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Ophannus
04-22-2013, 06:51 AM
There are several hundreds of Food items in this game and players only use maybe 3 or 4 predominately. I know it seems like a big overhaul which can be very time consuming but something needs to be done. SE has succeeded in making only a selct few foods useful and the rest have puzzlingly terrible stats, even high level foods. Time and time again I see SE release new high level foods with stats like VIT+3 AGI+7 for example. I'm sure many of these food effects remain unknown to playrs(much like how we were unaware for years that the Macarons enhanced synthesis). Please be more transparent about food effects and moving forward implement foods that are more useful for a wider range of purposes; especially for mages.

A melee can enhance their attack by 100-150 which is a HUGE boost with no penalty. Why not create foods that give 20-30 magic accuracy, or 20-30 magic attack bonus? How about a +100-150 evasion bonus food, food with 10-15 enmity for tanks, a food with PDT or MDT on it, a conserve MP food. Mages have nothing useful for food; most use Cream Puffs stil which sadly is only what a +7 INT boost? Compared to melee which eat food that gives them +6 STR and 150 attack?
Changing this would also benefit Culinarians which have been subsiding on the same 2-3 recipes to make gil and cause a huge inflation of the rare and expensive Dragon Meat.

Fermion
04-22-2013, 05:05 PM
Food and items should have a much greater degree of transparency. Why take the time and effort to add something to the game, only to have it go unused and unnoticed for years? Seems like that's counter-productive, and a waste of resources to me.

I also agree with the mage food issue as well. It just seems unnecessarily constrained. With all the complex stats this game has to offer (MaB, affinity, Mag. Acc., conserve mp, cure potency, fast cast, etc.), having to default to a +7 int food just leaves me scratching my head at this point in the game.

Ophannus
04-23-2013, 12:44 AM
There are so many foods, whats the point of 90% of them? Why use the weaker tier attack foods when you can use the best? Cost? Please. That would be a good argument if there were less than 10 different foods JUST for STR/ATT, instead there are over 40 that increase attack, and out of those 40, maybe 2 are used. As for the MND, AGI, CHR food, these need to be re-purposed to enhance something a bit less nebulous than just base attributes. Magic Accuracy, Evasion, Charm+, Fast Cast, Conserve MP, Affinity, Tactical Parry, Occult Acumen

Ziyyigo-Tipyigo
04-23-2013, 01:50 AM
Food and items should have a much greater degree of transparency.

Oh, they will... in FFXIV: (http://forum.square-enix.com/ffxiv/threads/61657-Letter-from-the-Producer-LIVE-Part-VI-Q-A-Summary-%2804-17-2013%29)


Q: Are there any plans to implement a Wiki feature in-game that will allow players to look up details on monsters and items?
A: No. It wouldn't be possible to fit a database that large onto the PS3 version. Instead, we plan on creating an official database on the Lodestone and also creating an app. This way, players can quickly look up information with their smart phones.

They already had every crafting recipe available in a searchable database on the XIV website, and it sounds like they'll be getting much more.

Meanwhile, how long as the (decrepit "beta" of the) Linkshell Community been down now?

Rustic
04-23-2013, 02:37 AM
I hate buying ammo, tools, lures etc. (consumables) for my character. Meh, too bad they can't get rid of that like they did in FFXIV. I hate spending a ton of gil just on cosumables. It's a real bother when I try to play as a RNG and COR (or use a ranged weapon) and have to spend what little gil I have (245k), and it's hard for me to make more (I took a break from the game for a year and just got back onto it).

What they don't realize is that without those consumables, the game economy stagnates.

Call me weird, but I can sit there slapping newbie monsters around and make 30-90K/AH slot doing it at this point. What's so hard about making money?

Sothis
04-23-2013, 03:45 AM
I've seen in mentioned in the thread back some, but I'd like to reiterate: I'd like to see Farsha be made into an axe that's even worth using. Cloudsplitter is an absolutely terrible weapon skill, and without the WS, the axe isn't anything special.

Mirabelle
04-23-2013, 04:19 AM
What they don't realize is that without those consumables, the game economy stagnates.

Call me weird, but I can sit there slapping newbie monsters around and make 30-90K/AH slot doing it at this point. What's so hard about making money?

I think the problem with making money for consumable purchases is it's boring with no tangible benefit. At least with most redundant and boring tasks in the game, you are working towards a tangible reward. New gear, new weapon, access to new areas, etc.

With gil-making for consumables, you are spending time to be able to throw away something just to play a job. It's not very rewarding at all. And is why so few play those jobs and those that do, often play them poorly. Most COR's I see just roll buffs and stand back helping cure people. A lot of RNG's I see wear full time recycle gear.

There is nothing hard about making money. There is also very little interesting about it in general, especially when it doesn't lead to a tangible item.

IF the system worked in such a way that your had to earn the right to shoot a certain type of ammo, but it was infinite, it would be more palatable to most people. Say 10 million gil to shoot damascus bullets. 5 million gil to shoot Miridium bullets. Make the licenses for ammo the big cost and the bullets cheap.

Horadrim
04-23-2013, 06:51 AM
Frankly I'd find it a lot more fun to farm +2 items if you didn't HAVE to proc Yellow. Now, I get it, the idea was to force diverse parties and keep people from just solo'ing everything, but now it is getting to be sort of a chore.

I'd like to go into abyssea with a job that's not BLM/BRD for a change and actually enjoy hunting mob for gear and drops without having to depend so heavily on the proc system. Especially since we're moving beyond the Abyssea system and Abyssea era gear is considered sub-standard.

Rustic
04-24-2013, 12:28 AM
I think the problem with making money for consumable purchases is it's boring with no tangible benefit. At least with most redundant and boring tasks in the game, you are working towards a tangible reward. New gear, new weapon, access to new areas, etc.

What people don't realize is that Gil gets exchanged for items because you're spending time and they're paying you money for it.

You want that stack of silk cloth? Pay me for my time. A stack of bullets? Pay me for my time so you can have yours. And so on, and so forth. Why is that M. Kris so expensive? It's useful but it takes a ton of time and effort to get. Gimme gil for it. Want that relic faster? Pay me for those 100 Bynes and Jadeshells and the time and effort it took me to get them for you.

Trade is critical. The more roadblocks you put in the way of trade, the less useful Gil becomes. Consumables, -by far- are the easiest way to keep trade going. Medicines. Ammo. Crafting materials, doubly so when used to make other consumables. Look at the most rapid exchanges of Gil on the AH. Prism powders and silent oils!

There has to be both supply and sink and the process MUST be constant and brisk or else there is no game economy. The more "eternal" one-shot stuff there is, the more money piles up into the economy and has nowhere to go. You put "ammo licenses" in, and guaranteed people will simply pay for the unlimited plan and do without the higher-powered ammo until they can get it. /wave to your crafters making them anymore. Or bolts, or arrows for that matter.

Slib
04-24-2013, 01:35 AM
I feel mage Relics are completely useless and Emps are not that far behind them. Also, mythics could use more love also for mages.

As a Black Mage, why would I ever want a Claustrum? I have a 99 Hvergelmir, mainly as an achievement and that the weapon is nice vs easy prey when you want to keep your MP stable and not have to rest after 4 nukes, but against any tough enemies, it is not that great. As for the mythic, I personally never had one so I can't judge it's potency, but from what I read from others, it's just good for meteor and doesn't beat the Trial 99 Ele Staves.

Each of those weapons take a lot of time and money to make. I never understood why they were never an upgrade like the ones for melee are.

I'll never understand why Aegis got fixed so fast when it was considered to be useless next to Ochain when the Magic Damage Taken cap was -50% (even with aegis on at the time) yet all of these years, Claustrum remains useless and the most unwanted relic.

I'll only touch black mage bonuses since I do not play SCH or SMN.

Claustrum: You can instead have it give a unique spell to black mages and summoners instead of a weapon skill. Also give it some Avatar Magic damage +% and Magic Damage +% with + magic accuracy.

Hvergelmir: The weapon skill is actually nice, if you can get TP from casting often. This could give a major occult Accumen with lower Magic Damage +% than Claustrum and maybe give fast cast. Maybe summoners can get TP when their pet melees also, allowing them to use the WS from afar and not have to melee.

Laevateinn: Give a bonus damage to meteor in addition to the Magic Attack Bonus. This would make it unique for meteor to inflict even more damage than it does now. Can also enhance meteor to be effective with 1 Black Mage.

Only problem I see is the mythic staff being used just for Meteor. Could have it add a new unique black mage spell also.

Economizer
04-24-2013, 01:14 PM
Laevateinn: Give a bonus damage to meteor in addition to the Magic Attack Bonus.

It already does bonus damage with Meteor.

Demon6324236
04-24-2013, 02:39 PM
It already does bonus damage with Meteor.Actually no it doesn't, it just boosts Elemental Seal and gives a ton of MAB, unless there is something new about it I did not know about.

Economizer
04-24-2013, 07:07 PM
it just boosts Elemental Seal

And Meteor can only be used under Elemental Seal. No other staff will give a direct percentage damage boost to Meteor.

Concerned4FFxi
04-24-2013, 07:27 PM
Increase base damage on all magian trial weapons that are 99OAT, all hq VW pulse weapons, odinII lance, WOE weapons, REM 90/95/99, so that 99 has another weapon damage rank, and all the other weapons increase in rank to so that the remaining balance of time investment vs. reward stays fair rewards for Skirmish is still handsomely rewarded.

99REM>Skirmish+2/95REM>Skirmish+1/90REM/WOE99/VW pulse weapons/99OAT>85 REM, etc

obviously some Skirmish would still beat some REM at 99, because some REM just suck reguardless, same as some Str OAT beating out 85 REM, etc.

dpdhuntress
04-24-2013, 10:12 PM
Fix gungnir aftermath or actuallty try responding to the dragoon forums subject

Slib
04-24-2013, 11:11 PM
And Meteor can only be used under Elemental Seal. No other staff will give a direct percentage damage boost to Meteor.

Assuming you're alone, I believe meteor would never be used, even under elemental seal with the Mythic Staff. Meteor alone is just terrible damage. I don't even think I've had a group with more than 2 BLM in it and even having the 2nd BLM with the meteor spell...kinda sad and a waste of a spell that is supposed to be awesome :(

But anyway, back on topic, the staff boosts any type of spell and not just meteor at the moment. Only reason meteor isn't good with the Ele staves is because it is not a specific element. Currently, the skirmish staves come very close to beating mythic for meteor (ele seal bonus + 60 MATK should be better than the 67 MATK skirmish staff) and the time needed to get the skirmish staves seems a lot shorter than a 99 mythic :X

I guess I'm looking for a way to use Meteor alone and having it a tiny bit stronger than thundaja because I have yet to even use it where it was effectively better for its MP cost.

Duelle
04-25-2013, 04:31 PM
Add some love for RDM!

We should be able to equip any gear that shares a similar name to our AF gear.

For instance:

AF Gear = Warlock's Chapeau

Athos's Chapeau (Same Exact Item Model, just painted green. RDM is unable to use it.)
DEF:36
STR+8
"Magic Attack Bonus"+4
Enhances "Fast Cast" effect
Haste+5%
Set: Increases rate of critical hits

Seems like the epitome of RDM to me... little bit of everything.I'd like to extend this to a lot more than just gear with similar names. RDM should be on several pieces that are considered "light armor", in part stuff that THF and BLU have access to. I'm still confused over why we weren't on Twilight Belt and Epona's Ring, for starters.

In the case of the Athos set, it irks me to see that the set is named after one of the three musketeers, which aesthetically RDM borrowed from, yet we can't equip that set at all.

UnicornLeoheart
04-25-2013, 07:49 PM
Crafting Related



Make all craft recipe items stackable to at least 12


Quoting this for emphasis, more so with ores, beads, logs and other items.
This would make gathering a less tedious and perhaps a more popular endeavour; Even more so now there's a requirement for it in a few Coalition assignments with the introduction of the SoA expansion.
--------

On another note, an item crafted through goldsmithing known as "Phrygian Gold sheet" currently has no (or known) use.

Edit: Oh wow my name.

Kristal
04-25-2013, 08:30 PM
Can Treefeller Gloves be changed to Treefeller Boots, and Agrarian Boots to Agrarian Gloves? Those items are used to log and harvest in the new expansion zones, but they conflict with logging and harvesting gear from the Field/Worker Set. Players engaged in logging and harvesting can thus only wear three pieces of armor boosting those activities, while players engaged in mining can wear 4 pieces.

If changing the item slots (and names) isn't an option, a creative solution would be to change the effect of
Treefeller Gloves to
DEF:5 Improves harvesting results.
Eastern Ulbuka: Increases logging skill

and of
Agragian Boots to
DEF:6 Improves logging results.
Eastern Ulbuka: Increases harvesting skill

This would allow logging, harvesting and mining the same bonus on the same amount of gear.

Lotto
04-26-2013, 12:11 AM
There are so many things that need be augmented or changed and the devs won't listen to the player base anyway.
They promised to see what they could do for CoP rings for example last year and we're still waiting.

Anyway :
CoP/Aht urgan rings
Thief knife or at least a higher lvl version with treasure hunter.
A better way to buy/craft Arrows/Bullets (250k/stack of bullets really SE?)
R/E/Ms augmented. I finished my vere99 2 weeks before the update, thanks a lot for making it less powerful than a weapon you can get in a 2-3hrs battle.
Elemental gorgets/belts/obis augmented like the Chatoyant staff which would allow us to only carry 1 of those said belts/gorgets/obis.

Kayvindra
04-30-2013, 04:49 AM
R/E/Ms augmented. I finished my vere99 2 weeks before the update, thanks a lot for making it less powerful than a weapon you can get in a 2-3hrs battle.


I too am pretty upset by this, seeing my 99 Mandau that I spent loads of gil and time to get being outdone by a skirmish weapon. My anger of this just went up about tri-fold when an ls mate sent me a list of the new items for today's update and I see a dagger with 108 base damage and my Mandau only has 55. Seriously? I don't even have words to describe my emotions on this issue. I know they said they are going to upgrade R/E/M soon but if they still aren't better then skirmish weapons then that is a lot of wasted gil/time.

I also would like there to be more ways to obtain Serica/Penelope's cloths or make them craftable. With everyone's focus being on new content not many people are doing Prov and Legion (not to mention drop rate for them is terrible to begin with, especially Serica cloth) and literally every synth for 105-110 cloth needs one of those two items.

Kristal
05-01-2013, 04:29 PM
Stop panicking. SE will upgrade R/E/M weapons, I suspect by giving them DMG+ augments to negate the sheer difference.
The question should be, WHY are these Skirmish weapons so crazy on the DMG? What is the catch? What is SE planning that allows them to go overboard with numbers like this? This is a game where people pay untold millions of gil and years or playtime for +1% increase in stats, and this is a hundredfold...

Cljader1
05-01-2013, 04:37 PM
Stop panicking. SE will upgrade R/E/M weapons, I suspect by giving them DMG+ augments to negate the sheer difference.
The question should be, WHY are these Skirmish weapons so crazy on the DMG? What is the catch? What is SE planning that allows them to go overboard with numbers like this? This is a game where people pay untold millions of gil and years or playtime for +1% increase in stats, and this is a hundredfold...

The new crafted weapons are stronger than skirmish weapons ;)

Morrie
05-02-2013, 04:30 AM
This is the first time I've posted here but I feel that I need to say something about this update in regards to the new weapons(delve/craftable) and the relic/mythic/empyrean/coin weapons. I doubt that anyone at SquareEnix cares about our thoughts, or maybe just not the NA players, but I can't sit quiet about this. (The opinions voiced may not be new, but repetition never hurt anyone trying to make a point.)

I haven't been a “hardcore” player since the days before Abyssea when I did hnm stuff regularly. I've never had a relic because my time in game was pretty much solely for events and I enjoyed just getting the titles from the big fights. That feeling of accomplishment that I loved is gone from this game due to the nature of NMs now and the luck/zerg based events that require 18+ people.

I've taken breaks over the time for months or even up to a year and came back having to re-learn parts of the game. Abyssea and Voidwatch took a while but I finally got my gear and empys duoing/trioing with friends, but am in no way able to afford the HMPs/Riftcinders/etc for the 95-99 versions. A lot of the more casual players spend the time and effort to acquire an 85 or 90 emp and can be comparable in most situations to an equally geared 99 version and it's fun.

These new craftable weapons, and the skirmish/delve/etc weapons, are in some cases double the base damage with more acc/atk than relics, and obviously more than any empyrean. This makes it all a waste of time for those without "endgame" linkshells of 18+ people, who can only get to 85/90 r/e/m to even try to get to 99. All the work put in to get a functional weapon is worthless now. Buying the AH weapons, probably a few mil a piece, will most likely out perform any of the 99 r/e/m regardless of unique WS/AM simply due to overwhelmingly higher damage.

I read about the idea of allowing the use of the relic/empyrean weaponskills on other weapons and think this would be a great idea, but the comments were also about only allowing those who have reached the level 99 version of that weapon to do so. I think that part would be the mistake.

My first recommendation would be to allow the use of this WS to anyone who has acquired a level 85 empyrean. Don't give us the conditions of needing to spend millions of gil to upgrade just to be able to use the WS on another, obviously more powerful, weapon.

I'm saddened by this change because I can always come back to FFXI after x amount of time and while things have changed they haven't made my gear or what I can do irrelevant and useless. This update does just that: makes what I have useless. The fact is you, SquareEnix, have made the casual player irrelevant and for a while will make the remaining, dedicated player base furious.

Do you even play your own game? Have you any idea what focus testing is? Quality control? Where did you get the idea that making craftable AH weapons that are 2-3x more powerful than the r/e/m @ any level (average of which is probably being around 85-90 since not everyone can get it to 99) was a good idea? I certainly never heard anyone asking for new weapons that made r/e/m obsolete. Heck, I never heard anyone say there should be any new weapons period; except for the new jobs.

My second recommendation is that I think adjustments should be made to the new weapons as to not make everyone's efforts a waste of time; lower the base damage, increase delay, reduce the acc/atk/da/etc buffs, and so on. Not everyone has 99 r/e/m and not everyone can get them that far. HMP and Cinders, Marrows, etc. are not cheap to come by and those who don't have large Linkshells to support them in their quest to 99 will be lost. Drop the damage of these weapons to reasonable levels that don't make so much of our effort and time mean nothing. Only being able to ugprade r/e/m after 99 only helps those who can already get there, via large Linkshells, and does nothing for those with small groups and less playtime.

I've been happy with my 85 empyrean weapons because I could still function with the best due to decent gear and skill. Please don't make my work to 85 empyrean weapons a waste of time. I will never be able to take them to 99 and I was okay with that, was = before this update, but introducing weapons that make my efforts mean nothing is against the principle that has been at the core of this game since its inception: effort = reward. Buying something on the AH shouldn't beat the effort to get r/e/m regardless of level.

For those in endgame situations where they have the ability/opportunity to acquire 99s of each, you're also making their efforts above and beyond what should be necessary. They're already at 99 and have gone through all the ridiculous hoops you've set forth and now will need to undergo many more trials to have them match, or hopefully surpass, the AH and Delve drop items. How much will that cost them though? The AH items might only be a couple mil, they've already spent 100m+ on upgrading r/e/m. How much more time will they need to dedicate to getting WS points or X number of kills?

I get that thinking of new ways to balance an already deteriorating situation is taxing, or maybe impossible given the quality of effort shown so far, but if this update has done anything it has furthered that imbalance that players have already been asking to have fixed.

The only reason I returned for the SoA expansion was because a friend returned. If the situations surrounding the weapons and the general uselessness of casual efforts put in so far by the few remaining players aren't addressed, you'll be losing more customers very soon. And I haven't heard any good news about FFXIV so I hope someone working on FFXI has a reasonable mind and can address the issues in a way that suits all players; not just those that already have 99 r/e/m.

I wish that this plea doesn't fall on deaf ears, but I won't cling to hope.

Thanks for reading, if anyone even does.

Cljader1
05-02-2013, 09:08 AM
I have 2 relics and 3 emps, but my biggest achievement in the game is my goldsmithing, along with my other high crafts. I wrote for years on how craftable gear was underwhelming and not respected, then synergy came and showed promise. Crafter's like myself have asked for craftable relics for a long time, and finally at last they are here. I sinked over a billion gil onto lvling crafting across 4 mules with 4 lvl 80 synergy skill, and my dream was to have the ability to make the strongest gear in the game. Thank You SE, crafter's waited along time for this, thank you for listening to the crafting community and thanks for finally letting us have our day in the sun. Last time I was this happy about crafting was when SE introduced the Aern weapons for synergy.

The game is taking on a new life, the crafters should be the ones to craft your gear, and not just crappy gear but strong powerful gear and weapon that are desired. Crafting sucked for a long time and now it might just be fixed.

Kaeviathan
05-02-2013, 11:57 AM
I have 2 relics and 3 emps, but my biggest achievement in the game is my goldsmithing, along with my other high crafts. I wrote for years on how craftable gear was underwhelming and not respected, then synergy came and showed promise. Crafter's like myself have asked for craftable relics for a long time, and finally at last they are here. I sinked over a billion gil onto lvling crafting across 4 mules with 4 lvl 80 synergy skill, and my dream was to have the ability to make the strongest gear in the game. Thank You SE, crafter's waited along time for this, thank you for listening to the crafting community and thanks for finally letting us have our day in the sun. Last time I was this happy about crafting was when SE introduced the Aern weapons for synergy.

The game is taking on a new life, the crafters should be the ones to craft your gear, and not just crappy gear but strong powerful gear and weapon that are desired. Crafting sucked for a long time and now it might just be fixed.

I noticed that myself, which is good. But poor me, the update doesn't have much to offer for alchemist. I only noticed one new medicine.

Cljader1
05-02-2013, 12:09 PM
I noticed that myself, which is good. But poor me, the update doesn't have much to offer for alchemist. I only noticed one new medicine.

I don't think there done yet, SE is introducing weapon and gear slowly. Alchemy and goldsmithing still have additions to come, just look at what they done to woodworking with all there new high end weapons. I believe all crafts will be restored to glory.

Rustic
05-04-2013, 12:44 AM
I noticed that myself, which is good. But poor me, the update doesn't have much to offer for alchemist. I only noticed one new medicine.

They're definitely still adding more synths, though. Clothcraft was in the same boat until this update, and as more of the higher-end content goes in, I think we'll be seeing more recipes to go with it. Be nice to have a little something more new to brew here, too!

Cljader1
05-04-2013, 09:35 AM
I wouldn't be surprised if SE gave alchemy "flask of primeval brew" as a high end recipe. Now tell me, how many people would pay millions for that. If the trend continues, alchemy will get its day in the sun.

Demon6324236
05-04-2013, 10:12 AM
Alchemy would be awesome if they just added good meds rather than trash ones, I would always keep a few Lucid Elixers and Lucid Potions around if I could pick them up on the AH or craft them.

Landar
05-04-2013, 06:16 PM
I would very much like there to be more melee-oriented gear for red mages. ...especially with every other mage job out there who can do what we can, and better. There are a ton of items that have blu and even blm on them that rdm can't use, and could use effectively with gear swap macros, and so that huge enhancing magic skill doesn't go to waste.

Alpheus
05-06-2013, 06:23 AM
If the Devs do Opt to go the "Unlock WS route" can we have Porter Moogle Slips to store them at least? For all versions and levels please.

Edit: NVM!!!! they're augmented. bleh

Zuidar
05-12-2013, 11:34 PM
I'd like to see better quality food effects that actually have improved relevant stats and not have a cap. And really no more crappy/joke foods that aren't even worth making with weak stats ( Goblin Stir-fry)

better mage food that has improved stats and is relevant to it as well ( Refresh , Higher MP while healing, Magic Attack, Fast Cast, Conserve MP)

Chimerawizard
05-17-2013, 01:04 PM
Just read through all pages to make sure I'm not repeating anyone; the following are all items with charges, please change them to <1/1 :30[30:00, :30]> also, please add items for DNC, SCH, GEO, & RUN to Pulling the Strings/rewards & also change the effect of several of them...some were never useful. Oh lastly, let us take them off afterwords and still retain the effect.
Sanation, assasins, Tactical, pacifist, Getsul rings, janizary, Counter, deadeye, Naruko, gamushara earrings, healing feather, death chakram, Refresh musk, spirit lantern, Wyvern feed, and astral musk.
Pulling the strings (http://www.ffxiah.com/bcnm/77/pulling-the-strings) link to list of drops and easy access to player opinions of these items.

Now, things that are said at least 20 times per page...Other way of seeing it, stuff your customers really want you to get done.
Combine elemental grips/obis/gorgets/belts/ToM staves of same category.
Add a thiefs knife II
Remove medicated effect from all items with exception of TP wings, only make medicated affect TP wings (still spam potion but not TP wing)
Make potions & ethers scale in potency.
Make CoP rings scale to lv.99 (expound, all items that scale with level get max increased for lv.99 cap)
Make all synth mats stack. (I could either hold 80 marble beds or 80 copper ores, this makes some form of logical sense, right?!)
YadayadaDNCneedsLOnGERsneak/invis
SomethingRELICbuff

Forgot since it wasn't mentioned on every page
Fix salvage v1 cells so we quit tossing our good stuff with the cells and call you to restore items lost. I liked the temporary items change.

Kelg
05-18-2013, 03:48 AM
Add the newer jobs to the original relic weapons, I personally think BLU should be able to use Excalibur.

Also Magian trials for old content, like Kirin's osode and such. Artifact +2, Maybe even empy gear +3 if delve gear ends up getting too out of control.

Duzell
05-18-2013, 09:48 AM
Add the newer jobs to the original relic weapons, I personally think BLU should be able to use Excalibur.

Also Magian trials for old content, like Kirin's osode and such. Artifact +2, Maybe even empy gear +3 if delve gear ends up getting too out of control.
Its one thing to ask for REM to update, but the game has been out-dating armor for years, deal with it. AF Relic and Empy will have situational use for JA buffs and for mages.

Mirage
05-18-2013, 10:59 AM
How would I like certain items to be changed? Add thief to one of the new delve markmanship weapons, much similar to the way Samurai has access to Speleogen.

Werewolf
05-19-2013, 03:29 AM
http://wiki.bluegartr.com/images/f/fb/Honed_Tathlum_description.png

Monk / Thief / Ranger / Blue Mage / Corsair / Puppetmaster / Dancer / Rune Fencer

I'd like to see range/ammo items like this (there are a few of them) not have jobs that aren't really ever going to use them and instead put jobs that would actually benefit from them?... please.

Ranger use guns/bows/xbows...
Corsair uses guns...
Puppetmaster uses animators...

None of those jobs would ever honestly have a real purpose for using this, but yet they are on there... and other jobs like Dark Knight, Dragoon, and Ninja for example that could get use of this aren't on it; I would love to be able to use this but can't :(

Josiahkf
05-19-2013, 02:12 PM
I asked for this officially years ago with SE's system of "contact us" that a GM told me to direct suggestions to but here goes again since I never did get a response at all.

Please, consider making pet food toolbag. It's getting ridiculous for us to have to fill up completely in all our inventories just to go out for a day (4-8 hours) of intense beastmastering. At least if it stacked into toolbags we could store enough to handle without having to run back to a town often just to maintain basic functionality.

This was before Dawn mulsims time, I'm not suggesting those need to be modified or anything else which could be taken as creating imbalance. But this small thing could really help out a lot. The naked galka that does ninja tools would love to expand his business I'm sure~

Chimerawizard
05-20-2013, 02:33 AM
@ josiahfk
I'm wondering, do you find our pets so valuable that you spam pet food to keep a single one alive til eventual uncharm/depop?
You can release a pet, charm a different one and in one minute your first pet is at 100% again (unless DoT is on it).
If you're using jug pets, consider that normal pet food often costs more than a jug & we have pet Poultice which gives a very potent regen effect. (almost the same HP over time as a Pet food theta)
Even jugs resting have a potent hHP making downtime a near non-issue.

I would not mind them changing normal pet food to 99/stack though. If its still an issue, at that point, consider making toolbags.

Josiahkf
05-20-2013, 05:55 AM
@ josiahfk
I'm wondering, do you find our pets so valuable that you spam pet food to keep a single one alive til eventual uncharm/depop?
You can release a pet, charm a different one and in one minute your first pet is at 100% again (unless DoT is on it).
If you're using jug pets, consider that normal pet food often costs more than a jug & we have pet Poultice which gives a very potent regen effect. (almost the same HP over time as a Pet food theta)
Even jugs resting have a potent hHP making downtime a near non-issue.

I would not mind them changing normal pet food to 99/stack though. If its still an issue, at that point, consider making toolbags.
BST soloing NMs often doesn't have the luxury of just calling another pet. If the NM is deadly enough, you're lucky to get pet food keeping it alive long enough to outlast call beast retimer.

And if you want to spend a day of doing intensive events like that, it's ridiculous to need to fill so many inventory slots for basic functionality like that. If you're having no issues, you aren't fighting hard enough targets.

This problem is akin to a ninja needing to fill all their inventories just to go out for a few hours and fight/tank hard NMs while only using their own spells and JA. SE would never allow that imbalance and yet here we are, with BST.

Chimerawizard
05-20-2013, 08:24 AM
Off topic:
If you cannot use a charmed pet & the enemy is that tough:
A you are in a xNM battlefield
B you are in abyssea
C you are fighting a HNM
For any of those, I prefer to get some friends to join me.
I still think, make pet food stack to 99. If that doesn't do it, then make those into feedbags.

Back to topic:
For BLU COR PUP DNC SCH GEO & RUN
Please add items from the same series of equips as the following.
Wyvern Targe; all jobs lv.30 latent effect: haste+1% active when DRG is set to subjob
Sorc. Ring; BLM lv50 latent effect: MAB+10 active when HP<75% & TP<100
Also change the following to HP>75% for items of the following series
Sorc. Earring; BLM lv.70 latent effect: damage taken -30% active when HP<25% & TP<100.

Kiakasha
05-20-2013, 10:29 AM
I'd like to see better stats on mage food! conserve MP, magic accuracy %, magic attack %, pet: magic accuracy%, pet: magic attack %, magic critical rate etc.... use your imagination... mp and INT food is outdated.

Mirage
05-20-2013, 10:53 AM
I'd like to see better stats on mage food! conserve MP, magic accuracy %, magic attack %, pet: magic accuracy%, pet: magic attack %, magic critical rate etc.... use your imagination... mp and INT food is outdated.

This, a million trillion gazillion times. I've made a thread about it some time ago, but it can't be said often enough.

Conserve MP (and blood boon), cure potency, MAB, magic acc, fast cast, equivalent stats for pets, and refresh that stacks with spell refresh and doesn't last just a minute or two.

These stats on food, along with the regular int, mp, mnd and chr, would be very welcome for mages all over vanadiel. Mages are already lagging massively behind melees in damage output, and it doesn't help that mages get no food that is anywhere near as potent as melee food is. Melee food is extremely powerful compared to mage food.

It would also make money move around in the economy more than it does now. As it is, very few mages bother with using food, and considering a substantial portion of a group is going to be some sort of caster, there's a lot of money that could have moved around from food purchases that does not.

Chimerawizard
05-20-2013, 12:25 PM
I'd like to see better stats on mage food! conserve MP, magic accuracy %, magic attack %, pet: magic accuracy%, pet: magic attack %, magic critical rate etc.... use your imagination... mp and INT food is outdated.
3rd'd
Mages just dont eat. Mage food effects are negligible @99. They only make a noticeable difference in level cap fights.

M.acc, element affinity, +%MAB, quick cast, free cast, +%INT, conserve mp, magic burst bonus, magic crit rate/DMG, magic damage dealt+ (see goetia +2 set), smn equivalent of above mentioned. Starving mages everywhere need to eat or they'll die out, I hear rdm already bit the dust and blm & smn are on death's door.
(death (DRK) told them they look more like an undead skeleton than him)

Zeargi
05-20-2013, 01:00 PM
Hi. These are the suggestion to items I'd like to see:
ToAU/CoP/RZ items Upgraded (rings, earring, etc.)
Upgrades for the Evoker's Ring, Thief's Knife, Yinyang Robe, and other NM Job specific equipment pieces, transforming those that can be sold in R/Ex items
Make the Trial Staves, swords, torques, etc able to be stored by the moogles
Make the Avatar Reward items able to be stored by the moogles
+2 to Artifact armors
Upgrades to Artifact weapons to make them let relic, Mythic, and Emp.

Vil
05-20-2013, 03:30 PM
Would like to see an overhaul of the lower items lists..mainly, remove obsolete gear/food/etc nobody uses anymore. (when's the last time anyone equipped a white cloak?)

Streamline the lower level gear since their use is minimal at best (for example, keep baron's/seers gear for mages, noct for rangers, etc) and remove items that really have little purpose left in the game (wool robe, linen robe etc)

Daemon
05-20-2013, 06:37 PM
Hi Devs, wanted to say you guys are doing a great job! I been playing Since USA release and took a break, came back last year and finally was able to earn a Dalamatica Abjuration, save up gil to buy +1 and spend alot of time and gil to get the augments i wanted however, i was disappointed that Scholar being my main job, i cannot wear it^^ Since gear is now getting a major change with new Adoulin content, and after being 99, I dont see this being OP (Especially if you compare it with Delve stuff + Augments) and it would help us scholars play the job a little easier being that we are limited in our abilities with only 5 strategems^^ Even Geo is new job and has the opportunity to wear such a nice piece of body gear. (Forgot to mention that it took me a decade to get it =p)

Heka's Kalasiris, Fajin Boots, Toci's Harness, and all other voidwatch gears that are not storable, could u guys please allow us to store them in moogle slip? ^^

Plentitas Virga, it was a nice staff when i got it, but after getting new Delve staff, now this has become worthless and its very sad to go through all of voidwatch climbs, quests, cs, then do cat fights, pw to get this only for it to now sit in storage locked away (How much time, cruor, voidwatch stones, gil it took to earn this).

I can understand if the staff had any kind of valuable traits that other staffs cannot compare with but it only takes less than a day to earn enough plasm points to buy soothsayer staff, 2-3 rieves to get first augments compared to the effort it took to get Plentitas Virga and soothsayer staff wins by a long mile being that base dmg is 145, that alone just kills the overall INT, ATTK, ACC bonus and well 3% Haste does not make much of a difference for scholar. (Not like anyone will see any mage jobs DD with this staff at big events and at 99 attack, acc on plentitas not needed to hit mobs outside of adoulin^^)

Abjurations: I would like to also ask if you guys could allow us to have some sort of way to store abjurations at an NPC. The issue is, we get these abjurations and cannot either find the armor in AH available do to lack of crafters making them or the HQ cursed gear does not even exist! Therefore im sure other players would agree that either these abj just sit in storage taking up valuable space or people toss them.

Would also be nice to have some way to store Linkshell pearls. Often times friends give us pearls but we end up tossing them as inventory is a big issue. Most of us do have mules btw, but still, it is a hassle to go through mules, and swap items between other characters, and now that adoulin and delve gear is available, this does not make it easier for us.

Logs: You guys already allow us to stack Wisteria Lumber, however with VW, WoE, and all other events, many of the logs are single items and cannot be stacked. It would make it better for us if we can carry these in stacks, I read that Devs added several ways to get synthesis materials to help crafters but most of us end up wasting these materials due to the lack of being able carry them with convenience.

Having an NPC to hold +2 items, Seals from abby would be great too =)

Thanks and look forward to all the new updates coming^^

Daemon
05-20-2013, 06:56 PM
3rd'd
Mages just dont eat. Mage food effects are negligible @99. They only make a noticeable difference in level cap fights.

M.acc, element affinity, +%MAB, quick cast, free cast, +%INT, conserve mp, magic burst bonus, magic crit rate/DMG, magic damage dealt+ (see goetia +2 set), smn equivalent of above mentioned. Starving mages everywhere need to eat or they'll die out, I hear rdm already bit the dust and blm & smn are on death's door.
(death (DRK) told them they look more like an undead skeleton than him)

Actually food does make a big difference, people dont use them because everyone is use to the abby temp/cruorbuff/atma system where things are handed to everyone freely. As for level cap only comment well, i dont understand people wanting to attend big events without arriving with skills capped first, that should be the basic requirement, to me thats like inviting someone who fc to 99 in less than 6 hours and does not have high enough skill to contribute to the alliance.

Redmage is still good, and now get alot of invites in adoulin, back in the day enfeebles landed and there was no resistance, then SE changed it to make it an effort for mages to enfeeble, when people found out that it actually takes work and money to get the proper gear, food, buffs, gotta skill up and know the job and gears ^^.

Yes there are some issues with RDM however that could be fixed, for example, too many mobs have complete resistance to spells like Gravity II.

But i agree with Kiakasha that there is not magic accuracy foods, and since adoulin is end game content, we need new higher buff items to help us explore the new areas better ^^

Daemon
05-20-2013, 07:38 PM
New Delve weapons: Lol these weapons are suppose to be massive, can we get some unique graphics to go with them?^^
My Soothsayer staff looks exactly like earth staff D:

In a way its like buying an iphone4 from apple and upgrading to iphone4s =p

Voidwatch: The ability to pass items we dont need to other players, i threw away so many good equipment that could have gone to someone else who could benefit or wanted that, its sad to see another player who dedicate all that time trying to get something and then they have to watch another person get it 3-5+ times and throw those away.

Also i am 0/2000+ Coruscanti on Qilin... I watched more than 4 people get the dagger twice, ive watched new players who just started get the dagger in less than 10 rounds and pulse it in my face D: Ive tried playing several different types of jobs and came to the conclusion that it is not worth the time and effort for this, there is definately some kind of flaw with how the vw drops work.

For example one riff at Celaeno doesnt drop robe after 18 rounds, and another riff drop more than 6 robes out of 18.

Also how is it the same people are getting the big items more than once in a round of 6? Ive seen people get 2 ogiers helm, ogiers coat, rubeus spats, rebeus boots. This ive seen at all other NMs too.

And im sure the majority of players can agree, how many gorgets from qilin, eye of mantis etc do we need?^^ some of us get 5/6 in our inventory during a round of 6.

WoE: Before everyone at WoE use to do various fluxes, now everyone only spam 11,12 and 13, and well, no one wants to do 15 on our server anymore so all these fluxes are just sitting there being useless. Ever since the new update lowered mob levels, all the items that were worth decent gil have massively dropped in value like how windbuffet belt was 2.5mil and now dropped to 300k, and because of implementing pouches for devious die and liminal residue, WoE is no longer interesting when everyone is only spamming the same fluxes over and over without much effort, strategy and technique. So an adjustment on the item drops would be nice or adding some new gear would be nice =) There was some of us who went there to make some money and i'm sure pouches are great but not when there's more than 30+ players in a flux who enter before some of us can even get out of the previous one and buy another ki only to enter the next one and find that the flux was almost ended [Thats how much easier WoE is now] (Like flux 13)

Tanama
05-20-2013, 10:47 PM
Add Red Mage and Bard to light damage-dealer armor such as Manibozho, Thurandaut, Thaumas, Epona's Ring, Twilight Belt, Honed Tathlum, etc.

The two jobs are able to equip the best swords and daggers in all of Vana'diel. Why not supplement that with actual melee gear?

Chimerawizard
05-21-2013, 03:38 AM
Actually food does make a big difference, people dont use them because everyone is use to the abby temp/cruorbuff/atma system where things are handed to everyone freely.

highest DMG increase food for mages, cream puff...as far as I know at least. 7 INT. I find MP is a mostly non-issue with refresh2, ballad 1,2,3, evok. roll, indi/geo refresh and diabolos's favor available, I don't really consider MP on food all that important. That 7 int on a well geared Mage is an insignificant increase in DMG.

So I actually contribute:
Please display food's effect & duration for players.

Mirage
05-21-2013, 03:57 AM
Ask a BLM who's trying to keep up with melee damage (not that he could, lol) output if he would like more refresh, Chimera.

Chimerawizard
05-21-2013, 05:00 AM
Wasn't talking about not needing refresh, was talking about max mp+ from food. I just don't consider that an issue. I'll always take more refresh if you're willing to give it...unless I'm double weak...then it doesn't matter how much refresh I have, I'm still not even in the room. Making drinks is the goal then.

Mirage
05-21-2013, 07:17 AM
You can still cure while double weak!

In either case, max MP may not matter the most, but there are instances where it will benefit you (general you), such as right after a convert, when using abilities or items that recover MP based on max MP, and it lets you build up a higher MP buffer in those times when the fighting is less intense. I definitely wouldn't say no to mage food with 150 more mp, on top of other useful stats.

Daemon
05-21-2013, 10:04 AM
Oh boy so many suggestions...

Nexus Cape: Would be nice if we could warp to more maps than what's already implemented right now. Being that this can only be used once every 24 hours real time, it has quite a huge limit making this item kind of go to waste. Not that people never use it but most of the time I see several LS members, friends, people in alliance unable to warp and it's definately a huge turn down when you really want to get to the party and join the event quickly(especially when you are the last person to fill the spot and have to gear up while 17 other people in alliance is patiently waiting for you) only to find out that the cape doesn't work.

Deodorize: Lol seriously? It's 2013 and this spell still has no use... Why do we have it? ^^ I asked that question 10 years ago =p

Mage Headgear: When I heard about the new gears coming out from Adoulin, the first thing On my mind was how cool will the new headgears be because honestly at 99, Chelona is just so lol..

Then when Orvail set was implemented to my disappointment, another crown/Corona headgear... we mages really want new headgears that's unique, different, that's eye candy, not something that looks like a level 1 circlet that people can't see.


Subligar: I kinda wondered if the devs created these kinky undies as an inside joke :) red ones from carabosse was a nice touch ^^ Wicca not so fashionable at 99. Would be nice to have some 99 tighties D:

WOE Coins: you guys allow us to store ancient beastcoins, can we get an npc to store WOE coins? ^^
I know several people including myself give them away free or drop them because we don't have the inventory space for these ^^.

Alexandrite: I wanted to send some to a friend as a gift but found out that you cannot deliver via delivery npc.

Moogle Slips: a good chunk of inventory is being occupied by holding slips. One comment that caught my eye from the devs explaining about Delve and that if players cannot defeat within 15 minutes, there is an issue with either gear, strategy ect.

One of the big issues is that we are expected to carry several types of gear sets, meds, food, on top of that have extra room to receive item rewards from event. It's quite difficult to do this at endgame when we have so much gears and items that cannot be stored, slips, abj, +2s, seals, rare/ex, voidwatch armors, augmented armors that can no longer be placed in moogle slip, trial/Magian weapons auction house equipments, grips, rings, earrings, synthesis materials, and the list goes on and on.

So many limitations make us wonder why do we have access to all these jobs if limitations is designed to force us to only select a certain few within one account character? For example the new Merit weapon skill change has no real benefit to us except maybe for people who don't feel like leveling merits to 5 just to test it out to see if that's worth getting. Any serious DD would never merit less than 5. And eventually all players reaching end game status would be embarrassed not to have ws fully merit. This only gives us the option to be lazy and gimp out our characters, not pimp out our characters.

Would anyone want to invite a dark knight with level 3 or 4 Resolution over a Dark that has level 5? Lol
Small numbers make big differences in the long run.

Technically we still only have 15 points for merit ws. That means a serious player can still only choose 3 ws, yet in order for a good player to get around the server and get things done without always depending on others to do what should be done independently has to have more than 3 jobs.

At endgame a player who is skilled in 10 jobs has a better opportunity to be of use than someone with only 1 or 2 jobs especially if those positions have already been filled. The player with 10 jobs can offer to fill what's needed rather than wait out to join another group. I just don't see the reason for holding us back on this privilege especially if we are willing to put in the time, effort and earn it.

The question on my mind is why would it be such a big deal to allow us to unlock all merit ws? I just don't see how that would be overpowering or unbalanced when we still have to do the work to those merits, buying the proper gear, questing/event to earn the right equipment specifically for those ws. The amount of time, gil to Skill up etc. not like anyone can get GS resolution and use that on white Mage. Or not like bard can use Blade Shun. And even though Some jobs can use some of the same ws doesn't mean gear will be the same. Bst gear will be different than warrior, blackmage will be different than scholar.

If we are given access and the ability to level every job on 1 character account to 99, the ability to obtain all af gear, then we should have the ability to earn all job specific merit weaponskills.

Some of the merit weaponskills just aren't good enough to get anyways such as realmrazer. That ws only "looks" cool but not cool enough to cough up points to get it.
.

Redmage staff: it's funny that redmage can equip a level 99 staff but can only use heavy swing. It doesn't make sense in a way that we all know staffs in general are not for DDing, and I can understand equipping staff only for the stats, but even if redmage had access to some of the other ws I don't think any 99 redmage is going to overpower other mage class and definitely not any DD. it would make redmage more support friendly for Abby procs and voidwatch.

Redmage in most scenarios is hired to be the enfeebler / backup healer, I'm sure no red mage is going to whip out staff and DD with it during any event unless if needed for proc D:

Drivont
05-21-2013, 03:32 PM
Signal and Tactics pearl, please! reduce the 20hr cooldown to 5hrs? Or even less? NPC's are hardly gamebreakers, for the content they can be called in. Maybe widen the content they can do too? And take the week cooldown for Tactics off?
Just my input.

Kristal
05-21-2013, 09:08 PM
Deodorize: Lol seriously? It's 2013 and this spell still has no use... Why do we have it? ^^ I asked that question 10 years ago =p

It has a use, but it's coded wrong. It shouldn't fade similar to Sneak and Invis. (Although even then it's a niche spell, with limited use.)

Rustic
05-22-2013, 01:45 AM
It has a use, but it's coded wrong. It shouldn't fade similar to Sneak and Invis. (Although even then it's a niche spell, with limited use.)

Actually, it's got it's uses. Get chased by some leeches some time and have someone toss Deodorize on you.

Works on crawlers, too. Effectively, it's the same as if you ran across water.

Catmato
05-22-2013, 10:38 AM
http://wiki.bluegartr.com/images/f/fb/Honed_Tathlum_description.png
None of those jobs would ever honestly have a real purpose for using this, but yet they are on there... and other jobs like White Mage, Dark Knight, Dragoon, and Ninja for example that could get use of this aren't on it; I would love to be able to use this but can't :(FTFY
1234567890

Mephie
05-23-2013, 04:24 AM
Thiefs knife (lvl 99 version please) , cop rings, zilart earrings.

also as some suggested update the aht urgan rings and get rid of that latent on it >< raise the drop rates on heavy metal plates and make the pouches of them actually drop a reasonable amount.... for theif's knife if you make a 99 one make it so you can't equip both. as someone also suggested please bring the scenario rewards up to 99 or give extra fights where we can get a 99 version

Darki
05-23-2013, 03:37 PM
My suggestions are more in line with current medicines. Most medicines are fairly useless due to their static amounts and the following medicated effect. No one is seriously going to use a pro-ether for MP.



These all need to be changed to a percent based restoration and allowed to stack to 12. No medicated effect. Force user to be unable to do any action for a few seconds after use.






Same as above percentage based restoration with a stack of 12, again no medicated effect. Force user to be unable to do any action for a few seconds after use.




These are fine, just allow them to stack to 12. Also reduce their use time to 5s with the same 5s of no action after their used.



These are currently fine as is and represent the instant use emergency button.

I was going to make an all new thread talking about this but saevel already hit the nail squarely on the head.

The only thing I would add is that there is an Alchemy guild point item called "Concoction" which allows making "Concentrated Drops" versions of low level potions and ethers (Stackable to 12.) You don't see players using these because 1. you can only make low level potions and ethers with this KI and 2. they each give a 5 minute medicated effect.

Why not make it so more if not all of the higher tier medicines can be converted into Concentrated drops? Without the 5 min medicated effect of corse.


EDIT: wow didn't mean to make a new thread...oh well. First time using this forum system lol.

Mirage
05-23-2013, 10:31 PM
I see that some people have brought up expansion rewards, and I would just like to say that I am in agreement.

Final Fantasy has always taken pride in having a good story, and even in the MMOs, SE is focusing more on this than most other MMOs on the market. Rewarding players with a handful of gear pieces that remain good for the rest of the game seems like a good way to reward players that are interested in these storylines, and also give incentives to finish the storylines for those who are just in it for the gear. Additionally, this gives new players gear that acts as a decent baseline for when they want to go gear-hunting in whichever way they prefer to do this.

Some storyline rewards are sort of good already, while others are horribly underpowered. Rajas is a reasonably good ring for melee attackers, but tamas and sattva are both laughable. The rajas ring should probably be given a slight boost to the existing stats when worn at level 99, but tamas and sattva probably need to be reworked completely. Sattva should probably have -8% (or maybe even -10%) DT on it, +10 shield/parry/evasion and and perhaps convert 2% of damage taken to mp. Tamas should have +10 MAB, +5 cure potency- -10 enmity and probably refresh in addition to boosting the existing stats a tiny bit.

the Aht Urhgan rings are also pretty terrible. One of them is good in a few events, just because refresh is always good, but outside of this, they are nearly useless almost right from the level you can equip them. I suggest making their latent effects always active, which would probably make Balrahn's ring good, but I'm sure it would be fine to add some MAB to it as well. Ulthalam's ring does however require a bit more to be good. Perhaps TP bonus +20, and regain (not as latent effect) in addition to regen. As for Jalzahns ring, I'm not sure how it should be boosted. ranger and corsair are not jobs I know a lot about.

Moonshade is "almost" fine, but I wish it would give you an additional augment, and many of the available augments are completely ridiculous. Either we should be allowed to pick an additional third augment from any of the two groups, or the augments that are currently very bad should be boosted so that the player has an actual choice when making their earring, not just a "am I an idiot or am I not" test.

The three add-on armor pieces are also mostly outdated now, which is a shame, because one of the main reason people play through the story of them is to get the armor. I suspect that letting us add an additional two augments to them, while at the same time increasing the required level of them to 99 would make them worth getting again, at least for some jobs. Perhaps also double the base stats on those items.

Chimerawizard
05-28-2013, 05:45 AM
I just remembered a few items I never got because they had limited charges. Please change them to infinite charges & let players obtain/keep multiple instead of having to drop one in order to obtain another.

items in question:
Gadzradd's Helm (http://www.ffxiah.com/item/15214/)
Da'Vhu's Barbut (http://www.ffxiah.com/item/15215/)
Tsoo's Headgear (http://www.ffxiah.com/item/15216/)
Choplix's Coif (http://www.ffxiah.com/item/15217/)

Mephie
05-29-2013, 11:49 AM
forgot several items that'd be nice to have changed i know logs have been asked to be stackable but could you make drinks stackable too. also could you make the FoV and GoV casket items storable with porter moogles same with VWNM drops and the non upgradable delve items i'd love for all delve to be so but that's less likely. also if you could make more normal armor sets including +1s storable with the armour storage npc that'd be great too. its very hard to keep a decent amount of inventory space free ; ;

Kristal
05-30-2013, 12:10 AM
Actually, it's got it's uses. Get chased by some leeches some time and have someone toss Deodorize on you.

Works on crawlers, too. Effectively, it's the same as if you ran across water.

Already said it has uses. But the example you gave isn't a very good situation. It only works on proximity agrod mobs that happen to track by smell, and if the player is running towards you with ample time to find the spell in your spell list.
Any other situation, and you merely shifted agro to yourself, is pointless, out of range, or no longer relevant.

Speaking of water... shouldn't several of the storm spells have this effect? Rainstorm should have the same effect as rain (or walking through water)...

saevel
05-30-2013, 08:37 PM
Lol I think they've forgotten about this thread. Probably just posted it cause they posted one on the JP forum where their actually reading it.

Demon6324236
05-31-2013, 03:08 AM
Yeah, been going since January and they have not replied at all since... or shown any indication of listening to suggestions, maybe someone said they should add weapons twice as strong as the best in here somewhere and they went with that one, who knows.

Zeldar
06-02-2013, 05:20 AM
The colorless soul system for upgrading empyrean shield/instrument is absolutely absurd. It has been made even worse by the high demand for well-geared brds and plds in delve. A total of 3 mobs in the entire game to maybe get a slim chance to upgrade, the 3 more to drop a soul or 2 at a time? Come on now... with the exception of Fistule ( which sucks as well) you saw the need to make it possible for more than 1 group to farm other empy weapons in each zone.. why not do the same for souls? 99 PLD here going to waste because there is 1 acceptable shield in the game, and you've made it nearly impossible to get. I know a lot of people will post that its not that bad...quit crying. Those people dont have an ochain, or paid people for pops. Can you possibly add a 2nd, even 3rd tier 2 AND 3 pop per zone? Maybe even make the respawn time more like the respawn time of a ??? used to pop the rest of the nms. I find myself able to get max 2 souls per day due to high competition, and then I rage quit for the weekend.

Jirachi
06-03-2013, 10:41 AM
Dear SquareEnix:
Maybe this isn't the place to post this but, i do like the fact that delve weapons are able to maximize damage and are able to be augmented and upgraded, and i enjoy that you are trying to enhance the Relic, Mythic, and Empyrean, weapons to make them better.

But in all honesty, i doubt that the updates to the Relic, Mythic, and Empyrean weapons will change player's minds.
I have tried getting into voidwatch runs and into a few delve runs and i have been turned down for not owning a delve.

I suggest maybe making delve weapons a laten effect, like, when upgradnig a Relic, they have the "In Dynamis" Effect, maybe delve weapons can be have a "Inside Delve: DMG:209 ..." effects, maybe it will help boost and enhance people with Relic, Mythic, and Empyrean weapons, and give some hope to people who are still unable to get into so said events.

-Thanks for Reading

Demon6324236
06-03-2013, 11:26 AM
They need to just boost Bayld weapons to the same power as Skirmish weapons at all times, buff Skirmish weapons to be between where they are now, and where Delve weapons are, and then people will be able to easily get weapons that are stronger as current RMEs more easily, which solve all problems with it.

Jirachi
06-03-2013, 11:42 AM
They need to just boost Bayld weapons to the same power as Skirmish weapons at all times, buff Skirmish weapons to be between where they are now, and where Delve weapons are, and then people will be able to easily get weapons that are stronger as current RMEs more easily, which solve all problems with it.

This game shouldn't be about getting the strongest weapons in a day where some people work months and years for a Empyrean Mythic or Relic, i feel like Empyrean Relics and Mythics should be the strongest weapons due to the fact of their special title and means of getting, however since empyrean are so much easier, they should the the weakest of the 3, Relics after that, and since Mythic are so much harder (and rarer more stuff required etc) should be the strongest weapons overall. that way you can't start the game leech to 99 jump into a delve and have the best weapon and gear of all time.

Demon6324236
06-03-2013, 12:12 PM
No but doing anything that puts those weapons ahead of the others while they are easy to obtain will always result in what we have now, people excluding other people from joining because they do not have a prestige weapon. Remember back when only a handful of people had Relics and Mythics? There were no shouts like this back then, because the weapons were not this common, with their commonality came the problem that is player exclusion based on not having them, and without essentially ruling out the basic forms of them, basically all levels under 99, you allow players to enforce this kind of requirement onto other players.

For now, Emps are seen as better than most or all weapons that are not of other RMED categories, they are also seen as very easy to get, so long as both of those things are the case, it can easily be a requirement to join events for people. Not saying some things should not require a great deal of gear, but saying that these kinds of restrictions are stupid, and unless something is done to rule out the lower leveled RMEs then you will see these kind of shouts continue. The weapons can stay the strongest, I have no problem with that, but if they should make the lower leveled weapons weaker in the overall flow of things, otherwise, we will keep as we are now, where RMEDs are required to play certain jobs in most parties because of the exclusionary way most leaders form their parties...

Jirachi
06-03-2013, 12:32 PM
No but doing anything that puts those weapons ahead of the others while they are easy to obtain will always result in what we have now, people excluding other people from joining because they do not have a prestige weapon. Remember back when only a handful of people had Relics and Mythics? There were no shouts like this back then, because the weapons were not this common, with their commonality came the problem that is player exclusion based on not having them, and without essentially ruling out the basic forms of them, basically all levels under 99, you allow players to enforce this kind of requirement onto other players.

For now, Emps are seen as better than most or all weapons that are not of other RMED categories, they are also seen as very easy to get, so long as both of those things are the case, it can easily be a requirement to join events for people. Not saying some things should not require a great deal of gear, but saying that these kinds of restrictions are stupid, and unless something is done to rule out the lower leveled RMEs then you will see these kind of shouts continue. The weapons can stay the strongest, I have no problem with that, but if they should make the lower leveled weapons weaker in the overall flow of things, otherwise, we will keep as we are now, where RMEDs are required to play certain jobs in most parties because of the exclusionary way most leaders form their parties...

But if Delve weapons can be given to people who just start it will be the same problem, If delve weapons are so easy to get people will only want delve weapons, excluding newer or returning players from getting the delve weapon in general. At least if REM are the top weapons a casual once a week player will be able to get it over time, where as if its delve weapons they can only get one if all their friends are: 1. still playing, and 2. feel as if they wont drag the group into a wipe.

Like i said before im now being told i cant do voidwatch without owning delve weapons....at least back when REMs were the strongest weapon i could say "i have vereth" and get an invite.

Demon6324236
06-03-2013, 12:45 PM
Then in all honesty I would ignore those people because they are retarded, and no matter how hard SE tries, I doubt they can fix that problem.

Mirage
06-03-2013, 10:11 PM
The real problem is that there are no good alternatives, that Delve (and soon RME too) are too far ahead of crafted weapons and other more common weapons.

Bayld weapons should have been way stronger than they are (latent DMG should be the default DMG). Skirmish weapons should be slightly increased, and the best augments on skirmish weapons should make the weapons slightly better than a vanilla delve weapon. There should also be a lot of crafted gear available. There should have been NQ craftable weapons that were as strong as unaugmented skirmish weapons right from the beginning of SoA, and also recipies with more expensive items for weapons that were on par with unaugmented delve weapons, and of course HQ versions of all these weapons.

Although a bit too late now, I think delve should have been added a bit later, and not in the way it is currently done. I think it would have been healthier for the game if gaining access to each delve would generate AH sellable items that could be used to enter skirmishes as a by-product. That way, the more often people did delve, the cheaper and easier it would be for the lower tier players to gain access to skirmish.

hiko
06-10-2013, 11:31 PM
turn mog bonanza kupons into Ex item delivrable within same account

Leatherman
06-11-2013, 03:47 AM
Flawless Ribbon. Give PUP gear to be considered a DD instead of a cheap BST wanna be with mage gear.

kylani
06-11-2013, 07:45 PM
Lol I think they've forgotten about this thread. Probably just posted it cause they posted one on the JP forum where their actually reading it.

I wondered about this. I've noticed that the JP threads have tons of comments, while NA threads have very few. Makes me wonder why they bothered asking in. It doesn't seem like they even look at the NA threads.

At any rate, what I'd like most is opening up the older content more so newer folks can get those as most of the playerbase is upper tiered now.

Up the scenario rewards now that cap has increased. I enjoy doing the missions and quests, but the rewards used to mean something. Now it's something of a letdown.

The abyssea, vw groups aren't as popular now that we have delve, so it would be nice for better drop rates.

Increase or drop assault tag limits, drop entry requirements to old Nyzul, etc.

Fobby
06-12-2013, 02:16 AM
I've posted this a few times on this forum and it's only been drowned in necro bumps.

For gods sake allow us to consolidate all 8 elemental obis into one belt!

Leatherman
06-16-2013, 11:52 PM
http://images3.wikia.nocookie.net/__cb20120716022604/ffxi/images/d/d2/Pantin_Taj_2.jpg

Would like to see the refresh effect available to the master as well...

Aeonk
06-17-2013, 07:37 AM
This game shouldn't be about getting the strongest weapons in a day where some people work months and years for a Empyrean Mythic or Relic, i feel like Empyrean Relics and Mythics should be the strongest weapons due to the fact of their special title and means of getting, however since empyrean are so much easier, they should the the weakest of the 3, Relics after that, and since Mythic are so much harder (and rarer more stuff required etc) should be the strongest weapons overall. that way you can't start the game leech to 99 jump into a delve and have the best weapon and gear of all time.

your hierarchy is flawed. 99 empyreans are harder to obtain than 99 relics. The only difference is that you can play with your empy toy around the 25% completion mark, where relics much more of a significant investment at the beginning before your work pays off at all. But when all is said and done, Empy's are more expensive.

Ideally you'd want all 3 to be equal in one way or another. If REMs like Ochain, Aegis, Apoc, G horn, Darudabla or Yagrush are any indicator, it's that the REM that adds utility to a job where previously there was none will stand the test of time.

Leatherman
06-17-2013, 05:27 PM
http://www.bg-wiki.com/images/thumb/b/b0/Surefire_Arquebus_description.png/300px-Surefire_Arquebus_description.png

I'm very disapointed at the stats on this weapon... COR doesn't get good weapons... for exemple the bow:
http://www.bg-wiki.com/images/thumb/9/91/Speleogen_Bow_description.png/300px-Speleogen_Bow_description.png

Now tell me the gun is not underbuffed like most Delve weapons.

I was excited to get the KI to get access to this gun, but when I saw the delay and the damage I wanted to spit on some developers.

Check both weapon's Delay and Damage.

Kristal
06-17-2013, 07:22 PM
http://www.bg-wiki.com/images/thumb/b/b0/Surefire_Arquebus_description.png/300px-Surefire_Arquebus_description.png

I'm very disapointed at the stats on this weapon... COR doesn't get good weapons... for exemple the bow:
http://www.bg-wiki.com/images/thumb/9/91/Speleogen_Bow_description.png/300px-Speleogen_Bow_description.png

Now tell me the gun is not underbuffed like most Delve weapons.

I was excited to get the KI to get access to this gun, but when I saw the delay and the damage I wanted to spit on some developers.

Check both weapon's Delay and Damage.

I want to take this gun and ... you know the rest... Developers please!? Maybe someone might see the light in this but I'm tired of guessing what the Dev team thinks when they create @#$% like this.

Almost as if they forgot to put a 1 in front of that 96. Maybe the unreleased delve bullets are that powerfull? (DMG:500, costs 30.000 plasm for 99)

Leatherman
06-18-2013, 01:25 AM
Almost as if they forgot to put a 1 in front of that 96. Maybe the unreleased delve bullets are that powerfull? (DMG:500, costs 30.000 plasm for 99)

I agree on the damage adding a 1 in front of it :) but bullets with 500 damage for 30k a stack that's just ridiculously stupid, isn't it easier to just say "We made a mistake on the damage of this weapon, here's what we meant..."?

Leatherman
06-18-2013, 02:15 AM
I want to take this gun and ... you know the rest... Developers please!? Maybe someone might see the light in this but I'm tired of guessing what the Dev team thinks when they create @#$% like this.

My apologies to the Dev team... I know you guys are doing your best to brings us great content and different items, thank you for that! I was a bit frustrated and got carried away. Just would be nice if the items created made sense, sometimes it feels like who design items like that don't understand how the "Job" work.

Mohr
06-20-2013, 06:52 AM
I would love to be able to wear my Thief Treasure hunter gear and be proud i'm wearing it. Just by adding an augment or a trial to it. You could add some stats to the hands and feet mainly some haste or accuracy would be a great improvement.

Thief's knife would be nice to earn a damage upgrade to about the damage level for a 90's dagger off the auction house would have. Any change to this weapon, or the addition of another weapon that makes you unable to equip this one would be beneficial.

I would like for the Thief Job ability merit of Hide to just be removed, and some other choice given. This is such a specific ability that is not used that much in the new content or endgame game play. Maybe adding lower cast time for accomplice or collaborator so that we can help bring back Thief's ability to control hate in a party. Doubtful people will use it this way but would be more useful then meriting Hide. Could possibly merit steal to a lower time but I doubt you will do that.

You could adjust the time that Spectral Jig stays in effect

Hope This Feedback is helpful. I'm looking forward to what changes you guys choose to do in the future.

Arkitan
10-21-2013, 08:32 AM
Heres one, for us crafters, why have armor sets that cant be stored? It makes all non-storable sets to be useless otherwise.

It would persuade us crafters to actually put effort into crafting them.

And that includes HQed items too. Maybe more uses for HQed items crafted. I could think of a bunch!