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Glacont
09-25-2011, 09:01 PM
If at this moment SE opens a 'Group 3' Merit for all jobs, what suggestions do You have to fill-in these slots? I am curious about everyone's stand point on this issue. Keep in mind, You only need the post jobs You favor. If, however, You want to post a full list for All Jobs, feel free. It's all in fun to promote good conversation.


For Myself I perfer the following:

WAR
+Critical Attack Bonus III [Job Trait]
+Blood Rage Recast Time (max merits reduce time to 3 mins)
*On a side note, Blood Rage's duration, in My opinoin, shuold be 1min 30 secs

Samurai
+Sekkanoki Recast Time (max merits reduce time to 3 mins)
+Install Attack Bonus I-III [Job Trait]
These two may boost Samurai's DoT.

DarkKnight
+Critical Attack Bonus II [Job Trait]
+Scarlet Deliriun Recast Time/Duration
+ "Insert name" Refresh/Conserve MP (Each merit upgrades it by 2%) [Job Trait]

I understandd that what is listed above is broken to some extent. I am bias to these jobs.

Runespider
09-25-2011, 09:48 PM
Abyssea type atma merits, massively boost triple attack/crits/refresh etc.

Just make them require mass amounts of merits to gain.

Camiie
09-25-2011, 10:35 PM
I don't have anything specific, but I would like to see them be more "passive" bonuses than for opening up new spells/abilities. I may be flamed to hell for this, but for most jobs I'm pretty well at my limit for abilities already.

If they are very expensive to merit, as Runespider is suggesting, then I hope they will let us store even more merit points or let us /gasp... apply them in the field...

Economizer
09-25-2011, 11:09 PM
Abyssea type atma merits, massively boost triple attack/crits/refresh etc.

Just make them require mass amounts of merits to gain.

I honestly hope triple attack and refresh never happen. Triple attack could overpower 2handed weapons, while screwing up multihitter weapons that hit a bunch per round (since double/triple/quadruple attack takes precedence over multihitters). Refresh would permanently screw over Red Mage more then the game already has, while making magic casters much stronger.

Both are traits that, if allowed to be meritable, should be job specific (like Triple Attack on Thief is now).

Criticals are a solid choice however, but they already made the list last time. Looking at the current list of "other" merits, we get a list of a bunch of passive things:


Critical Hit Rate is already on this list. But if we want to think outside the box, there are a few things we can do. A major issue with any list like this however, is not just balancing the choices, but balancing them with each other (unless you can merit all of them).


A merit category that allows you to get increased bonuses from all your sub jobs.
A merit category that increases total accuracy (and ignores the cap), up to 5%.
A merit category that provides a small amount of Subtle Blow.
A merit category that reduces job ability recasts by a certain percentage (such as 5~10%).
A merit category that gives 1-5 points of Auto-Regen.
I feel that this list is much more passive, and much less overpowering then stuff like triple attack or refresh.

Shiyo
09-25-2011, 11:22 PM
Abyssea type atma merits, massively boost triple attack/crits/refresh etc.

Just make them require mass amounts of merits to gain.
This is the worst idea I've ever read in my entire life.

Zatias
09-25-2011, 11:52 PM
These merits should be powerful, and as such have big costs compared to previous merits.

Job Specific
Max per category:9 increases
Max per ability: 3 increases
Upgrading: 10/15/20 (merits)

Example: RDM

Enspell damage
Increase enspell damage by 3 points per upgrade.
Refresh potency
Increase potency of "Refresh" spells by 1 point per upgrade.
Composure Effect
Composure will add an attack and critical hit rate bonus when in effect. 5% boosts per upgrade.
Enpower (spell)
Enhancing Magic
MP Cost: 88MP
Casting Time: 6 seconds
Recast Time: 1 minute
Duration: 3 minutes
Targeting: Self or Party Member
Enables you to occasionally deal double damage. Increase spell potency by 2% per upgrade (6% base activation rate).


There, now melee RDM's can have their fun and backliners will get some new toys as well.

Let the flaming commence.

Shiyo
09-26-2011, 12:56 AM
These merits should be powerful, and as such have big costs compared to previous merits.

Job Specific
Max per category:9 increases
Max per ability: 3 increases
Upgrading: 10/15/20 (merits)

Example: RDM

Enspell damage
Increase enspell damage by 3 points per upgrade.
Refresh potency
Increase potency of "Refresh" spells by 1 point per upgrade.
Composure Effect
Composure will add an attack and critical hit rate bonus when in effect. 5% boosts per upgrade.
Enpower (spell)
Enhancing Magic
MP Cost: 88MP
Casting Time: 6 seconds
Recast Time: 1 minute
Duration: 3 minutes
Targeting: Self or Party Member
Enables you to occasionally deal double damage. Increase spell potency by 2% per upgrade (6% base activation rate).


There, now melee RDM's can have their fun and backliners will get some new toys as well.

Let the flaming commence.

Your ideas do nothing besides make RDM have 2 spells they're invited for instead of one, fixing none of the problems with the job(inability to cure/debuff properly).

You would be better off inviting a RDM mule to refresh2 and enpower people and do nothing else. That is not good job design.

Economizer
09-26-2011, 01:11 AM
Job Specific
Max per category:9 increases
Max per ability: 3 increases
Upgrading: 10/15/20 (merits)


Job specific merits definitely have a much bigger area to be stronger, since you can gear around the jobs.

Empower being party targetable gives me mixed feelings, especially with such a short duration. The enspell bonus you described is too weak compared to the other buffs you suggested, unless Red Mage is going to get another multihit enspell tier. If I had to suggest one for Red Mage, assuming three upgrades, I'd have something like:


Magic Fencer
Increases Magic Accuracy and the rate of Magic Critical when wielding with the main hand only. Grants a damage bonus to magic spells.
Grants +10 Magic Accuracy, +3% Magic Critical Chance, and +1 Magic Damage Affinity per upgrade.


The main thought is that Red Mages wouldn't benefit from using a Staff with this ability, but would when equipped with a weapon and a shield. It might also fit more if it was also only active under Composure, but the game description is pretty long as is. :p

Also to be honest, I'm still holding out hope SE makes a shield that gives some low tier boosts to most or all magic, but this would be a start (if only for Red Mage).

Zatias
09-26-2011, 01:14 AM
Your ideas do nothing besides make RDM have 2 spells they're invited for instead of one, fixing none of the problems with the job(inability to cure/debuff properly).

You would be better off inviting a RDM mule to refresh2 and enpower people and do nothing else. That is not good job design.
As I expected, especially for giving a RDM example.

I said they were examples, and these are MERIT abilities. They aren't including what the job might get naturally from 96-99 (Which is probably nothing, if we're only talking about RDM).

Shiyo
09-26-2011, 01:45 AM
RDM will get another useless melee DD spell when it's not a melee job 96-99 don't worry!

Elexia
09-26-2011, 01:46 AM
As I expected, especially for giving a RDM example.

I said they were examples, and these are MERIT abilities. They aren't including what the job might get naturally from 96-99 (Which is probably nothing, if we're only talking about RDM).

There's something wrong with Shiyo apparently. The only thing I foresee with these merits is SE will make it a horrible grind in some way, even with Abyssea.

I just hope DRK doesn't finally get Magic Attack Bonus for the tier V nukes we'll have for merits.

-.-

Leonlionheart
09-26-2011, 02:51 AM
:\ I'm pushing for more of a talent tree approach.

Want higher Retaliation activation rate?

Then you can't have increased Blood Rage duration and cooldown reduction.

But you get the chance to put points into occasionally attacks twice when Retaliating

But then since you didn't put anything into Blood Rage reduction, you can't get its next tier, Regain while under the effects of Blood Rage.

One tree supports taking the hits for more TP and dishing out higher damage, while the other supports party play and dishing out stupid high damage.

Just the feeling of customization would be nice, and choices that make you second guess what you're doing.

Buffy
09-26-2011, 08:00 AM
Ya'll aren't thinking big enough. Tier 3 merits need to be a major time sync. Remember how long it used to take to merit off colibri and cap your character merits and your first job? You could exp every day, if camps were open, and not get it done in a month (if starting from scratch).

They need to take the same philosophy with tier 3 merits. Black mage merits could be MAB+ .25 per level, 10 merits per level, with a total of 100 upgrades. That would be 100k exp per .25% MAB, but +25 MAB from merits for capping 100/100. It would also be 1m exp. Sounds about right.

Bard could increase March effect.

War double attack rate.

Thief could merit TH. (Every thief just died a little inside).

Also make there be a bunch of categories, like 10, and you can cap them all. The game needs a major time consumer with the loss of Dynamis, Ein(tab), Limbus, Kings Camps. Voidwatch is clearly going to be a piece of that, but it can't be all of it.

Think of the all the fun things you could merit. Pup could merit something like the size of their puppet....make it bigger or something...

Also could have sub-job merits, merits that are only active when set to a sub-job, like giving /sch more charges.

Or /sam an increased return on meditate.

Endless creative options here. Just keep adding merit categories. Or better yet, let us merit infinitely, but have every upgrade cost more. So the first blm MAB +1 is 1 merit, but the 2nd is 3, the third is 5, the 4th 9...the 10 50 merits...just make it more and more painful.

Economizer
09-26-2011, 08:14 AM
Now, I don't know about time consuming in general (although, I constantly find myself with capped merits, and no way to spend them except for leveling another job), but this I can agree with:


Also make there be a bunch of categories, like 10, and you can cap them all.

The thing I always hated about the merit system was limiting choices - very few jobs have this actually result in different play styles since most players gravitate towards the same ones on most jobs. I'd much prefer if job/subjob combinations and gear combinations were the things that make us different.


Also could have sub-job merits, merits that are only active when set to a sub-job, like giving /sch more charges.

This would be wonderful. The upgrades don't even have to be very big, but getting slightly more out of your sub job would be a great way to add more power and options without adding more things to the main job.


Endless creative options here. Just keep adding merit categories. Or better yet, let us merit infinitely, but have every upgrade cost more. So the first blm MAB +1 is 1 merit, but the 2nd is 3, the third is 5, the 4th 9...the 10 50 merits...just make it more and more painful.

Bad idea. Game balance flies out the window when the devs can't make a mob level appropriate. How do you make something level appropriate against someone who can have anywhere from 0~1000000 bonus Magic Attack Bonus (or rather, something else that scales better)?

Leonlionheart
09-26-2011, 10:12 AM
I'm not sure time consuming is the right thing

Challenging on the other hand...

Symbiote
09-26-2011, 10:21 AM
Abyssea type atma merits, massively boost triple attack/crits/refresh etc.

Just make them require mass amounts of merits to gain.
Looks like someone has been too spoiled by abyssea and probably has never done anything outside of it.


I would prefer a whole new menu of merits to increase traits other than what is already there. Such as:
-Magic Atk. Bonus
-Magic Def. Bonus

Maybe a few new job abilities, if there is anything we don't already have. Not the outrageous "ideas" (and I use that term loosely) that the posters of this forum have had.

Kaisha
09-26-2011, 10:49 AM
I'd go for meriting passive abilities, things such as...

-Native wide-scan (have it add an extra tier to jobs that have it natively or something)
-Getting that larger radar that you get via NIN main/sub currently as well as mob display on it
-Stealth for all classes, perhaps make Easy Prey not aggro at all when maxed
-Ability to use /sprint outside of Ballista, # of merits determining sprint distance before cooldown initiates
-3 Extra AH slots (a man can dream, shame this never happened with the AH merger)

You know, crap like that to make our lives just a LITTLE bit easier to deal with. Things that should be granted without needing to work for it, but hey, the devs work in weird ways.

Hayward
09-26-2011, 11:06 AM
I want merit categories that define the jobs in ways the playerbase CANNOT weasel around:

Max merits per group:9
Max merits per category:3

*Red Mage

1) Empowering (JT)--Increases Magic Damage and Accuracy of Sword Enhancing spells. Additional merits increase damage and accuracy by 15%.

2) Doublecast (JA)(Initial recast:10 min.)--Allows the caster to cast the same spell twice in one cast. Additional merits reduce the casting time by 2:30.

3) Touche (JT)--Increases the rate of activation, accuracy, and damage of attacks while Temper is active. Additional merits increase activation by 4%, accuracy by 5%, and damage by 15%.

4) Umbrella (JA)(Initial recast: 5 min.)--Expands single-target enhancing spells to party members within area of effect. Additional merits reduce recast time by 1:00.

*Summoner

1) Avatar's Blessing (JT)--Bestows avatars with elemental enhancements. Additional merits increase Magic Accuracy and Damage by 15%.

2) Caller's Arts (JT)--Reduces avatar attack delay. Additional merits reduce delay by 50.

3) Avatar Barrier (JA)(Recast: 3 minutes)--Creates an aura around the avatar, protecting alliance members within area of effect from corresponding elemental attacks. Additional merits reduce damage taken by 15%.

4) Elemental Surge (JA)(Recast: 10 minutes)--Allows the summoner to absorb elemental spirits, allowing them access to their full spellbooks. Additional merits reduce recast time by 2:30.

AyinDygra
09-26-2011, 11:07 AM
They've been talking about a reworking of Merits ("New adventurer growth elements" probably tied in to the Soul Gem we just got), which I'd hope is more drastic than just adding another merit category to each job; more like entirely changing the options we have to merit. Ideally, no abilities or spells would be gained through merits, only augmented or enhanced through merits.

My in-depth idea for a merit system revamp is here (linky (http://forum.square-enix.com/ffxi/threads/14365-My-Ideal-Expansion?p=190074&viewfull=1#post190074)), and the (next (http://forum.square-enix.com/ffxi/threads/14365-My-Ideal-Expansion?p=190075&viewfull=1#post190075)) (four (http://forum.square-enix.com/ffxi/threads/14365-My-Ideal-Expansion?p=190077&viewfull=1#post190077)) (posts (http://forum.square-enix.com/ffxi/threads/14365-My-Ideal-Expansion?p=190079&viewfull=1#post190079)) of (examples (http://forum.square-enix.com/ffxi/threads/14365-My-Ideal-Expansion?p=190081&viewfull=1#post190081)))

It includes these categories:
Health, Attributes, Offensive Melee Skills, Defensive Skills, Resistances, Magic Skills, Enhance Melee/Ranged Offense, Enhance Magic Offense, Teamwork/Cooperation, Sphere Effects, Enmity, Specialization, Job Abilities (maybe part of specialization), Weaponskills, Spells, Traits, Auto-Status, Non-combat/Travel, Crafting, Fellow

Most of these categories include old merits, but many are brand new; but it's not a complete re-write of the system, it's more of a massive extension for level 99.

(Putting so much together in one post didn't seem to get many responses.)

Malamasala
09-26-2011, 02:52 PM
I'm not sure time consuming is the right thing

Challenging on the other hand...

People don't want challenges though. Just look at VW and WoE selections. It is never the hard fights with random jobs, it is the item dropping fights with perfect kill setups.

Reiterpallasch
09-26-2011, 04:15 PM
RDM will get another useless melee DD spell when it's not a melee job 96-99 don't worry!
At least someone on these forums finally gets it.

noodles355
09-26-2011, 06:56 PM
Dragoon needs to get some kind of Wyvern HP+ merits.

Also, some general advice for people suggesting ideas like those in this topic:
Stop posting a complete idea with a name, recast/cast time/duration, etc. SE will never use your idea for copyright reasons. In fact, by posting such a detailed description, you likely make them go "Damn, can't use that now... let's think of a different way of doing it" which could be much less effective.

People need to start posting broad, general ideas about what they want, and not a perfectly outlined version with names and details, because it's very likely SE legally can't use them.

For example, do not write this:
4) Umbrella (JA)(Initial recast: 5 min.)--Expands single-target enhancing spells to party members within area of effect. Additional merits reduce recast time by 1:00. and instead write this:
I would like to see a native ability to make my next enhancing spell AoE on Rdm

Economizer
09-26-2011, 07:56 PM
I want merit categories that define the jobs in ways the playerbase CANNOT weasel around:

Hey, lets stuff all the jobs into pigeon holes!


Stop posting a complete idea with a name, recast/cast time/duration, etc. SE will never use your idea for copyright reasons.

Nope. The agreements we all have to do to get onto the forums are pretty rock solid. SE would be negligent to its shareholders if they didn't cover this. But even if they didn't, SE can cut off FFXI service for the problem person, then sue them for infringing their rights. They will win, because they have covered their butts. Basically, posting Final Fantasy related ideas on these forums is a very good way not to own them.

Oscar71
09-27-2011, 01:08 AM
SCH- Merits to gain additional charges.
Merits to increase Regain potency to a max of 5 tp/tic, while lowering the duration

Oscar71
09-27-2011, 01:09 AM
oh and some kind of glitter after effect to normal attacks unlocked with merits for DNC

Hashmalum
09-27-2011, 02:28 AM
I'm not sure what I would want to see as new merit point options, but here's what I expect we'll get whether we want it or not:

1) Bland group 1 style modifiers for post-75 abilities and traits (a few seconds off your Blood Rage cooldown timer for example). May or may not actually be useful, but will absolutely not be interesting.
2) THF will get something completely useless. Probably Treasure Hunter increase merits since that's all SE thinks that they are good for. Treasure Hunter will still never give you the drop you want. No one at all will be surprised in the slightest by any of this.
3) RDM will get no new enfeebles 96-99, but only get new enfeebles through merits, just like our group 2 merits. Thus not only will we be forced to pay a merit tax to be competent at our primary job function, but we won't even be able to get all our new enfeebles at standard competence (2 at full power or all 6 at crippled strength).
4) SMN: see RDM above, substitute "blood pacts" for "enfeebling magic".
5) WHM will finally get an option for raising people with lessened or eliminated weakness. It will be considered mandatory by the playerbase to max it out and no one will care about anything else that they get at all.

kewitt
09-27-2011, 02:42 AM
I would sooner seem them increase the current merit and then Add Group 3.

Add another 5 upgrades per job group currently.
Add +3 more upgrade to The following grouping
Enmity Increase (+1 per upgrade)
Enmity Decrease (-1 per upgrade)
Critical Hit Rate (+1% per upgrade)
Enemy Critical Hit Rate (-1% per upgrade)
Spell Interruption Rate (-2% per upgrade)

Same with Evation shield pairing, and the other one that just doesn't skill up that no one likes to talk about.

Wait for level 99 Job abilities before we see Group 3 and add the 75+ Reduce cast time into that group + New Abilities and trait upgrades.

Creelo
09-27-2011, 05:58 AM
Not sure if it was mentioned already, but I'm sure everyone would love it if SE added 8 or more Combat Skill and Magic Skill merits for us to use... <.<

Ahrana
09-27-2011, 06:54 AM
I'd kind of like to see your pool of possible upgrades shared between jobs. That allows people that play a lot of jobs to pick the most useful things for each job, but people who invest deep into one job can seperate themselves.

Atomic_Skull
09-27-2011, 12:33 PM
THF:

Treasure Hunter IV

Reverse collaborator

Hide enhancement (chance to work on mobs that Hide normally doesn't work on)

Steal enhancement (increases chance for Steal to work)

Sotek
09-27-2011, 08:56 PM
I'd like to see "Magic Critical Hit rate" added to the Others section already.

Anyway:
Scholar
-Geminus (JA, 10 minutes)
Allows next spell to be cast without using up current Stratagems, while still gaining their effect.
Additional merits -1.15 recast.
-Geomancer (JA, 10 minutes)
Enhances the effect of the next Storm spell cast. Sandstorm = Stoneskin, Voidstorm = Refresh, etc.
Additional merits enhance bonus further.
-Fusion Helix (spell)
Deals Light and Fire damage that gradually reduces target's HP. Duration affected by Elemental magic skill. Fusion elemental properties for Immanence.
+3MAB and +5MACC per additional merit.
-Distortion Helix (spell)
Deals Water and Ice damage that gradually reduces target's HP. Duration affected by Elemental magic skill. Distortion elemental properties for Immanence.
+3MAB and +5MACC per additional merit.
-Gravitation Helix (spell)
Deals Darkness and Earth damage that gradually reduces target's HP. Duration affected by Elemental magic skill. Gravitation elemental properties for Immanence.
+3MAB and +5MACC per additional merit.
-Fragmentation Helix (spell)
Deals Lightning and Wind damage that gradually reduces target's HP. Duration affected by Elemental magic skill. Fragmentation elemental properties for Immanence.
+3MAB and +5MACC per additional merit.

Adjustments to existing merits, since they've said they're doing that too:
-Grimoire Recast, changed to Stratagem recast -2 seconds per merit.
-Modus Veritas, increases duration by 10% and accuracy by 5% per merit.
-Maximum Sublimation, changed to +2%MP per merit.
-Enlightenment, effect changed to swapping Arts/Addendum rather than opening the other for one spell.
-Stormsurge, changed to giving +2% weather effect per merit, to a total of +10%. Stats bonus remains, but based on Enhancing skill rather than number of merits.
-Equanimity and Tranquility, combined into one merit category that gives both. Stratagem cost reduced to 1.
-Altruism and Focalization, combined into one merit category that gives both. Stratagem cost reduced to 1.

There we go, merits that I'll actually have to think about picking, rather than going 5/5 Stormsurge and going "This is the best merit option for Scholar and it's nothing more than +7INT".
What I'll actually see come Lv.99, though:
-Adloquium effect. Increases duration, +10second per merit.
-Animus Augeo effect. +1Enmity per merit.
-Animus Minuo effect. -1Enmity per merit.
-Grimoire effect. Increases whatever bonus is planned for Regen and Helices from Arts.

Economizer
09-27-2011, 10:56 PM
Scholar
-Geminus (JA, 10 minutes)
Allows next spell to be cast without using up current Stratagems, while still gaining their effect.


I hope this would reapply the duration of the current Strats, both this sounds like a good idea. Maybe this should be an ability you get natively, and you can enhance it with merits.


Fusion Helix (spell)

Definitely like the idea of double Helix spells. If SE gets past the coding issues, they would fit Scholar very well. For the skillchain stratagem, you'd even be able to do double elements now too.

Camate
09-29-2011, 08:46 AM
A new merit group is a really good idea :)

Before we add a new system, we would like to revamp and make adjustments to the existing merit point categories and items, so “Merit Point Category 3” (name pending) would come after those things are completed.

Glacont
09-29-2011, 08:53 AM
A new merit group is a really good idea :)

Before we add a new system, we would like to revamp and make adjustments to the existing merit point categories and items, so “Merit Point Category 3” (name pending) would come after those things are completed.

Thank You, Camate.

Daniel_Hatcher
09-29-2011, 09:18 AM
A new merit group is a really good idea :)

Before we add a new system, we would like to revamp and make adjustments to the existing merit point categories and items, so “Merit Point Category 3” (name pending) would come after those things are completed.

Just don't use any of the crazy and stupid ideas here.

Pyrobunny
09-29-2011, 11:01 AM
please get rid of mantra idk why they thought it would be any help what so ever

Solonuke
09-29-2011, 12:17 PM
I definitely think that Diabolic Eye should get more accuracy bonus.

deces
09-29-2011, 12:22 PM
Either Camate Found his heart, or has a gun to his head.

xbobx
09-29-2011, 12:34 PM
ARe you going to allow us to refund some merits if you drastically change things or we basically lose 1 million limit points

Shiyo
09-29-2011, 01:12 PM
ARe you going to allow us to refund some merits if you drastically change things or we basically lose 1 million limit points
Exp is hard to get.

Buffy
09-29-2011, 02:03 PM
If making significant changes to the current Merit point system/set up/format - make the int/mp/combat skills/magic skills categories fall under the individual jobs. That way I can be 12/12 mp on blm and 12/12 hp on cor.

Yes, this means that if I have 5 jobs at 95/99 or whatever, I have to merit HP or MP 5 different times, and combat skills 5 different times, and magic skills 5 different times, that's fine - lets do that.

I understand that the original design of merits were to specialize your characters - but that was 2005? when merits were first introduced? The game has changed, lets move on.

It's silly for me to have 16 staff skill and 120 mp on cor.

To Camate and the devs: You've made exp and merits incredibly easy to obtain - that's great. Now let us use them.

Leonlionheart
09-29-2011, 03:11 PM
I don't care so much about changing current merits as I do getting something new and interesting.

Malamasala
09-29-2011, 03:30 PM
A new merit group is a really good idea :)

Before we add a new system, we would like to revamp and make adjustments to the existing merit point categories and items, so “Merit Point Category 3” (name pending) would come after those things are completed.

Looking forward to the improvement of spirit perpetuation down merits.

Ophannus
09-29-2011, 03:59 PM
These two may boost Samurai's DoT.

Because SAM is a weak damage dealer.

Pyrobunny
09-29-2011, 06:43 PM
please get rid of useless merits like mantra

Runespider
09-29-2011, 09:41 PM
All I want is them to be of some use and take a long time to get, adding a new merit system and allowing everyone to cap them in a few days is idiocy

brayen
09-29-2011, 10:14 PM
I am pretty sure they made mention of merit system adjustment earlier, but we have not heard anything about it. Instead of speculating is it possible to get any info on what exactly they are planning?

Far as new merit categories im assuming it will just cover the new abilities/traits released since 75

Dallas
09-30-2011, 12:11 AM
For SMN tier 1:
Change attack from +3 to +3%, consistent with m attack.
Spirits... Just give em tier 5 spells tier 4 AOE, leave merits alone.

SMN tier 3 ideas
Pet weapon delay
Pet subtle blow
Pet movement speed
Pet double attack
Blood boon rate
Summon fast-cast
Phoenix: 2hr summon, each tier adds reraisega tier, tiers 4 and 5 add raisega.

azjazo
09-30-2011, 12:22 AM
Posted some suggestions on merits for SMN on the SMN forum but just to get mo re exposure here:

Collapse all the merited Bloodpacts into one merit and make 3 more that give us and edge on the SMN playstyle of today
Suggestions for the other 3 could be...
Offensive
- A merit ability that lets you use 2hr avatars more often (say 1 hour recast an fully merited 30 min)
- BP recast - and remove cap
- Turn 2hr pacts into normal BP:Rage (nerf them a little maybe) and give new ones or bonus damage while under 2hr effect
- Spirit:BP Rage/ward, similar to DRG that can manually command their pet, to attack / cure, needless to say, thiw sould require spirits to be able to cast the new nukes, kinda outdated

Defensive
- An avatar "provoke" that raises enmity for the avatar as pike and then decreases overtime
- Increase attributes that diferentiate each avatar more and give them more survability (this in combo with the voke would make factible and avatar 2nd hand tank)
- Aura like covert effect for magic damage, abrorbs -agas and the like (would make choosing avatars more strategycally for the element) and strong resistance for the element

scaevola
09-30-2011, 01:21 AM
Put me down for expanding the cap for each job merit group from 10 to 15 and introducing two new merits per group, and introducing a new global merit group with expensive QoL abilities like a permanent Sprint Shoes Kupower, FoV/GoV Field Support buffs on demand (cooldown reduced via additional merit levels), additional AH slots if possible, reduced aggro radius culminating with no aggro from EP mobs, and so forth.

Leonlionheart
09-30-2011, 03:31 AM
If you must edit the current system

Get rid of:
Defender
Aggressive Aim
Mantra
Hide
Flee
Scavenge
Minne Effect
Elemental Seal*
All Circle-type JA recasts
Elemental MP cost
Monster Correlation

Reiterpallasch
09-30-2011, 04:08 AM
If you must edit the current system

Get rid of:
Defender
Aggressive Aim
Mantra
Hide
Flee
Scavenge
Minne Effect
Elemental Seal*
All Circle-type JA recasts
Elemental MP cost
Monster Correlation
Inb4 lots of butthurt THFs. I know way too many people that merited this because "well the others are useless, and I had to put them somewhere lols"

Rya
09-30-2011, 06:34 AM
I skimmed and didn't see this. If I missed it shame on me!

*** Master Merits ***
(from Final Fantasy V: Job Mastery kinda!)
I played FF5 one time! It was lame. But...!
It had a system where you eventually level your job to Master:
This allowed part of the job to be carried over to your bare job.
Ex: Dragoon MASTER >>> Perform "Jump" without being DRG!

Examples:
WAR99 can merit "Mastery: Double Attack" (up to +5 DA for any lv.99 job!)
WHM99 can merit "Mastery: Cure Potency" (up to +5 CP for any lv.99 job!)
SAM99 can merit "Mastery: Store TP" (up to +5 STP for any lv.99 job!)
...and so on...

Reasoning / Limitations:
It would encourage people to level multiple jobs, which is in SE's best interest,
and it would allow greater customization of your main job! If it were limited to
10 or 20 upgrades across all jobs or something, then you wouldn't be
expected to level every single job to 99...

azjazo
09-30-2011, 06:51 AM
You said FFV was lame? your argument becomes invalid.

Lokithor
09-30-2011, 07:50 AM
So, if we're not getting group 3 merits, here is an easy answer for adjusting the existing ones. Just get rid of all the group (combo) limits. People have so many jobs now it makes no sense to limit a player's ability to max each job's capability. Let them max both HP and MP, all of the attributes, all of the weapon skill, all of the magic skill, all of each individual job's group merits.

That should keep people busy.

Mirage
09-30-2011, 02:59 PM
FF5 is the best FF :/. I am enraged!

Kristal
09-30-2011, 08:34 PM
Nightmare version of group 3 merit update:
Group 3 merits:
* Copies all merit upgrades from group 1 and 2, including ranks invested.
* Unlimited: allows capping all merits to cap

RDM would be exempt from this, otherwise they could obtain functional Bio III, Dia III AND Phalanx II which would be overpowered. WHM, BLM and SCH will gain full bonusses of RDM group 1 and 2 merits if they sub RDM as if they were main job RDM. (The reverse will obviously not be possible.)

Nawesemo
09-30-2011, 08:50 PM
I didn't read all of the responses so forgive me if this came up already,

Blm.
1. make elemental seal a sub meritable catagory, that will give elemental seal a large % chance to critical, up to say 100% @ max merits? (I'd be happy with a max 50% chance but 100% would me more in line with BLACK FREAKIN MAGE! shoot make it rob me of my hp, idc, I'ma blm!! I should be able to Destroy a "hybrid", instead of just clobber his nukes, uggghhh.)
2. I lovvvve my mini manafont (MANAWELL), can this be meritable , by reducing timer by 5 min? (2.5 would be more realistic).
3. Manawall, holy moly ty ty ty ty s.e. but uh... can we reduce it's recast timer by say 2.5 mins also)?
4. If it had a 30 min recast I would still love it, but an ability achieved via merits to increase our chance of criticaling our next spell? min recast of say 20 min @ max merits?

other than that, I'm pretty stoked they put us back on top of the Nuking food chain despite, the gap being as narrow as it is, I'm pleased, but I still feel like we're being skrew'd out of that extra mab that we don't get compared to dd's job attibutes % increases in the whole "attack bonus" vs. mab thing.. but w/e ..

maybe make blm or respective dd's able to boost 1 stat by say 10? :p (int for blm) (enmity for sch or i'ma have a b.f.!)

edit: STUN TIMER FOR BLM.... IS .. CRUEL ... SHORTEN IT!

Economizer
10-01-2011, 03:30 AM
STUN TIMER FOR BLM.... IS .. CRUEL ... SHORTEN IT!

A 45 second recast timer can seem unforgiving, but you can do your best to get around it. At best you can reduce it to 22.5 seconds, which should allow you and another person on Stun duty to block any nasty TP moves. This will require 50% recast delay, in a direct form, or in the form of Haste.

Sub Scholar for the 10% reduction from Dark Arts. Demand to have Haste cast on yourself for an additional 15% reduction. (Alternatively, when we get level 99, sub Red Mage for the 7.5% Recast reduction, and self Haste.)

Wear as much Haste gear as you can muster (Swift Belt 4% and Walahra Turban (http://wiki.ffxiclopedia.org/wiki/Walahra_Turban) 5% are pretty easy to get a base 9% - but you can also go better with a Goading Belt 5% and Zelus Tiara (http://wiki.ffxiclopedia.org/wiki/Zelus_Tiara) 8%, in addition to other gear like the Goliard Saio (http://wiki.ffxiclopedia.org/wiki/Goliard_Saio) 4%, or if you want to get really creative, a Rune Chopper (http://wiki.ffxiclopedia.org/wiki/Rune_Chopper) 9% - be sure to swap it in only during Stun!). Between basic gear you can get something like 9%, and with more work, around 17% or even a full 25% if you macro in a Rune Chopper.

Since getting capped Haste on gear is a pain in the butt, you might want to get the Recast Delay reducing Indra+2 Staff (the Lightning Accuracy one) that gives -12% Recast Delay - which also lets you sub Red Mage instead of Scholar while maintaining a perfect 50% recast on Lightning element spells like Stun, if that's your goal.

Yygdrasil
10-01-2011, 04:24 AM
Abyssea type atma merits, massively boost triple attack/crits/refresh etc.

Just make them require mass amounts of merits to gain.

I have an idea. What do you say we flip this idea around ask them to give us a category of merits that are only active OUTSIDE of Abyssea? I like that idea much better. It's not the first thing I would think to ask for... but it's a great reason for people to get out of Abyssea once in a while and enjoy the way THE REST of the world was designed.

I was asked by a 95 NIN today what zone I was in... it wasn't a name he recognized or had ever been to. I was headed to Bibiki Bay - Purgonogo Isle to AFK against the beautiful scenery there. I have a hard time accepting that there can be people at the level cap who have not experienced the beauty and attention to detail that SE and their design team put into this game... I just can't.

Give me merits only active out in the "Real World". I don't want to be in Abyssea forever.

SpankWustler
10-01-2011, 05:40 AM
Before we add a new system, we would like to revamp and make adjustments to the existing merit point categories and items, so “Merit Point Category 3” (name pending) would come after those things are completed.

This has been mentioned a half-dozen times, but never in much detail. Perhaps because I was struck in the head as a child, I am filled with a sense of curiosity about what sort of thing is planned. I doubt specific details can be released yet, but my question is pretty broad.

Would all or almost all of the merits be adjusted, or just the options that were vehemently and unrepentantly awful even at 75? To give specific examples, is the goal to make awesome stuff like Shellra V or Triple Attack rate more awesome while updating almost all merits for a level 99 environment? Or would the goal simply be to make putting a merit in Aggressive Aim or Scavenge recast less akin to being kicked in the head by a truck?

I hope that's clear enough.

Yygdrasil
10-01-2011, 05:46 AM
Perhaps because I was struck in the head as a child


being kicked in the head by a truck?

Unhealthy obsession with things striking you in the head is unhealthy.

SpankWustler
10-01-2011, 05:50 AM
It all started when I was struck in the head...

Yygdrasil
10-01-2011, 05:52 AM
There was this truck, you see.

KigenAngelios
10-05-2011, 03:19 AM
Personally I would like to see more uses for Merits over all. Having a third tier of merits is a start.

FrankReynolds
10-05-2011, 03:47 AM
Make Base merits like magic skills, Max HP, Max MP, Strength etc. separate for each job. So that people can merit HP, strength, Hand-to-hand... w/e on monk and still have Max MP, emnity -, Staff etc. on a mage job.

Remove set point caps for current job specific categories so that people can fully merit everything for each job.

Make merit changes possible in the field so that people are not constantly leaving to go use them.

Do this now.

Economizer
10-05-2011, 03:54 AM
Being able to use Merits for elite training regimes might help. Turn in ten merits, a piece of unaugmented gear, and hope for the best.

Maybe SE will add new elite regime augments to grounds of valor areas for higher level gear?

Yygdrasil
10-05-2011, 03:59 AM
Being able to use Merits for elite training regimes might help. Turn in ten merits, a piece of unaugmented gear, and hope for the best.

Maybe SE will add new elite regime augments to grounds of valor areas for higher level gear?

I would be ok with this. SE has always been looking for ways to create Gil sinks in the game to decrease inflation... why not merits too?

Olor
10-05-2011, 04:55 AM
refresh passive merit would be awesome, and no, would not be OP. Crikes. Something to make MP based jobs more viable and fun outside of abyssea would be great.

For BST a bunch of pet attribute merits (Haste PLEASE) would be awesome.

For BRD would love to merit a couple JAs (even on 20 min timers) that allowed a third song and a song that hits a whole alliance (Fortissimo!) ... I don't think being able to have 3 songs up for 5 of every 20 mins would be gamebreaking, nor would it make the empy significantly less valuable. And so much is done in alliances now that frankly, I think songs should just hit all alliance members, but I would settle for a JA.

Urteil
10-06-2011, 01:11 AM
If at this moment SE opens a 'Group 3' Merit for all jobs, what suggestions do You have to fill-in these slots? I am curious about everyone's stand point on this issue. Keep in mind, You only need the post jobs You favor. If, however, You want to post a full list for All Jobs, feel free. It's all in fun to promote good conversation.


For Myself I perfer the following:

WAR
+Critical Attack Bonus III [Job Trait]
+Blood Rage Recast Time (max merits reduce time to 3 mins)
*On a side note, Blood Rage's duration, in My opinoin, shuold be 1min 30 secs

Samurai
+Sekkanoki Recast Time (max merits reduce time to 3 mins)
+Install Attack Bonus I-III [Job Trait]
These two may boost Samurai's DoT.

DarkKnight
+Critical Attack Bonus II [Job Trait]
+Scarlet Deliriun Recast Time/Duration
+ "Insert name" Refresh/Conserve MP (Each merit upgrades it by 2%) [Job Trait]

I understandd that what is listed above is broken to some extent. I am bias to these jobs.


>___________________>

Camate
11-05-2011, 04:35 AM
Hello.

Previously, we stated that we are developing something to the effect of “merit point category 3,” and we have an update to share with you all. (As stated in the previous post, this is in an early stage of development)

“Merit Point Category 3” is intended to strengthen two-hour abilities and we are also working toward adding new two-hour abilities (*)
*What are new two-hour abilities?

• We are planning to implement them to the test server in March 2012.
Please look here for a more detailed implementation schedule.
• The new two-hour abilities are scheduled to have completely different effects, rather than enhanced current two-hour ability effects.
• The new two-hour abilities will share the same recast timer with current two-hour abilities and we want players to choose them based on the situation.

Here is a revised order of test server implementation:
1. Raise the level cap to 99
2. Raise the maximum limit for merit points
3. Adjust merit points groups 1 and 2
4. Add new two-hour abilities
5. Add merit points group 3

We will let you know once we finalize all of the details.

Vold
11-05-2011, 06:09 AM
• The new two-hour abilities will share the same recast timer with current two-hour abilities and we want players to choose them based on the situation.

<prolonged /sigh> ...... some things just ain't ever going to change, I see. I rather not have them at all if we're going to suffer more shared timers and choices between JAs, and instead focus on content I won't be displeased with. It's not enough that it'll be a two hour job ability per use? That it needs to be shared for some kind of balance that I'm not seeing. Bah whatever I'm used to it.

FrankReynolds
11-05-2011, 07:06 AM
Half the 2 hour abilities that we have suck. Why not just fix those?

Lokithor
11-05-2011, 07:21 AM
Half the 2 hour abilities that we have suck. Why not just fix those?
I think Camate said they would do that.


“Merit Point Category 3” is intended to strengthen two-hour abilities and we are also working toward adding new two-hour abilities (*)New 2 hours plus strengthened 2 hours through merits.

Now, just what "strengthen" means is anyone's guess.

How about some rampant speculation? :D

Lokithor
11-05-2011, 07:43 AM
I'll start the speculation off. :)

Let's assume that Group 3 is ONLY about 2-hour strengthening. (The wording can be interpreted that way, although the 2-hour thing may only be one element of group 3).

Each group normally has 4 or 5 choices, each choice can have 5 levels with a max combination of 10 through the group. This would allow several different "original 2 hour" buffs you could apply, mix and match, various levels, to totally customize your 2 hour.

Let's try a couple out.

Ranger: Eagle Eye Shot


Increase damage by 1 per level (EES is now effectively 5x hit). 5/5 would double the damage. Bah, make it 2 per level. We rngs deserve it.
Increase accuracy in 5 steps up to guaranteed accurate.
Increase range up to 2x current range over 5 steps
Decrease enmity in 5 steps up to max of zero enmity
Decrease recast timer by 20 mins, 10 mins per step thereafter for max 1 hour reduction.

Thief: Perfect Dodge


Increase duration of effect 5 sec per step. Max would be 55 sec from current 30
Add chance to dodge ranged attacks. 20% per step to max of 100%
Add chance to dodge magical attacks. 20% per step to max of 100%
Increase enmity when used so at level 5/5 it is equal to (unmerited) invincible
Decrease recast timer by 20 mins, 10 mins per step thereafter for max 1 hour reduction.

Vold
11-05-2011, 09:31 AM
I honestly don't care because I use my current 2 hours so rarely that I just don't even know anymore. They might as well not exist because you're constantly saving them "just in case" At this point it's just habit. I find myself using them right before I know I'm going to bed. So you know, whatever. It'll be nifty to see the adjustments and all but they'll still be as useless as ever because everyone saves them "just in case" due to the 2 hour restriction.

MojoJojo
11-05-2011, 09:36 AM
meh, most people hang out in abyssea, and intense soothing light pyxides can reset your halfass shared 2hr timer....they're usually pretty plentiful :P

I'm wondering what nin 2hr merit will accomplish? Auto-reraise? Kick Nagi down another notch and give you 100% hp upon raise?

Atomic_Skull
11-05-2011, 09:37 AM
Calling it now.

Thief: Treasure Hunter IV

Xellith
11-05-2011, 09:42 AM
Merit updates cant come soon enough. I've been capped on merits for over a year. This includes capping every single jobs merit category - all 20. I'm sure I'm not the only one frustrated at this lol.

Rubicant82
11-05-2011, 11:07 AM
all I have to say to this is /sigh

FrankReynolds
11-05-2011, 11:56 AM
Calling it now.

Thief: Treasure Hunter IV

Yes, and 8 years from now the dev team will kill 1000 mobs on monk, to prove that it does ................ something.

Dohati
11-05-2011, 11:59 AM
blue mage should be able to get a trait that gives extra spell slots per upgrade to go with the group 2 merit, assimilation, which increases blue magic points. (it's very easy to run out of room for spells without using all your points at 95.)

Arcon
11-05-2011, 03:18 PM
<prolonged /sigh>

Exactly my reaction to that. SE's fear of overpowering things is ridiculous. They have no idea what that word means. And they have no idea how people use two-hours. They are rarely planned (DD abilities in zerg situations aside, although those don't really happen much, if at all anymore), they are fallback emergency-abilities. Which means sometimes, when you're in a certain bad situation, you will quickly hit a two-hour ability in the hope to avert defeat. However, that will also mean that you've now blocked access to your shiny new two-hour ability. It wasn't planned, you didn't "decide" to take one over the other, just the way the game plays it forced you to use one, and locks you out of the other. That's all there is to it, and the new two-hour abilities will do just the same, they won't be planned, they will just be used in emergencies when it fits. What SE should do is reduce the recast to 1h or even 30min. That way, we still couldn't abuse it all the time (once per fight max), but we wouldn't shy away from using it in the fear of losing it for an event later that day. Then the new two-hour abilities would maybe even work on a shared recast. Maybe.


2. Raise the maximum limit for merit points

Please tell me you mean merit points per category, and not the number of limit points (i.e. 20). That would actually be tremendously useful, especially if it's for the general categories too, and not just for the job-specific ones. Any further info on that?


Calling it now.

Thief: Treasure Hunter IV

I would bet money on this.

Economizer
11-05-2011, 04:22 PM
I'm wondering what nin 2hr merit will accomplish? Auto-reraise? Kick Nagi down another notch and give you 100% hp upon raise?

Ultimately, SE should have never had a 2hour enhancement on Nagi, it isn't used as often as other job's enhancements. I think a better choice would be "Enhances Ninja Tool Expertise +25%" at level 75, and it scales up to 100% at 95, and at 99 it just allows you to use Ninjutsu without any tools in your inventory, or something much like this. Problem instantly solved and the weapon is still heavily desired. The 2hour bonus can be on the weapon still if people are attached too, but sheesh.

Yarly
11-05-2011, 04:22 PM
i would like to be able to merit two hour abilities down to 5min recast, that'd be really awesome!!!!!!!!!!!!!!!!!!!!!

Kogenta
11-05-2011, 07:48 PM
I think this can be quite good depending by how it will be implemented. We will be able to choose between 2 2hours abilities depending by the situation, like a defensive and a offensive one.

Thief: Perfect Dodge & Perfect Attack
War: Mighty Strikes & Mighty Defense
Pld: Invincible & something that for example cap your enmity immediatly or doesn't let you lose enmity at all while this 2h is in use
Whm: Benediction & Resurrection (raise aoe) or something like Sacrosantity but that last for more than one use.

depending by the situation you want to choose what 2hour ability is the best one for that situation. We are not using them usually so i don't care if they share recast.

Economizer
11-05-2011, 09:59 PM
Pld: Invincible & something that for example cap your enmity immediatly or doesn't let you lose enmity at all while this 2h is in use


Invincible already comes with a large enmity spike on use that can, most of the time, steal hate from a WHM that just popped Benediction.

Urteil
11-05-2011, 10:00 PM
If at this moment SE opens a 'Group 3' Merit for all jobs, what suggestions do You have to fill-in these slots? I am curious about everyone's stand point on this issue. Keep in mind, You only need the post jobs You favor. If, however, You want to post a full list for All Jobs, feel free. It's all in fun to promote good conversation.


For Myself I perfer the following:

WAR
+Critical Attack Bonus III [Job Trait]
+Blood Rage Recast Time (max merits reduce time to 3 mins)
*On a side note, Blood Rage's duration, in My opinoin, shuold be 1min 30 secs

Samurai
+Sekkanoki Recast Time (max merits reduce time to 3 mins)
+Install Attack Bonus I-III [Job Trait]
These two may boost Samurai's DoT.

DarkKnight
+Critical Attack Bonus II [Job Trait]
+Scarlet Deliriun Recast Time/Duration
+ "Insert name" Refresh/Conserve MP (Each merit upgrades it by 2%) [Job Trait]

I understandd that what is listed above is broken to some extent. I am bias to these jobs.

And lack proper knowledge.

Why is Scarlet Crap mentioned at all, what am I going to do with refresh/conserve mp on DRK when most spells aren't worth casting, and where the shit is Drain III on that list?

Lokithor
11-05-2011, 10:53 PM
I can't believe the amount of cynicism and qq'ing I'm reading in this thread. 90% of the posters are either just +1'ing or whining. Camate has given us a glimpse into the Developers' strategy - how about posts that now try to fill up this thread with useful suggestions that fit the strategy instead of "do this thing instead" or "SE doesn't get it" whining?

I attempted to do this in my posts about useful things that could be added to existing 2 hours in a new Group 3 category.

I'll start the speculation off. :)

Let's assume that Group 3 is ONLY about 2-hour strengthening. (The wording can be interpreted that way, although the 2-hour thing may only be one element of group 3).

Each group normally has 4 or 5 choices, each choice can have 5 levels with a max combination of 10 through the group. This would allow several different "original 2 hour" buffs you could apply, mix and match, various levels, to totally customize your 2 hour.

Let's try a couple out.

Ranger: Eagle Eye Shot



Increase damage by 1 per level (EES is now effectively 5x hit). 5/5 would double the damage. Bah, make it 2 per level. We rngs deserve it.
Increase accuracy in 5 steps up to guaranteed accurate.
Increase range up to 2x current range over 5 steps
Decrease enmity in 5 steps up to max of zero enmity
Decrease recast timer by 20 mins, 10 mins per step thereafter for max 1 hour reduction.


Thief: Perfect Dodge



Increase duration of effect 5 sec per step. Max would be 55 sec from current 30
Add chance to dodge ranged attacks. 20% per step to max of 100%
Add chance to dodge magical attacks. 20% per step to max of 100%
Increase enmity when used so at level 5/5 it is equal to (unmerited) invincible
Decrease recast timer by 20 mins, 10 mins per step thereafter for max 1 hour reduction.




Anyone else care to be constructive?


2. Raise the maximum limit for merit points
I agree with other posters regarding what I hope this means. The BEST thing SE could do with existing merit groups is to remove ALL combo limits so that people could max out each and every item.

SpankWustler
11-05-2011, 11:41 PM
If one of the Category 3 merits is a very, VERY, VERY potent reduction to recast that will pretty much save the new category from being a let-down.

As usual, the outcome of this will depend on whether the development bros put on their thinking caps or their horrible mistake Spider-man underpants.

saevel
11-05-2011, 11:48 PM
It'll be bad, not because it's a bad idea but because this is SE we're talking about, if it can be screwed up then they'll screw it up.

There is entirely too much potential to make useless abilities. Their thinking about creating not one but 20 new super abilities, abilities that are so *awesome* that you can only use them once per two hours. Then their talking about create 40~60 (2~3 per job) new merit point items for those *awesome* new once per two hour abilities. A tweak here or there I'll give them, but that many new items is just asking for screw ups. And once it's screwed up they'll just move on to the next item on the list and ignore the screw up.

Xellith
11-06-2011, 12:38 AM
How about adding new Merit Abilities that are powerful (not dumbed down versions) that can be used based on your available merit points. You could even go as far as allowing every job to use every other jobs 2hr but restricted to your current subjob.

Example:
BLM/RDM can use chainspell but the chainspell will drain 10 Merit Points.
NIN/WAR can use Mighty Strikes but will drain 10 Merit Points.
WHM/BLM can use Manafont for 10 Merit Points.

Could even allow other jobs abilities over the current /subjob cap which are merit abilities.

For example:
WAR/SAM can use shikikoyo for 3 Merit Points
WAR/SAM can use blade Bash for 2 Merit Points

Can change the point values around all you want. But it would allow people to make use of merit points once you get capped on everything you would ever need - would give people a reason to want to exp for even a little exp - wouldn't be overly overpowered since it would be dependent on your sub job and your speed at getting merits and their use would be limited as I said dependent on how fast you can get them. In abyssea this would be kinda fast depending on how good you are at keeping chains but outside abyssea it wouldn't be that common to get massive exp going.

Just tossing around ideas.

Economizer
11-06-2011, 01:18 AM
Example:
BLM/RDM can use chainspell but the chainspell will drain 10 Merit Points.
NIN/WAR can use Mighty Strikes but will drain 10 Merit Points.
WHM/BLM can use Manafont for 10 Merit Points.

Not that I am endorsing or saying this is a good idea, but I can just relish the thought of Scholars getting severely upset at a White Mage popping Tabula Rasa for Embrava, even if the Embrava from it was half potency (it would already have gimpy duration considering the lack of strats/gear for that). I don't think it is going to happen, although I will give you kudos for creativity.

Airget
11-06-2011, 01:29 AM
Merit 3's sound very underwhelming if it's just going to be 2hr based. I'd much rather have more merits like Merit 2 with new abilities or traits rather then a gimmick you can use every 2hrs. I hope when they adjust Merit 1/2 they will add more abilities to them that are only accessible at lv 99, least then there's something to look forward to when said merits are adjusted. Though as it stands now hearing that Merit 3's are nothing more then 2hrs just feels like a big letdown.

Glacont
11-06-2011, 01:31 AM
So far you've made two post in this thread directed at Myself to generate some type of response. If your posts was more on the level of constructive criticism I would engage you in a civil debate, however, the face expression on post #70 and your openning rude comment on post #88 has earned you nothing more than an ignored list. Replying to this very post will serve no purpose since I won't be able to see it, but I know you will try, just the same.


I appologize to everyone from distrupting the main topic at hand. Please continue to share whatever thoughts you may have. The Dev Team are trying to hear us out. I grateful for at least that much :)

Babekeke
11-06-2011, 03:04 AM
Here is a revised order of test server implementation:
1. Raise the level cap to 99
2. Raise the maximum limit for merit points
3. Adjust merit points groups 1 and 2
4. Add new two-hour abilities
5. Add merit points group 3

Am I the only one who thinks this is the wrong way around to do it?

#2 spend a few weeks adding extra merit points to each job
#3 SE wipes all your merits from jobs that have been revised, because the catagories that you just merited no longer exist.

Lokithor
11-06-2011, 03:39 AM
Well, if nobody else wants to play my game, I'll try solitaire to make some more suggestions to SE regarding what they can put into the new group 3 that might be useful.

Black Mage: Mana Font



Increase duration by 20 sec. Each additional merit increase by 10 sec for total of 2 min duration at 5/5.
Increase all elements damage affinity by 2 for each merit. Total 10 at 5/5. Each point of affinity, by the way, = 5% damage increase.
Increase all elements accuracy affinity by 2 for each merit. Total 10 at 5/5. Each point of affinity +10 accuracy increase.
Decrease enmity in 5 steps up to max of zero enmity for duration of 2 hour.
Decrease recast timer by 20 mins, 10 mins per step thereafter for max 1 hour reduction.

Prothscar
11-06-2011, 07:20 AM
BLU:

Enhanced 2hr:
Azure Lore
Extends duration by 5 seconds and imparts a 5% damage bonus to every spell used in a skillchain or magic burst for every merit spent, up to 5.

New 2hr:
Immortal Incertitude
Take on the form of a soulflayer for 3 minutes. All physical spell potency is doubled, magical spell potency is multiplied by 0.5 and reduced in cost by 50%. Grants a 25% resistance to all forms of damage and enfeeblement. Unlocks entire spell list*.


T3 Merits:
Azure Acumen: Grants TP from every spell cast, equal to 5% of the MP cost. (+3% per merit)
Containment: In an attempt to contain your bestial abilities, you lose control. The power of the next physical spell cast is multiplied by 5% in addition to an accuracy bonus 5 per merit.
Relapse: The beast inside hungers. You gain the ability to drain TP, HP or MP with each physical spell for 30 seconds (+5 per merit) up to a total of 5% of the damage done.
Alienation: Your powers have torn you apart from the social structures of the world. When you are not in a party or an alliance, you gain an accuracy, attack and critical hit rate bonus (5% -> 2% -> 1% -> 1% -> 1%).




*Additionally, imparts the spell "Tentacle Raep"

FrankReynolds
11-06-2011, 04:11 PM
*Additionally, imparts the spell "Tentacle Raep"

LOL why doesn't that spell already exist?

Absit
11-06-2011, 05:13 PM
New 2hr:
Immortal Incertitude
Take on the form of a soulflayer for 3 minutes. All physical spell potency is doubled, magical spell potency is multiplied by 0.5 and reduced in cost by 50%. Grants a 25% resistance to all forms of damage and enfeeblement. Unlocks entire spell list*.
You do realized a Blue Mage that becomes a Soulflayer can't be changed back, right? They just go mad. Why do you think you have to kill one to get part of the AF armor instead of trying to find a way to change him back? I like your idea for Relapse and Alienation though. Would rather Relapse be just MP drain and not restricted to mobs with MP.

Babekeke
11-06-2011, 05:20 PM
BLU:T3 Merits:
Azure Acumen: Grants TP from every spell cast, equal to 5% of the MP cost. (+3% per merit)
Containment: In an attempt to contain your bestial abilities, you lose control. The power of the next physical spell cast is multiplied by 5% in addition to an accuracy bonus 5 per merit.
Relapse: The beast inside hungers. You gain the ability to drain TP, HP or MP with each physical spell for 30 seconds (+5 per merit) up to a total of 5% of the damage done.
Alienation: Your powers have torn you apart from the social structures of the world. When you are not in a party or an alliance, you gain an accuracy, attack and critical hit rate bonus (5% -> 2% -> 1% -> 1% -> 1%).

From what Camate was saying, the T3 merits will be enhanements to the original 2 hour. Your suggestions are more likely to be part of the 'revuise T1/T2 merits'.

Leonlionheart
11-06-2011, 06:31 PM
If it's true that T3 merits deal with 2hours, someone needs to walk up to every dev and slap them with the back of a glove

Glacont
11-06-2011, 07:33 PM
Here is a revised order of test server implementation:
1. Raise the level cap to 99
2. Raise the maximum limit for merit points
3. Adjust merit points groups 1 and 2
4. Add new two-hour abilities
5. Add merit points group 3

We will let you know once we finalize all of the details.

1) and 2) Good, I am sure alot of Gamers have been looking forward to that.
3) It will be interesting to see what You will do under this sub-heading.
4) I only have one issue against an extra 2hr and that is the shared timer. To give everything you've got, once more, after exerting a mass amount energy has been carried out many times in our history; be it sports or war. Everyone has their own way of describing this burst of Adrenaline. In high school, I called it getting your 'Second Wind'. (Not being sarcastic. If I came off that way I appologize). Perhaps an adjustment can be made. If You use both 2hrs, within the time frame of One hour, you are reduce to a weaken state. Which does make sense, because in real life if you do go all-out 'twice', You should be tired. This maybe an option if game balance is what you seek.
5) The very reason why the thread is created. Will any of the ideas that's been discusss be implemented? The Dev Team have ample amount of data to pick and choose from per job class.

Once again, Thank You for reviewing everyone's post.

hiko
11-06-2011, 09:58 PM
SAM:
meikyo shisui
1) WS get chance to crit (20% per merit)
2) regain (4-5TP/tic per merit)
3) SC bonus

hideka
11-06-2011, 11:26 PM
heres a totally off the wall sugestion.... make T1 merits Xfer when sub jobbed. this would open up a whole new world for people. Keep T2 & T3 exclusive and make them what will further define that role.

Leonlionheart
11-07-2011, 04:20 PM
heres a totally off the wall sugestion.... make T1 merits Xfer when sub jobbed. this would open up a whole new world for people. Keep T2 & T3 exclusive and make them what will further define that role.

This isn't a bad suggestion, I can't think of any T1 merits that would really be overpowered beyond merited store tp.

If not, make a merit category specifically for when you set the job as a sub. (Honestly I can't imagine it being THAT much work making merits, specially when they are as simple as "Double Attack +1~5%"

Arcon
11-07-2011, 07:46 PM
heres a totally off the wall sugestion.... make T1 merits Xfer when sub jobbed. this would open up a whole new world for people. Keep T2 & T3 exclusive and make them what will further define that role.

While I like the idea, it would mean I'd have to level SAM just to merit it. SE should make it possible to spend merits on jobs you don't have to 75 yet anyway, not like it'll be of much use before then. I never really understood why it wasn't possible.

Kristal
11-07-2011, 08:00 PM
RDM :
Chainspell Recast Reduction (-1 min/upgrade)
Chainspell Duration Increase (+6 seconds/upgrade)
Chainspell Conserve MP (Reduces MP consumption by 5%/upgrade)
Chainspell Magic Accuracy (+5 macc/upgrade)
Chainspell Saboteur Effect (+20% enfeebling potency & duration/upgrade)

PUP :
Overdrive Recast Reduction (-1 min/upgrade)
Overdrive Duration Increase (+6 seconds/upgrade)
Overdrive Cooldown (lowers existing elemental burden by 20%/upgrade)
Overdrive Maneuvers (lowers elemental burden on maneuvers during Overdrive by 20%/upgrade)
Overdrive Potency (increases Overdrive effects by 20%/upgrade, doubling effects at 5/5 rank)

Leonlionheart
11-07-2011, 08:15 PM
While I like the idea, it would mean I'd have to level SAM just to merit it. SE should make it possible to spend merits on jobs you don't have to 75 yet anyway, not like it'll be of much use before then. I never really understood why it wasn't possible.

Doesn't that make sense by SE?

Get every job to 75 just to sub it, more time sink, more moneys for them

Lokithor
11-07-2011, 09:42 PM
RDM :
Chainspell Recast Reduction (-1 min/upgrade)
Chainspell Duration Increase (+6 seconds/upgrade)
Chainspell Conserve MP (Reduces MP consumption by 5%/upgrade)
Chainspell Magic Accuracy (+5 macc/upgrade)
Chainspell Saboteur Effect (+20% enfeebling potency & duration/upgrade)

PUP :
Overdrive Recast Reduction (-1 min/upgrade)
Overdrive Duration Increase (+6 seconds/upgrade)
Overdrive Cooldown (lowers existing elemental burden by 20%/upgrade)
Overdrive Maneuvers (lowers elemental burden on maneuvers during Overdrive by 20%/upgrade)
Overdrive Potency (increases Overdrive effects by 20%/upgrade, doubling effects at 5/5 rank)
I like all of these suggestions! Only thing I would do would be to increase the effect per merit, especially on the recast. This is a 2 hour ability. You should be able to merit it down to 1 hour at least.

Camate
11-08-2011, 04:40 AM
I just wanted to follow-up with a bit more information related to two-hour abilities.

I believe I mentioned in individual job threads that we would be looking into the revamps of two-hour abilities for some jobs. With that said, we are in fact looking into making adjustments to currently existing two-hour abilities before we implement the new two-hour abilities.

Please just keep in mind that it will be a bit in the future before either of these things are done, so based on this please continue to give us your feedback.

Alhanelem
11-08-2011, 06:45 AM
I like all of these suggestions! Only thing I would do would be to increase the effect per merit, especially on the recast. This is a 2 hour ability. You should be able to merit it down to 1 hour at least.

a full hour off is probably a bit much, but a half hour is reasonable.

MDenham
11-08-2011, 03:35 PM
a full hour off is probably a bit much, but a half hour is reasonable.If they give the new 2hrs a variation on shared timers (you can merit either timer down, but firing off one ability resets the recast on the other to max), a combined one hour off both timers sounds fine (you could choose between "one 1hr and one 2hr" or "two 90min", or several other choices assuming 10min/merit).

Rukkirii
11-10-2011, 09:19 AM
Heya everyone! We were able to get more information from the dev. team about the merit point cap increase.

We are looking into the below three types of merit point cap increases:
1. Increase the amount of merit points you can have at a given time (current is 20)
2. Increase the category caps (HP/MP to 12, etc.)
3. Increase other item caps (Enmity + to 5, etc.)

Hopefully this answers some of your questions. We'll keep you posted when we receive more information. ^_^

Byrth
11-10-2011, 09:34 AM
You can already raise Enmity+ to 5, I thought? Point taken though. You're considering raising:
1) The number we can store.
2) The number we can distribute within a category.
3) The number we can assign to any one stat.

Please do the first one ASAP if you're going to do the latter two. I've been sitting with capped merits since a week after the last time you expanded the system.

Arcon
11-10-2011, 10:10 AM
You can already raise Enmity+ to 5, I thought?


We are looking into the below three types of merit point cap increases:
1. Increase the amount of merit points you can have at a given time (current is 20)
2. Increase the category caps (HP/MP to 12, etc.)
3. Increase other item caps (Enmity + to 5, etc.)

I'm guessing they meant current values. Makes sense too, since HP/MP is also 12 currently.

Leonlionheart
11-10-2011, 10:35 AM
wording is weird but she's hot so who cares

Daniel_Hatcher
11-10-2011, 10:43 AM
Heya everyone! We were able to get more information from the dev. team about the merit point cap increase.

We are looking into the below three types of merit point cap increases:
1. Increase the amount of merit points you can have at a given time (current is 20)
2. Increase the category caps (HP/MP to 12, etc.)
3. Increase other item caps (Enmity + to 5, etc.)

Hopefully this answers some of your questions. We'll keep you posted when we receive more information. ^_^

Lets be honest here, the main one people want is more points to spend in the job groups. Second best, allow more in critical hit rate.

Insaniac
11-10-2011, 10:47 AM
I was hoping for some cap raising in the job specific merits. More generic merits is nice but raising the group 1/2 job specific cap by 5 would keep me from wasting exp for more than a few days. As far as generic merits go I would like to be able to cap every weapon available to a job. I have 6 jobs that swing weapons and one that shoots. All 7 of them have stellar gear but only 3 of them have capped merits in their main weapon. That makes me :(

Leonlionheart
11-10-2011, 11:03 AM
I'd love more flexibility in combat skill merits.

Would love more HP merits too, having more HP than silly MP merit-ers is fun when we get hit for 1500 and i have 1620 hp.

SpankWustler
11-10-2011, 11:10 AM
2. Increase the category caps (HP/MP to 12, etc.)
3. Increase other item caps (Enmity + to 5, etc.)

I choose to be optimistic and interpret this as "Lots of categories will have increased caps, but only the 'Other' category will have the cap increased for individual items." Having 15 merits for each Job Specific category would be pretty awesome.

SE will probably take the opposite stance when implementing the changes, giving me 120 more MP and little else when the update rolls around. Hope is the seed from which disappointment blossoms and bears it's bitter and poop-tasting fruit.

pancakesandsx
11-10-2011, 03:12 PM
Heya everyone! We were able to get more information from the dev. team about the merit point cap increase.

We are looking into the below three types of merit point cap increases:
1. Increase the amount of merit points you can have at a given time (current is 20)
2. Increase the category caps (HP/MP to 12, etc.)
3. Increase other item caps (Enmity + to 5, etc.)

Hopefully this answers some of your questions. We'll keep you posted when we receive more information. ^_^

Are there any plans to increase total point caps (not the individual caps) on job specific group 1 and 2 merits? It would be nice to cap or enhance more than what is currently possible, even if it came at a high cost per upgrade.

Arcon
11-10-2011, 03:44 PM
Lets be honest here, the main one people want is more points to spend in the job groups. Second best, allow more in critical hit rate.

I don't really care for more job-merits, most jobs don't have more than two useful things to merit in the first place (many even less). And she already said you'll be able to merit Critical Hit Rate more (it's in the "Other" category with Enmity Increase).

Honestly, what I'd want most would be to just raise the caps so you can merit everything. Having to choose is stupid, I've always felt this way, and it goes against everything FFXI stands for, namely not having to specialize on one thing, but being able to play everything as you wanted (the job system is the best indication for this). It's the only game I know that does that, and it's great at it, only the merit system stands out like a sore thumb. Just make merit points harder to obtain, and maybe limit them somehow (like 20 a conquest tally? let the bitching commence), so that not everyone can cap everything in hours. After that, just let people enjoy being good at everything. Not like meriting something will make or break a job anyway, but that's the point.. if you can be good at it even without it, why deny us certain abilities in the first place? It just never made sense to me.

brayen
11-10-2011, 07:51 PM
I disagree about being allowed to merit everything. I think the concept of letting players enhance their jobs based on what they feel is the better adds a customization feature that i like. The main problem is that some of the merits are very minimal, and on top of that the other merits are down right worthless (hello defender recast!) personally i would like to see increased cap per category, as well as limits per merit-able skill/ability, and beyond that i would hope to see revisions to some of the merits as well as added merits to jobs. But as it seems the only changes planned are for increasing some limits and caps i will forgo what revisions and what not to save posting space and time.

Zubis
11-10-2011, 10:42 PM
Hopefully the increase in merit point storage from 20 to 30/50/99 doesn't mean a similar increase in the requirements for merits. I don't really want to spent 30 merits to get 10HP/MP guys.

Daniel_Hatcher
11-10-2011, 10:44 PM
I disagree about being allowed to merit everything. I think the concept of letting players enhance their jobs based on what they feel is the better adds a customization feature that i like. The main problem is that some of the merits are very minimal, and on top of that the other merits are down right worthless (hello defender recast!) personally i would like to see increased cap per category, as well as limits per merit-able skill/ability, and beyond that i would hope to see revisions to some of the merits as well as added merits to jobs. But as it seems the only changes planned are for increasing some limits and caps i will forgo what revisions and what not to save posting space and time.

Limiting RDM and BLM spells is a joke.

Yes, unique JA's/Traits I can agree on, but doing it to spells is out of order. Especially when you consider the merit spells is basically the only thing that separates RDM enfeebles from a WHM, BLM or SCH, and each spell is RUBBISH unless fully merited.

Alkimi
11-10-2011, 11:58 PM
Limiting RDM and BLM spells is a joke.

Yes, unique JA's/Traits I can agree on, but doing it to spells is out of order. Especially when you consider the merit spells is basically the only thing that separates RDM enfeebles from a WHM, BLM or SCH, and each spell is RUBBISH unless fully merited.

Main problem is however fail the merit spells are, they're all potential triggers for voidwatch. Including all the San spells, all 6 AM2 spells and all the RDM meritable ones. This forces you to get at least 1 merit in all of them anyway.

Daniel_Hatcher
11-11-2011, 12:00 AM
Main problem is however fail the merit spells are, they're all potential triggers for voidwatch. Including all the San spells, all 6 AM2 spells and all the RDM meritable ones. This forces you to get at least 1 merit in all of them anyway.

Exactly the point, this system makes unique spells impossible as you need 'em all. Therefore they should allow you to at least be able to put 1 in each and do 5/5 on at the minimum 3 of the spells.

Byrth
11-11-2011, 12:27 AM
My biggest problem with the merit system is that it really hasn't kept up with the xp rates. I have wasted millions of limit points (hundreds of merit points) because I have nowhere to put them. I'd specifically like to see the job merits change.

Tier 1 merits - I'd like to see the category caps eliminated. It provides a moderate amount of benefit to all jobs. Individual item cap is up to you guys. Some of the recast enhancing merits might get a little broken if they were allowed to increase further. WAR would move towards permanent Berserk, etc.

Tier 2 merits - I'd really love to eliminate the category caps for a lot of reasons:
1) You'd have a hard time making the argument that it would create balance issues of any kind.
2) It removes the problems people are talking about above.
3) It would give me something to do with my merit points for a long time because this category is so expensive.
As for individual item caps, this falls in to the same trap as Tier 1 merits.

I don't care as much about the other merits. Doing the two things outlined here would let me spend hundreds of merit points.

Warrior: 5 Aggressor, 5 Warcry, 5 Defender (I guess), 4 Tomahawk, 5 Aggressive Aim, 1 Savagery : 91 merits
Dancer: 5 Building, 5 Step Acc, 4 Saber Dance, 4 Fan Dance, 2 No Foot Rise : 78 merits
Black Mage: 5 Fire/Wind/Water/Earth, 5 Elemental Seal, 4 Tornado/Flood/Freeze/Flare/Quake II : 170 merits
Red Mage: 5 Fire/Wind/Water/Earth/Thunder MAcc, 4 Bio III, 4 Blind II, 4 Dia III, 4 Slow II, 4 Paralyze II : 170 merits
Beastmaster: 5 Call Beast, 5 Sic, 5 Tame, 4 Feral Howl, 1 Killer Instinct, 5 Beast Healer : 91 merits
Summoner: 5 MAcc, 5 PAcc, 5 Elemental MP, 4 Grand Fall/Meteor Strike/Wind Blade/Geocrush/Thunderstorm : 140 merits

That's another 740 merits, and after that I could still merit Ranger and Bard (between 75 and 90.) 200k xp/hr? That's still 37 hours of xping. I wouldn't hurry through it like that, either. I'd just wait to get xp through events and upgrade slots.

Urteil
11-11-2011, 10:17 AM
Try raising the other categories to 10, the hp/mp to 20, statistics to 15, and I think it would be a bigger deal.

Byrth
11-11-2011, 08:20 PM
Try raising the other categories to 10, the hp/mp to 20, statistics to 15, and I think it would be a bigger deal.

Doing this (almost what they've announced they'll be doing) makes you stronger, but it doesn't take very many merit points and I'm going to cap out in a few days again without particularly trying. Opening up the Tier 1/2 merits would have kept me busy for a long time and arguably would have impacted game balance less than what they're actually doing.