldn't sell short having no defensive skills to fall back on! Ninjas and other jobs owe much to their defensive skills.

Ophannus
08-12-2011, 04:14 AM
Always thought WAR should have the equivalent of Light Arts/Dark Arts but for Combat and Defensive skills. Maybe Defender can bump parrying/shield/guard/evasion to A- but lower combat skills to D and Aggressor can bump all weapon skills to A- but lower all defensive skills to D.

TimeMage
08-12-2011, 06:05 AM
Here's Warrior's combat skill ratings:

Skill Skill
Great Axe A+
Axe A-
Great Sword B+
Scythe B+
Staff B
Sword B
Polearm B-
Club B-
Dagger B-
Hand-to-Hand D
Archery D
Marksmanship D
Throwing D
Shield C+
Evasion C
Parrying C-

Did you intend to give it the ranged skills as well?

Also consider Warrior's "D" rating in Hand-to-Hand... would that move up one grade, or all the way to "A" ?

I wouldn't sell short having no defensive skills to fall back on! Ninjas and other jobs owe much to their defensive skills.

According to my idea, all would go up one tier, stopping at A-, and the defensive ratings would fall to D. So the list would look like this, after JA use:

Great Axe A+
Axe A-
Great Sword A-
Scythe A-
Staff A-
Sword A-
Polearm A-
Club A-
Dagger A-
Hand-to-Hand C
Archery C
Marksmanship C
Throwing C
Shield D
Evasion D
Parrying D



Regarding defensive skills, they're only useful when high enough, and some aren't even useful capped at max skill (see: guard). WAR native defensive skills are low enough and not used enough to be completely irrelevant.

Panthera
08-12-2011, 06:33 AM
Ya know this Warrior idea isn't without precedent. Scholar can change its skills depending on context, so why not war?

in fact...
Why not give Warrior a Defensive Stance? That lowers offensive skills and raises defensive skills?

Guardian Mastery: Increases Parrying, Evasion, and Shield Skills. Lowers Offensive Skills.

Warrior does get Defender, Provoke, Defense Bonus I & II and Shield Mastery. It is meant to be a decent tank. All I'm saying is Samurai gets a defensive stance, too.


Regarding defensive skills, they're only useful when high enough, and some aren't even useful capped at max skill (see: guard). WAR native defensive skills are low enough and not used enough to be completely irrelevant.

From everything else you said in that sentance, I think you meant not completely relevant?

TimeMage
08-12-2011, 06:40 AM
From everything else you said in that sentance, I think you meant not completely relevant?

I really mean it: Irrelevant. Shield skill means using an axe or sword and not meleeing, so it's trash. WAR also can't equip the good shields. Evasion will be floored at C and D skill against any relevant mob: you'll only evade 5% of the hits in either case. The same can be said about parrying, you'll parry the nase rate and no more. So basically, lowering the defensive skills to D, or E if you want, has no consequences at all. It's just one of those pretty "hey, I have a weakness" things some abilities have that are irrelevant. Like WAR's Aggressor lowering eva (relevant if you use /WAR as an evasive job, sure, but not for main WAR).

Catsby
08-12-2011, 06:51 AM
Update Assault, Salvage, Campaign and other events from ToAU+WotG to be challenging and rewarding again(hint; extra faucets for alexandrite). Rework the level caps for those events too so different levels offer different challenges and different rewards.

Leonlionheart
08-12-2011, 07:24 AM
The warrior idea is copy-pasta'd pretty much from a Kingfury thread in the Warrior forums, where it was essentially shot down.

Seriously, bad idea is bad.

atlanray
08-12-2011, 08:37 AM
White Mage Proposal:

Give us a scroll of Protectra V and Shellra V along with changing the group 2 merits to protectra a shellra potency.

Laphine
08-12-2011, 08:38 AM
Please allow The five newer jobs to use the original relics.

The newer five jobs have mythics and empyreans. What's the big deal?
Game balance?
On dnc getting mandau example. Attack is the only edge thf has over dnc now. Give dnc a mandau and you basically cut over half the potential difference. As a THF i don't like this balance change one bit, and i bet the THF passionist community would rage/quit right there and then.

On the theory why dnc didn't get mandau we could say it was because dnc could not wear any dagger whatsoever. That was true until auric dagger was place in. Dnc always used mostly knives (high delay stuff). Auric dagger itself is a contradiction anyway. A dagger with high delay.

Modoru
08-12-2011, 09:27 AM
and some aren't even useful capped at max skill (see: guard).

I'm pretty sure if Genome still played, he'd give you an earful. >:C Guard at max can be very useful. Just because nearly no monk has it, doesn't mean it's not good.

Mizuharu
08-12-2011, 09:28 AM
Puppetmaster Proposal

A Puppetmaster at level 74 has 251 Hand-to-Hand combat skill. The quest for Asuran Fists is skill level of 250. Puppetmaster has no Weapon Skill Notorious Monster weapon skills.

I propose that they get at least this one. :<

-EDIT- (because I think it's called for before people reply... (coughwikigalkacough)
I'm well aware PUP would have NO NEED for this beyond Blue Procs. I'm well aware that Stringing Pummel CAN BE THREE MANED. I'm also aware that there are OTHER things PUP needs more. HOWEVER!

Check the PUP job manifesto topic. Camate already said that they will be fixing up the AI system to make cures first. They're tweaking other parts as well.

ALSO! If you check the RDM job manifesto topic, Camate said that they will be revamping Weapon Skill access for jobs. I'm praying that PUP gets tossed onto Asuran Fists, but I'm still going to post this atm since no one else has mentioned it.

Leonlionheart
08-12-2011, 10:29 AM
I'm pretty sure if Genome still played, he'd give you an earful. >:C Guard at max can be very useful. Just because nearly no monk has it, doesn't mean it's not good.

Guard at cap is the same as Guard at 1, or so I've been told. Where is proof otherwise?

Modoru
08-12-2011, 11:30 AM
Guard at cap is the same as Guard at 1, or so I've been told. Where is proof otherwise?

Well, what exactly do you mean by "is the same"?

Proc rate is much higher at cap -- unless that was changed and Genome's info is dated -- but by 75 cap, with guard capped, you could have guard proc many times in a row, or maybe quite a few times per fight -- sometimes guarding multiple-hit TP attacks could completely null out damage sometimes, reading as a "miss".

Or at least, that's what little I remember -- would have to go to his blog and read it for yourself.

Byrth
08-12-2011, 11:34 AM
Genome's "tests" were far from scientific. Dude was, to put it bluntly, full of shit.

Modoru
08-12-2011, 11:35 AM
That so? How come?

...Just send me a message on FFXIAH or something, don't wanna clutter this thread any more with irrelevant posts. :C

Leonlionheart
08-12-2011, 11:36 AM
Genome's "tests" were far from scientific. Dude was, to put it bluntly, full of shit.

This is what I took from everything ever said about him.

5% chance to guard at 1, 5% chance to guard at 300

Modoru
08-12-2011, 12:01 PM
Well darn, I don't know then. It seems that you can sometimes surpass that 5%, granted from some guards I've witnessed, but I'm not a dedicated Monk; I can't truly place an argument saying either/or.

Byrth
08-12-2011, 12:52 PM
In order to parse guard reliably, you have to be fighting something that hits you for significant damage and do the analysis yourself. Then you have to pull out your Counter rate, evasion rate, account for them, etc., and get a significant sample size. You're not talking about 200 hits, you're talking about thousands of hits after removing the counter and evasion. Probably on the order of 3 hours tanking something with a known level that hits you for a hundred damage per swing. I just don't think he did it.

I'd believe that capped Guard procs about 10~15% of the time on a 90 MNK fighting an EM monster. It probably caps out at 20% like Parrying rate. Against a high VT/IT monster, it's probably 5% like someone with 0 Guard skill just like Parrying. For reference, a level 90 BLM/RDM with level 1 Parrying skill has the same Parrying rate as my level 90 DNC/NIN with capped Parrying skill against an IT monster.

Suirieko
08-12-2011, 01:34 PM
Please allow The five newer jobs to use the original relics.

Game balance?
On dnc getting mandau example. Attack is the only edge thf has over dnc now. Give dnc a mandau and you basically cut over half the potential difference. As a THF i don't like this balance change one bit, and i bet the THF passionist community would rage/quit right there and then.

On the theory why dnc didn't get mandau we could say it was because dnc could not wear any dagger whatsoever. That was true until auric dagger was place in. Dnc always used mostly knives (high delay stuff). Auric dagger itself is a contradiction anyway. A dagger with high delay.

Twashtar throws that out of the window. Dancer and THF can use Twashtar which has the same delay base. THF has always been my main job and I've been working on Mandau for a while, and am now almost done with the fourth stage, and moving into the final stage soon. I really don't see how this would bother me as a THF seeing DNC getting Mandau.

Personally, I still believe that THF still have a lot of advantage over DNC. They still have Sneak and Trick attack which still does heavy Damage. Twashtar seems to benefit THF more so than DNC (Rudra's Storm is done very well if stacked by SATA).

Eric
08-12-2011, 02:21 PM
I don't know about you guys, but I was expecting a compilation of threads, rather than a thread jam-packed with adjustment requests. The specific job forums are already full of adjustment request threads and their respective debates. I feel that posting all of our ideas here is only going to result in a gigantic convoluted mess with a lot of arguing.

A suggestion I have for managing this thread is that along with each request (or group of requests if they're for specific jobs), a link to a thread on it's respective job forum should be given. That way it would be easier to see the general consensus among the people discussing the issue at hand, and it would prevent this thread from becoming too packed with comments and debates.

Other than that, I just want to say that I really like the idea the OP had when making this. The best way to get the developers to read our input is to make it easier for them to find!

Alhanelem
08-12-2011, 03:40 PM
The best way to make stuff easier to find is to use (and not abuse) the tag system.

They didn't specifically assign certain numbered tags for various topics for no reason, you know. The whole purpose of the tags is so different people who post different things on a similar theme in different places can still have their input found in a snap.

Elidani
08-12-2011, 05:40 PM
Odin is the lord and ruler of the underworld last time I checked. (Or basically the equivalent of it.) Shouldn't he be too strong for SMNs to command? Or at least we have to sell our souls for it. >.>




...So you heard of the new transfer, huh? Sorry, I know that was off topic but couldn't resist the temptation.

To the OP: This post was a really good idea there have been some valid points along the way, but the initial thought and effort should still be recognized for what it is. Please feel free to share other ideas, I enjoy reading the threads *most days* even if I don't comment too often.

To several other responders: You all have some pretty interesting ideas. I hope the devs truly look at this thread and at least get inspired to do amazing stuff to the game, even if it is not the exact things that we all hope will happen.

Tashan
08-12-2011, 06:32 PM
Blue Mage

Blue Magic Attack Food

It took us 4 years for someone in the Blue Mage community to find out what the value of Blue Magic Attack was. In April 2010, Doctorugh finally came to the following:


Blue Magic Attack = (8 + Blue Magic Skill + STR/2)

What was discovered the Blue Magic Attack works similarly to one-handed attack. Unfortuunantly this also means (unlike one-handed attack) that our Blue Magic Attack value is fairly low and we have no means or method towards increasing it other than +STR.

I'd like to see Blue Magic Attack food/buffs put into place. If this is done, please let us know the exact effect of the buff also. Without an in-game value which displays Blue Magic Attack a lot of guess work/trial and error has to be done to calculate the increase. That can take a very long time.

Economizer
08-12-2011, 07:33 PM
Scholar -> Mjollinr AND/OR Claustrum

I know the fake Relic, for whatever retarded reason has the letters SCH on it but there is absolutely no reason for White Mage to lose what little unique traits it has left. Scholar already can do AOE cures, debuff removal, Reraise, even Raise II. With the shear amount of outcry it looks like it will even get Cure V. I don't think it is unreasonable to demand that Scholars back off on at least one thing that is White Mage's, since they seem to have gotten everything else, while getting a solid amount of Black Mage and Red Mage things too.

Should Scholar get Claustrum? Definitely, no question about it.

Mizuharu
08-12-2011, 07:34 PM
...So you heard of the new transfer, huh? Sorry, I know that was off topic but couldn't resist the temptation.


... Transfer?

Suirieko
08-12-2011, 07:43 PM
I know the fake Relic, for whatever retarded reason has the letters SCH on it but there is absolutely no reason for White Mage to lose what little unique traits it has left. Scholar already can do AOE cures, debuff removal, Reraise, even Raise II. With the shear amount of outcry it looks like it will even get Cure V. I don't think it is unreasonable to demand that Scholars back off on at least one thing that is White Mage's, since they seem to have gotten everything else, while getting a solid amount of Black Mage and Red Mage things too.

Should Scholar get Claustrum? Definitely, no question about it.

Personally I agree with this. I meant to put it the other wise (Claustrum and/or Mjollinr) cause for some reason beyond me, SCH gets club fake relic but not staff.

Economizer
08-12-2011, 07:58 PM
I don't know what SE was thinking when they added SCH to the fake relic. It isn't like Scholar is on any other club of note, their melee base relies on Staff (and since SCH is a nuking job, and not a meleeing one, they have to sub or quest anything beyond the bare essential Spirit Taker).

LCCarbuncle
08-12-2011, 09:19 PM
Ok, I can see that there are a lot of legit ideas here. But, I see there are alot that will ruin this game. I love the challenge that is involved with playing Final Fantasy, its exciting knowing that you have to take your time to perfect a job so that you can take on some of Vanadiel's toughest mobs. Now with that being said I have thought of a few things to improve the quaility of the game and will post them seperately. Nice to meet you guys... have fun out there.

LCCarbuncle
08-12-2011, 09:32 PM
Ground of Valor - Why not implement an experience boost just as in abyssea that reacts in the same manner, the longer your in the zone the more exp you get from that mob, or mobs until it reaches its cap at whatever that might be.

Vivik
08-12-2011, 09:46 PM
Alanananananana the thiefwiki mod, please refrain from attempting to derail this topic any further. If we wanted an opinion from someone who thought they represented SE we'd ask for an actual DEV, not someone who thinks he is one because his site used to provide relevant information when it could be gleaned from outside sources and not cited.

Exactly. Sounds like he has an ego problem and he can't stand when he does not have control.

Alhanelem, please stop acting like such a huge cry baby and go ninja edit your gamerescape.

Malacite
08-13-2011, 12:28 AM
Paladin

Revisions to Defense Bonus Traits & Sentinel:

Increase Sentinel duration to 3 minutes, and adjust damage mitigation to drop off accordingly. Defense Bonus Traits should be changed to damage reduction in increments of 5% each to both physical and magical damage taken up to a maximum of 20~25%. This would give PLD far greater freedom to equipment more haste/fast cast/offensive gear in general to help deal damage and hold hate.

If PLD is truly meant to be absorb damage and blood tank, then let's get serious about giving it the proper tools to do so already.

Selzak
08-13-2011, 04:12 AM
Blue Mage

Blue Magic Attack Food

It took us 4 years for someone in the Blue Mage community to find out what the value of Blue Magic Attack was. In April 2010, Doctorugh finally came to the following:


What was discovered the Blue Magic Attack works similarly to one-handed attack. Unfortuunantly this also means (unlike one-handed attack) that our Blue Magic Attack value is fairly low and we have no means or method towards increasing it other than +STR.

I'd like to see Blue Magic Attack food/buffs put into place. If this is done, please let us know the exact effect of the buff also. Without an in-game value which displays Blue Magic Attack a lot of guess work/trial and error has to be done to calculate the increase. That can take a very long time.
Just wanting to say that I support this. (And bringing over to the next page)

Would be cool to have a food that increases the effects of Blue Magic like Blue Magic Skill does (longer Stun on Head Butt, etc), if nothing else.

Sephyder
08-13-2011, 04:19 AM
Blue Mage


For Blue Mages the possiblity of obtaining weapons Lvs 50/55-70/75 either through AH (which are just not in) or the material to make said weapon in AH( which most likely is not there either) is becoming more and more improbable. And said materials to craft it (the weapon or the material to make the weapon) require skill levels as high as 73-90) which is hard to find a trustworthy craftsman to make for you without failing.

And before anyone says quest the R/Ex swords. Finding the right people/jobs for the BCNM, Good luck with that thanks to Aby. Or fighting a NM that is 15-30 levels higher than you, yeah have fun with that one too. Most people are forced to solo content, even with a Linkshell getting someone willing to help isnt usually the problem its getting enough people to help that have the correct job/s


Here is what I propose:

More sword choices 50-75. Even if they are R/Ex from vendor in Whitegate/Al Zhabi/Nashmau. Possibly even a small quest that can be done in like an hour, or fighting a NM that is the same level as the weapon requires.

Panthera
08-13-2011, 05:44 AM
Blue Mage

Blue Magic Attack Food



Likes this, also...

Magic Attack Bonus Food.

They could be the same thing, too. Or different, more stuff to craft!

Panthera
08-13-2011, 05:45 AM
Magic Accuracy Food

So many jobs gonna eat this, gonna sell like hot cakes.

Selzak
08-13-2011, 09:57 AM
Here's a general idea that I know I can't be the first to propose:

NPC storage of empyrean armor upgrade seals.

That would free up so much space for me...and take away the pain of throwing them away without knowing whether or not I might level the job some day. It's nice that we can transfer them across mules, but it'd be a lot nicer to store them with an NPC so we can view them without logging out and checking our mule(s).




Would also like to use this well-placed post to reference the M.Att Food (http://forum.square-enix.com/ffxi/threads/12574-The-Big-Book-of-Adjustment-Requests?p=168211&viewfull=1#post168211) and M.Acc Food (http://forum.square-enix.com/ffxi/threads/12574-The-Big-Book-of-Adjustment-Requests?p=168211&viewfull=1#post168211) ideas. Click and vote if you agree with them!

Also, I would recommend other people refer back to ideas they like if they feel like those ideas did not get enough spotlight. Although, there may need to be a rule about linking your own ideas in a later post. Guess we'll just wait and see.


One last thing:


Warrior proposal:

- New JA "Weapon Mastery": Increases the proficiency of any weapon a WAR can equip from its default proficiency level to a maximum of A-. The increase is one level, so for example a C+ weapon would get a boost to B+, a D weapon would be boosted to C, but a B+ weapon would only go to A-, and a A- or A+ weapon would remain unchanged.

As a tradeoff, all the defensive skills (shield parrying and evasion, basically) fall to D for the durtation of the effect.

Duration: 5 minutes, recast 10 minutes.
A lot of people weren't on board with this idea because of its implications on game balance. (Myself included- sorry to single you out TimeMage; I voted for your PUP proposal.) Don't forget that you have the option (at any time) to create a formal Petition Post quoting that idea and labeling it as a petition. So if that particular idea was to get 7 votes, but your petition had more, it would not make the OP until it surpassed the petition in votes.

Frost
08-13-2011, 10:50 AM
Corsair: More Quickdraw Charges.

Dark Knight: A "Trick Attack" like ability used with an absorb spell and Drain/Aspir that shares the benefit of the spell with the person between you and the monster.

Paladin & Red Mage: a higher tier Cure spell similar to Cure V, that has different enmity properties, like a "Heal" or "Restore" instead of "Cure".

Red Mage: an ability that allows you to cast your next spell directly out of your HP pool, instead of your MP pool.

Puppetmaster: "Broadcast Antennae" Could be a Headless/Armless Frame, that instead of being a pet, its functionality gives the benefits of the attachments/maneuvers to players within range. Like a portable "Aura Machine".

Selzak
08-13-2011, 01:09 PM
Corsair: More Quickdraw Charges.

Dark Knight: A "Trick Attack" like ability used with an absorb spell and Drain/Aspir that shares the benefit of the spell with the person between you and the monster.

Paladin & Red Mage: a higher tier Cure spell similar to Cure V, that has different enmity properties, like a "Heal" or "Restore" instead of "Cure".

Red Mage: an ability that allows you to cast your next spell directly out of your HP pool, instead of your MP pool.

Puppetmaster: "Broadcast Antennae" Could be a Headless/Armless Frame, that instead of being a pet, its functionality gives the benefits of the attachments/maneuvers to players within range. Like a portable "Aura Machine".
This is one that should have definitely been separated since they're all very different ideas, but I really like all of them so you got my vote.

Only part I question is RDM getting that same HP restoration spell along with PLD. RDM needs bigger cures but I think that should just be done traditionally.

Selzak
08-13-2011, 01:20 PM
Here's one for Paladin:

An instant cast spell (the effect/usage of this is very similar to Stun) that can only be cast on self and annuls damage from the next attack. Instant cast, moderate recast (whatever fits in with balance). If well-timed, the PLD could potentially eat big TP moves or maybe even spells if this were to apply to magic.

Ninja tanks can annul damage, essentially. This would allow Paladin to function in some of the situations that require shadows without sacrificing its subjob. So instead of a party full of melee/nin, you might see a normal party with one PLD who knows what he's doing and might be able to avoid getting hit by a particularly nasty special move. Again, this would be used by a PLD with hate very much like another job might use Stun. In fact, I think its recast and casting time could even be exactly the same.

Leonlionheart
08-13-2011, 05:37 PM
Here's one for Paladin:

An instant cast spell (the effect/usage of this is very similar to Stun) that can only be cast on self and annuls damage from the next attack. Instant cast, moderate recast (whatever fits in with balance). If well-timed, the PLD could potentially eat big TP moves or maybe even spells if this were to apply to magic.

Ninja tanks can annul damage, essentially. This would allow Paladin to function in some of the situations that require shadows without sacrificing its subjob. So instead of a party full of melee/nin, you might see a normal party with one PLD who knows what he's doing and might be able to avoid getting hit by a particularly nasty special move. Again, this would be used by a PLD with hate very much like another job might use Stun. In fact, I think its recast and casting time could even be exactly the same.

Inb4 doesn't work with accession, though it's basically just a 100% shadow.

Really like the idea though. (Personally, I feel it would bring a use to PLD/SCH, working something like Alexander's Perfect Defense when up against moves like Fulmination, or Meteor. Accession then this spell to null those attacks sounds very very interesting for zerg fights. Furthermore it could be a huge enmity tool. Not to mention the other uses of /SCH, like half recast Flashes, better MP pool usage, etc.)

Leonlionheart
08-13-2011, 05:40 PM
Corsair: More Quickdraw Charges.

Dark Knight: A "Trick Attack" like ability used with an absorb spell and Drain/Aspir that shares the benefit of the spell with the person between you and the monster.

Paladin & Red Mage: a higher tier Cure spell similar to Cure V, that has different enmity properties, like a "Heal" or "Restore" instead of "Cure".

Red Mage: an ability that allows you to cast your next spell directly out of your HP pool, instead of your MP pool.

Puppetmaster: "Broadcast Antennae" Could be a Headless/Armless Frame, that instead of being a pet, its functionality gives the benefits of the attachments/maneuvers to players within range. Like a portable "Aura Machine".

About this, I wish they were seperated so I could like the DRK, PLD, and RDM (though I think RDM should just get Cure V, even if potency or enmity properties are reduced) ones. I really don't like the PUP one (would basically just be like avatar's favor), though I really really like the DRK one.

Tashan
08-13-2011, 10:10 PM
Thanks for the support on my Blue Magic Attack Food/Buff idea


Likes this, also...

Magic Attack Bonus Food.

They could be the same thing, too. Or different, more stuff to craft!

I want to take this idea one step further. Instead of MAB or MACC food, I think it would be great (and arguably balanced) to create Magic Affinity Food.

Magic Affinity Food

For those who don't know Magic Affinity is a unique hidden effect which is currently granted only through Elemental Staves and Trial of the Magian weapons. It boosts your stats towards a certain element whilst decreasing your stats to the opposing element.

e.g. Fire Affinity +1 = Fire Element Magic Damage +10%, Fire Element Magic Accuracy +20, Fire Perpetuation Cost -2
= Ice Element Magic Damage -10%, Ice Element Magic Accuracy -20, Ice Perpetuation Cost +2


The reason I recommend Affinty food rather than MAB/MACC food is because player characters are now so powerful that they're at the point where +?? MACC/+?? MAB bonus' will not have as much of a beneficial effect as they would at lower levels.

It's a similar approach to Melee Attack and Melee Accuracy food. At lower levels, eating +?? food is needed. At higher levels eating +??% food is needed.

This is why items such as Shamshir+2 INT+9 MAB+10 are considered "worthless". Getting that kind of boost, even dual-wielding them, at such a high level isn't as good as a percentage increase.

TimeMage
08-14-2011, 12:54 AM
A lot of people weren't on board with this idea because of its implications on game balance. (Myself included- sorry to single you out TimeMage; I voted for your PUP proposal.) Don't forget that you have the option (at any time) to create a formal Petition Post quoting that idea and labeling it as a petition. So if that particular idea was to get 7 votes, but your petition had more, it would not make the OP until it surpassed the petition in votes.

It's fine by me, not all concepts have to be really popular. I read this concept (or something very similar) either here or in alla and liked the reasoning behind it: Instead of only using GAxe and change our damage type with the theoretical new JA they mentioned, it'd be better if we could, half of the time, use any of the weapons WAR has available to adapt to the situation/mob. So, seeing that no one proposed it, I did it.

Selzak
08-14-2011, 01:09 AM
It's fine by me, not all concepts have to be really popular. I read this concept (or something very similar) either here or in alla and liked the reasoning behind it: Instead of only using GAxe and change our damage type with the theoretical new JA they mentioned, it'd be better if we could, half of the time, use any of the weapons WAR has available to adapt to the situation/mob. So, seeing that no one proposed it, I did it.
Nothing at all wrong with the proposal, I just wanted to remind people about the petition thing. Thanks for contributing so much!

Panthera
08-14-2011, 03:48 AM
Thanks for the support on my Blue Magic Attack Food/Buff idea



I want to take this idea one step further. Instead of MAB or MACC food, I think it would be great (and arguably balanced) to create Magic Affinity Food.

Magic Affinity Food


I am officially putting my thumb down on you on this one there, Rebecca...

Magic Affinity food is too specialized. Black Mages sometimes need to swap elements, or use the highest tier spell regardless of element.

Which is why you need to "like" my magic accuracy food idea :p

Panthera
08-14-2011, 04:07 AM
Automaton's Aura

This is a series of Attachments, each with different Auras. The Aura would be in effect so long as a matching maneuver is up; A fire-based Aura would have to have a fire-based maneuver up. The strength of the aura is based upon how many maneuvers are up.


A Dark Attachment could have an AOE refresh effect, an Ice Attachment could have Magic Attack Bonus, a Fire Attachment could have Attack, etc. The main idea to be ratified by players is whether Automatons should get Auras or not. The examples above could change in actual implementation.


This idea is based on the "Broadcast Antenna," except... no headless Automatons wandering around all over the place? I'd like to keep my pup's head affects the Automaton's A.I. and behavior, and what kind of additional attachments it allows you to equip.

Seha
08-14-2011, 04:48 AM
Who needs macc food...gimme mab!

Economizer
08-14-2011, 10:03 AM
We need mage food in general. At 75 cap +7 INT, or +10 MND, up to 95 MP, or -4 enmity might have been a big boost at 75 but... actually who am I kidding here? They weren't even at 75 cap. Other jobs get food that gives them a straight 17% to accuracy (for the best), or up to 160 Defense, or up to 150 Attack, or Store TP +6, among other stats.

At lower levels mage food definitely provides a huge boost (+50 MP at level 1 anyone?) but at higher levels, food hardly makes an impact on anything but your wallet, if you choose to use it. Part of the problem is that melee stats like Store TP, or Accuracy, scale up in effectiveness with level whereas stats like MP+50 become less noticeable.

Against my better judgement (not eating is the ultimate budget move) I suggest that this is changed. New recipes that affect magic in a way that scales up, or are more effective at higher levels should be implemented.

A few suggestions, X and Y being variables subject to balance and NQ/HQ:

Magic Attack Bonus +X%
(A straight number would become less effective at higher levels, or be too powerful at lower levels. Thus, a percentage, based on user's MAB.)
Magic Accuracy +X%
(Could either be the same deal as the MAB food, or a straight percentage to land boost.)
Magic Damage Affinity Y Element +1
(For specific elements, this would have to be on short duration foods, like the 3/5 minute 99 stacking cookies.)
Perpetuation Cost -X on Y Element
(Same as above, short duration foods. For summoners.)
Breath +X%
(For Blue Mages, and the occasional Dragoon.)
Magic Damage +X%
(Instead of Magic Damage Affinity. Would go wonderfully on food with Magic Accuracy +X%. More expensive then specific elemental accuracy foods.)
Buff Duration +X%
(For Enhancing Magic, and other buffs. Ideally on Magic Accuracy or Cure Potency food.)
Cure Potency +X%
(Ideally ignores the gear potency cap so there is actually a food targeted towards curing with.)
Occult Acumen +X%
(Not a large boost obviously, but another side stat that could be slapped on foods)
Conserve MP +X
(Another side stat.)
Blood Boon +X
(Same but for Summoner.)

I could go on, but I keep thinking of suggestions, and I don't want some controversial suggestion make people not vote for the overall topic because they don't understand that they are just suggestions of how it could possibly be done. In fact, I didn't include straight Magic Affinity because this includes a straight bonus to accuracy, and I was very reluctant to suggest Magic Damage Affinity +1 because this is a 10% bonus rather then an X variable that Devs could tweak. Perpetration is also a difficult one to balance against lower levels. If food had latent effects dependent on level, this might be one way to balance stats that don't scale well. Balance is hard work.

Ideally all these effects and more would be available, including some mix and match, including with melee stats, like Accuracy and Magic Accuracy (BLU, RDM), Attack, Magic Attack, Breath Damage (BLU, DRG), or Cure Potency, Accuracy, and Defense (PLD), making it so even classes with only a magic subfocus can utilize them (or a mage looking to do a bit of both).

Thus, not only would this finally fill the lack of good food for non-meleeing mage classes, but also, add a new depth of food options for classes that have a mage component, making it more interesting in addition to being more balanced.

Rubicant82
08-14-2011, 01:34 PM
Not Sure if this is the place for this but I have two ideas that I think would be AWESOME to have!

First: Level Sync ---> Alliance Sync target
Over the last few weeks (sense GoV became very popular) I have noticed that while doing GoV in an Alliance it is sometimes difficult to keep each party within the lvl range of the GoV page. It would be helpful for the Alliance leader to be able to designate a sync target for the whole alliance's level to be synced too.

Alliance leader options
1. Able to Add/Remove a member to ANY alliance party
2. Able to move members between parties.

Tashan
08-14-2011, 08:00 PM
I am officially putting my thumb down on you on this one there, Rebecca...

Magic Affinity food is too specialized. Black Mages sometimes need to swap elements, or use the highest tier spell regardless of element.

Completely disagree with you on that.

Using your above example, a Black Mage does not need to be able to cast all spells of a certain element at once.

Evidence to this is shown through the popularity of +Elemental Attack Atmas from Abyssea. While these enhancements only increase the damage for one element, because of their large boost (+1 Elemental Attack:2 MAB) they're used often.

In addition, it also reinforces of the practical use of the Elemental Wheel. If you're going into a fight and know Blizzard 5 is going to be your strongest spell, it's not likely you'll be using Aero 5 often. If Thunder 5 is the spell of choice, you're not likely to be using Water 5 often.

For other jobs, Magic Affinity continues to get more and more specialised. If you're on RDM and your duty is to Stun, you can increase your potency towards Dark Elemental Spells at the cost of Light Element. IIRC the only Light Enfeeble RDM has is Dia and that is unresistable.

For BRD/WHM, you can eat Light Affinity food to boost Repose/Lullaby at the cost of Dark Element. That's fine.

For SMN you may damage dealing with Garuda. Use Wind Affinity food at the cost of a weaker Titan. That's fine.

Economizer
08-14-2011, 08:59 PM
If specific element magic affinity food is an option in any form, it could always be short duration food effects. Three/Five Minute foods exist, but currently don't get a lot of attention. If any effect would be best as a short duration, specific elemental affinity would be it.

Panthera
08-15-2011, 05:36 AM
If specific element magic affinity food is an option in any form, it could always be short duration food effects. Three/Five Minute foods exist, but currently don't get a lot of attention. If any effect would be best as a short duration, specific elemental affinity would be it.

Ok, this could actually work. In addition to Macc, matb foods, etc.

Panthera
08-16-2011, 06:13 AM
NINJA

Jubaku: Ni: Uses the ninja tool, "Jusatsu". Paralyzes an enemy.

Because Ninja already gets Slow II and Blind II via Ninjutsu. Red Mage gets this spell, essentially, so why should this job have it, but not that? I dislike arbitrariness.

Because Ninja gets spell that makes them immune to extremely damaging attacks. What's overpowered about a little more potency for Paralyze?

Because enemy Ninjas of level 61 can cast it, and we'll be 99 before you know it, and we still don't have it...

Olor
08-16-2011, 08:15 AM
BEASTMASTER

Ability/Trait Name: BST Party Buff talked about in job roadmap.

-The suggested new ability which would summon a pet to do a party buff should NOT use the call beast timer.

If this party buff uses the call beast timer either it will not be worth using at all ever, or it will mean all bst are there for is to use a buff once every 5 minutes.

Olor
08-16-2011, 08:33 AM
BEASTMASTER

Ability/Trait Name: Familiar adjustments

-It would be great if familiar called a beast to fight for us without a jug.
-Pet would only last the duration of familiar so it wouldn't eliminate the need for jug pets altogether
-two hour boxes in abyssea would "make up for" no charms in abyssea
-It would be awesome if there were quests you could do to change your familiar from the standard familiar (maybe a monkey could be standard, since it is the pet used by AF quest BST) to something else - this could open up some more epic pets like drakes and morbol (used by campaign npcs!)
-if having individual familiars would be too hard/complicated - could possible call a random familiar like Maat does for example, as long as whatever you call is near your level

Chilloa
08-16-2011, 10:50 AM
BEASTMASTER

Ability/Trait Name: Familiar adjustments

-It would be great if familiar called a beast to fight for us without a jug.
-Pet would only last the duration of familiar so it wouldn't eliminate the need for jug pets altogether
-two hour boxes in abyssea would "make up for" no charms in abyssea
-It would be awesome if there were quests you could do to change your familiar from the standard familiar (maybe a monkey could be standard, since it is the pet used by AF quest BST) to something else - this could open up some more epic pets like drakes and morbol (used by campaign npcs!)
-if having individual familiars would be too hard/complicated - could possible call a random familiar like Maat does for example, as long as whatever you call is near your level

To add on to that, I think it would be interesting if Familiar could be used as a higher level Charm. Instead of just calling a random familiar, it could be used on a mob (especially in Abyssea) and making a familiar pet of the mob you used it on. This way we could have access to mobs we could never Charm. (Beastmen, Morbol, Goobbue, etc.) Although in doing this they would probably have to reduce the duration of Familiar and it wouldn't work on Notorious Monsters. So no Amphiteres or Avatars for us.

Caliburn
08-16-2011, 01:35 PM
Battle Adjust.

Auto-Reraise with Sigil
Finding NPC's in campaign or dying due to AoE is frustrating as hell. Have a Sigil Reraise option for a decent amount of Allied Notes.


EDIT: Other suggestions split into separate posts.

Panthera
08-16-2011, 02:09 PM
"Brilliant Ideas"

You have a lot of good ideas, and I agree with all of them.

Next time post them separately!

Karbuncle
08-16-2011, 02:13 PM
BEASTMASTER

Ability/Trait Name: Familiar adjustments

-It would be great if familiar called a beast to fight for us without a jug.
-Pet would only last the duration of familiar so it wouldn't eliminate the need for jug pets altogether
-two hour boxes in abyssea would "make up for" no charms in abyssea
-It would be awesome if there were quests you could do to change your familiar from the standard familiar (maybe a monkey could be standard, since it is the pet used by AF quest BST) to something else - this could open up some more epic pets like drakes and morbol (used by campaign npcs!)
-if having individual familiars would be too hard/complicated - could possible call a random familiar like Maat does for example, as long as whatever you call is near your level

Hi, You might enjoy this: http://forum.square-enix.com/ffxi/threads/4500-Personal-Beast-Pet!-%28Give-it-a-Read!-You-might-like-it%29

Economizer
08-16-2011, 07:05 PM
Ok, this could actually work. In addition to Macc, matb foods, etc.

Did anyone actually read my entire post? D:

Actually my post (http://forum.square-enix.com/ffxi/threads/12574-The-Big-Book-of-Adjustment-Requests?p=168929&viewfull=1#post168929) just needs one more vote to go up on the big bored of ideas. Anyone? Anyone? At least read it and tell me what you think is wrong if you don't like it.

Buffy
08-16-2011, 11:49 PM
Feel free to have a creative thought and contribute, if not, get out.

Why? There hasn't been a creative thought on this forum since it opened.

Caliburn
08-17-2011, 12:16 AM
Battle Adjust.

Simultaneous Union registration for Campaign (I know I've seen this in the past, there is no reason not to have this. Utterly annoying to have to open up dialogue again in the middle of beastmen attacking the fort.)

Caliburn
08-17-2011, 12:17 AM
General Adjust.

Repatriation Cost
Lower this cost for both Fields and Grounds Tomes. No reason to have it at 50 when warp/retrace scrolls cost so little. Let us keep hard earned points.

Caliburn
08-17-2011, 12:18 AM
General Adjust.

24 hour item/equipment timers
Reduce these to 18 hour timers, at least then you can use it once a day. There is no reason if you use a Tav ring. at midnight you have to wait 2 days to use it again (if you don't usually stay up late). Let us enjoy our rewards!

Caliburn
08-17-2011, 12:19 AM
General Adjust.

Sigil Staff
Make a staff just like Signet staff's. Old Sigil 'enhancements' can stay active if you used staff before Sigil wears, New Sigil will just give basic Sigil without any buffs.

Olor
08-17-2011, 04:13 AM
Hi, You might enjoy this: http://forum.square-enix.com/ffxi/threads/4500-Personal-Beast-Pet!-%28Give-it-a-Read!-You-might-like-it%29

You're right, I do like it!

Panthera
08-17-2011, 04:17 AM
Did anyone actually read my entire post? D:

Actually my post (http://forum.square-enix.com/ffxi/threads/12574-The-Big-Book-of-Adjustment-Requests?p=168929&viewfull=1#post168929) just needs one more vote to go up on the big bored of ideas. Anyone? Anyone? At least read it and tell me what you think is wrong if you don't like it.

Hey Rebecca, I was one of the ones who actually liked your post. I can't like it any more than I already have.

Panthera
08-17-2011, 04:18 AM
@ Caliburn

<3

Economizer
08-17-2011, 04:21 AM
Hey Rebecca

Who is Rebecca?! D:

Panthera
08-17-2011, 04:22 AM
Who is Rebecca?! D:

You know? That really popular singer?

Phafi
08-17-2011, 06:12 AM
Paladin & Red Mage: a higher tier Cure spell similar to Cure V, that has different enmity properties, like a "Heal" or "Restore" instead of "Cure".


separating this from the rest of the post.

Tarage
08-17-2011, 08:54 AM
I am strongly against the request for Bahamut. This is a red herring. Stop asking for it.

Panthera
08-17-2011, 09:23 AM
:o
I am strongly against the request for Bahamut. This is a red herring. Stop asking for it.
Or you'll do what?:o

Why would anyone not want him? Bahamut is one of the non-silly icons of Final Fantasy. He can be summoned in almost every FF game. Not having Bahamut is like not being able to ride Chocobos or Airships. He's as Final Fantasy as the Crystal Theme. Bahamut deserves more than just a cameo, and we deserve more than just a cameo of Bahamut.

Bahamut Prime can and should be huge, but his Avatars can be smaller. They can make smaller models of things. And as I've said, we have an Avatar with Death-ga, how is Giga-Flare overpowered?

Sparthos
08-17-2011, 09:28 AM
Bahamut had a cameo appearance?

I remember him being one of the primary antagonists of CoP in addition to having two BCNMs.

Selzak
08-17-2011, 11:27 AM
I am strongly against the request for Bahamut. This is a red herring. Stop asking for it.
Bahamut has already been added to the OP, but if you create a formal petition (just indicate what it is and that it should be voted on) that matches the Bahamut posts' votes, it will be removed until it surpasses your petition.

I'm also considering doing something where, if any petition receives 7 or more votes, it's added to the OP with the original proposal to indicate the uncertainty associated with that idea.

Panthera
08-18-2011, 02:21 AM
[QUOTE=Sparthos;171115]Bahamut had a cameo
appearance? I remember him being one of the primary antagonists of CoP in addition
to having two BCNMs.


Spoiler Alert: the following contains story elements from Chains of Promethia and
Grind House: Planet Terror.





Bahamut has already been added to the OP, but if you create a formal petition (just indicate what it is and that it should be voted on) that matches the Bahamut posts' votes, it will be removed until it surpasses your petition.

I'm also considering doing something where, if any petition receives 7 or more votes, it's added to the OP with the original proposal to indicate the uncertainty associated with that idea.

I don't think he's so much against Bahamut as he's against people "asking for what they want." It's been asked for once before and denied, but long timer Summoner fans aren't taking "no" for an answer.

Lakshmana
08-18-2011, 04:20 AM
One of the main things that annoy me (and I guess not only me) is gearing when changing the main job. Having to look through sack, satchel etc. where all items are displayed the same way, looking for the pieces I want to get with me takes quite a bit of time. Solutions like keeping items for a certain job grouped together only alleviate the problem to a certain extent. Not much...

Things would be way better if the items which can be equipped by the current selected job would be displayed in yellow when browsing the safe/storage/locker/sack/satchel.

What is funny is that the mechanics exists for AH and also for the equipment screen (the items you can't use are greyed out in the equipment screen). It sounds easy enough to do and would make gearing when changing jobs way faster.

-Lak

Sparthos
08-18-2011, 04:28 AM

Karbuncle
08-18-2011, 04:32 AM
i believe you need to use [HB]

Sparthos
08-18-2011, 07:22 AM
i believe you need to use [HB]

Silly me, posting major spoilers all willy-nilly.