View Full Version : Bring back personalized augments
Malamasala
03-19-2011, 03:22 AM
I miss the greatest addition to FFXI since the dawn of time. Personalized augments. The ones you got from buying mini-expansions and winning the final battles.
Sure they were a bit restrictive. They should really have let you choose ALL bonuses. (But only 3 of them in total). Amount of bonus should depend on level to wear it.
Like you could make a resting armor:
+hMP
+refresh
+resist sleep
(yea, it is hard making an awesome resting armor with 3 augments)
Or you could make a melee WHM piece:
+club skill
+DA
+Cure potency
The part that made this system superior to all others, was that you could adjust armors to fit you, instead of like with every other armor, adjust to the armor. The benefit of this is that you get to enjoy the job the way you want to, instead of play it the way the guy writing the updates want you to play it.
It was actually this way I hoped the magian system would have worked when announced, but for some reason SE went backwards on evolution and stopped letting us choose our way of playing.
Am I alone in this, or are there more who miss the good old pick your augment moments that were so short but probably the best minutes spent in FFXI?
Alderin
03-19-2011, 03:42 AM
I believe reading somewhere, (I believe in the updates section on these forums) that they are looking to do a similar thing with Synnergy. (Sorry I don't have a link. Had a quick scan and didn't see it).
Basically you choose the 3x augs, however the # that it is augmented by (for example STR +5 or STR +8) depends on if it is a HQ synth or not. So basically you can choose your own Augments. I also read that these are changeable at a later date if you change your mind - however if you want the nice aug's, you simply have to HQ the synth.
So your skilling Synnergy then?
Kirana
03-19-2011, 03:58 AM
I believe reading somewhere, (I believe in the updates section on these forums) that they are looking to do a similar thing with Synnergy. (Sorry I don't have a link. Had a quick scan and didn't see it).
Basically you choose the 3x augs, however the # that it is augmented by (for example STR +5 or STR +8) depends on if it is a HQ synth or not. So basically you can choose your own Augments. I also read that these are changeable at a later date if you change your mind - however if you want the nice aug's, you simply have to HQ the synth.
So your skilling Synnergy then?
What I recall reading is that you would not be allowed to pick the specific stats to be upgraded. In other words, its going to be like the annoyingly random FoV augments.
Found it:
All the stats will be positive and you can overwrite and remove them, but you won’t be able to do this for specific stats only. (3/3)
Alderin
03-19-2011, 04:06 AM
Ah I see, I must have misread it the first time then.
That totally sucks then. Guess I will throw away my behemoth's knife. Synnergy has still proved useless to me apart from a few pretty MH furniture that I am never going to care about.
Arcon
03-19-2011, 04:16 AM
It was actually this way I hoped the magian system would have worked when announced, but for some reason SE went backwards on evolution and stopped letting us choose our way of playing.
I'm not quite sure how Magian trials are restricting your ways to play, isn't it the opposite? For probably every single stat out there and even combination of useful stats, there's weapons you can go for. Whether you want evasion, PDT, fire elemental damage, wind elemental accuracy, you can pretty much go for every useful augment there is, and get quite a few incredible augments like this, not mediocre ones as was the case with the augmentable bodies. The only difference is that there's no Magian trials for armor pieces (except AF3, obviously). But the old add-ons also featured only one slot each.
Am I alone in this, or are there more who miss the good old pick your augment moments that were so short but probably the best minutes spent in FFXI?
There are more people who like the augment system than there should be. And I'm not just talking about the new one, I hated the old one even more. It was what made me hate augments in the first place, and it didn't get much better from there. It took everything I hated about the merit system and made it much worse, forced you to specialize in one thing. If you got a good piece for SMN, you missed out on a good piece for WAR, and so on. Now with Magian trials you can at least double your efforts and get more pieces, to suit all your needs.
While I have no real reason against it, personally I dislike augments and hope they won't go further in that direction.
Alderin
03-19-2011, 04:22 AM
I will agree with Arcon in a sense ^
Magian trials are there for a reason, and the system works really well. Put in the hard yards, do a bunch of grinding, kill lots of birds.. Then you get your badarse +20 Evasion weapon.
Gear is so circumstantial anyway. If you want to take full advantage of great stats in certain slots for certain JA's etc - that's what macro's are for.
I do know of a BST that wears full add-on gear with amazing augments that truly does - make him a BEAST! However for most jobs, all gear is circumstantial and there is plenty of gear out there for every situation. It just requires a good macro set - and a lot of inventory space mind you >_>
Kirana
03-19-2011, 04:30 AM
I assume that it will be possible to get some damn good augments out of this new system. It will just be time consuming, aggravating, and possibly expensive.
Tsukino_Kaji
03-19-2011, 06:11 AM
GOD NO! Ebur was garbage, let it die, remove the NMs for it too.
Chiibi
03-19-2011, 06:18 AM
GOD NO! Ebur was garbage, let it die, remove the NMs for it too.
ps2 limitations
Tsukino_Kaji
03-19-2011, 06:22 AM
ps2 limitationsRemoving the NMs would free up space. lol
Zyeriis
03-19-2011, 06:23 AM
Removing the NMs would free up space. lol
ps2 limitations
Malamasala
03-19-2011, 07:45 AM
While I have no real reason against it, personally I dislike augments and hope they won't go further in that direction.
Your only dislike seemed to have been that it was restricted to one only. Naturally expanding this system would let you make more armors than a single one, and as I see it would be just how you wanted it. But perhaps you had some dislikes you didn't mention?
I do know of a BST that wears full add-on gear with amazing augments that truly does - make him a BEAST!
Yea, BST armor is roughly what I wanted for my SMN. Except replace the pet stats for BST with pet stats for SMN. But as every year, SE didn't know what armors to make for SMN. That is why I'd like augment choices back. So I can make the armor that SE is unable to make.
I'm not quite sure how Magian trials are restricting your ways to play, isn't it the opposite? For probably every single stat out there and even combination of useful stats, there's weapons you can go for.
It is just too restricted on combinations. I can make a -perp on a single avatar, but not for all of them (unless I want 8 staffs, which I don't because I don't want to lose TP on swapping pet). I can make a Myrkr staff, but then I can't have AOT or store TP or haste or something to get that TP faster. I can't have -dmg taken to pet and -perpetuation on the same staff.
All good combos are unavailable. I'm sticking with Bahamut Staff for -perpetuation (1 staff is better than 8). I made an OAT staff, for TP building. (Can at least do spirit taker that way with decent DMG). And haven't bothered with any pet augmented staffs since I'll either want my DD good, or remove perpetuation. I of course also have that new soulscourge for BPs also. 3 staffs is enough for me. I don't want 20.
Which also reminds me that all dual wielding jobs get such an unfair advantage in this system. If I could dual wield staffs I'd be happy too.
Arcon
03-19-2011, 08:51 AM
Your only dislike seemed to have been that it was restricted to one only. Naturally expanding this system would let you make more armors than a single one, and as I see it would be just how you wanted it. But perhaps you had some dislikes you didn't mention?
I said I had no real reason, I just dislike them. The way I want it, is gone from the game. I hate yellow text.
It is just too restricted on combinations. I can make a -perp on a single avatar, but not for all of them (unless I want 8 staffs, which I don't because I don't want to lose TP on swapping pet). I can make a Myrkr staff, but then I can't have AOT or store TP or haste or something to get that TP faster. I can't have -dmg taken to pet and -perpetuation on the same staff.
All good combos are unavailable. I'm sticking with Bahamut Staff for -perpetuation (1 staff is better than 8). I made an OAT staff, for TP building. (Can at least do spirit taker that way with decent DMG). And haven't bothered with any pet augmented staffs since I'll either want my DD good, or remove perpetuation. I of course also have that new soulscourge for BPs also. 3 staffs is enough for me. I don't want 20.
Which also reminds me that all dual wielding jobs get such an unfair advantage in this system. If I could dual wield staffs I'd be happy too.
The problem is, the weapons (especially SMN staves) are crazily overpowered as it is. You want more than -6 perpetuation cost and Blood Pact delay -10 on one staff? You want one weapon to be perfect for meleeing, defending, casting, resting, BPing and having avatar out? It's a matter of drawing the line. Dual wielders also don't have it better, even without trial daggers there are too many to choose from, more trial daggers just add more to that. If we take an evasion dagger we miss out on other things, Accuracy for Attack, and so on.