View Full Version : How would you like certain items to be changed?
Camate
01-11-2013, 04:05 AM
Hello everyone!
There have been a couple of suggestions related to item improvements, which received responses that I would like to pass on. Likewise, if there are any item you would like to see changed, improved, modified, etc. please let us know!
I think it would be okay to reduce the time of the "medicated" effect after using items like Icarus Wings.
I believe we can look into this to follow the changing battle pace and the time required for content. In the case we do this, there would be necessary adjustments that would take place at the same time for other elements such as abilities and magic that have effect durations. Please give us some time to look into and implement this.
You should make it so batteries, wind fans, and hydro pumps can be used with any weapon to elicit their effects.
These items don't actually possess any effects; it just enables the special weapons to elicit their effects when consumed. In other words, from a system perspective, just equipping these items cannot bring out an added effect. With that said, we will look into some different kind of way to do this for existing weapons.
Please make it so we can buy corsair bullets from a Qiqirn in Nashmau.
We will try and look into ways that corsair bullets can be obtained. Since there are almost no NPCs in Vana'diel who sell bullets, we would first like to look into offering them as items that can be exchange for specific content points or as a reward for Walk of Echoes.
Prothscar
01-11-2013, 04:35 AM
I'd very much like Blue Magic Skill+ gear to affect the magic accuracy of tourbillion plz. Thank you
StingRay104
01-11-2013, 04:46 AM
Please stop giving pup mage gear. It makes no sense even by the sub job standards. However more Pet + gear for all pet jobs would be nice, especially pet and master haste +. Existing items, I would like to see more zanshin + and would love to see the zanshin + that exists on gear increased, for instances katana strap, would love to see it zanshin 10%+. I play an awesome game series on my down time called Monster Hunter, and in this game they have armor that has parts that you can customize the color. Now I understand this would be difficult to implement, but I would love to be able to adjust the colors on many pieces of gear due to the lousy color schemes chosen. Medicate effect should be lessened to 5 mins minimum.
Mnejing
01-11-2013, 04:47 AM
We will try and look into ways that corsair bullets can be obtained. Since there are almost no NPCs in Vana'diel who sell bullets, we would first like to look into offering them as items that can be exchange for specific content points or as a reward for Walk of Echoes.
Please think of RNGs too.
Yinnyth
01-11-2013, 04:55 AM
Consider making medication more of an additional attribute with levels of it (similar to TP) rather than a status effect that is simply on or off (similar to amnesia). Certain items boost your medication level by certain amounts, and when you cross the first threshhold, you get a random negative effect. When you cross the second threshhold, you get a more powerful random negative effect. When you reach the third threshhold, you become medicated and cannot use medicine until your medication level decreases far enough. Also make it so /healing moderately increases the speed at which medication decreases. Also make better medicines.
Something you haven't mentioned for item improvement: Make it so some items get a unique tag "no drop" which makes that item impossible to drop. Give each town an NPC who you can trade "no drop" items to, and after about 3 confirmations, he takes and destroys your item. Put this "no drop" tag on all relic, mythic, and empyrean weapons.
bigdave
01-11-2013, 04:59 AM
make it so that heavy metal bags and coin purses are always the same amount of coins and metals from them
Godofgods
01-11-2013, 05:02 AM
Id like the key item boltmaker to be changed. Its quite pitiful how it is now. It should be the best KI for a woodworker, yet because of the fact that it completely negates any HQ chance, it is a KI that is never used. Maybe change the synth recipes to yield quiver x1 and HQ quiver x2 or something. (Not that many ppl use them anymore but a KI for arrows might be nice to)
Shamian
01-11-2013, 05:16 AM
how about makin Quietus a decent WS.. Redemption is a shitty empy trial with Chloris in it. So would be nice if the WS @lvl 90 could do atleast the same DMG like Resolution (merit WS) does or ANY other empy WS <.<
Also the mods on it with MND and STR doesnt do anything .. maybe like 100~150 dmg.. i tested almost any gear sets but cant rly make it a good WS.
rly Quietus need to be upgraded!! Almost all GS WS do more dmg then any Scythe WS does (beside catastrophe)
Cowardlybabooon
01-11-2013, 05:16 AM
Undroppable items yes. And please speed up the recycle update.
Masekase
01-11-2013, 05:19 AM
Thiefs knife (lvl 99 version please) , cop rings, zilart earrings.
I really think Relic Weapon's need another look. Mage Relics should be more helpful to mages and DD Relics need to have aftermath and weaponskill modifiers looked at to make it more useful in today's ffxi as well as what is coming up with the new expansion.
Setto
01-11-2013, 05:24 AM
How about making the Chains of Promathia Rings scale properly up to level 99?
Raja's for example is STR +2~5 DEX +2~5. It would be really nice to see STR +2~7 DEX +2~7.
Masekase
01-11-2013, 05:34 AM
A Moogle Kupo d'Etat , A Crystalline Prophecy and A Shantotto Ascension gear upgraded to 99 stats
Antanias
01-11-2013, 06:09 AM
A lot of the unstackable items like logs, jewels, ores, etc. should be made stackable to 99 as well as crystals to ease the inconvenience of filling up lots of needed inventory slots for crafting and such.
Masekase
01-11-2013, 06:10 AM
ws belts and torques please make a storage slip for them
Frapp
01-11-2013, 06:22 AM
Please stop giving pup mage gear.
Seconding this.
Also, in regards to PUP, I'm going to plug my own thread and re-offer some suggestions from it here.
(Original Thread: http://forum.square-enix.com/ffxi/threads/27125-Puppetmaster-Suggestions-regarding-Animators-and-Ammo )
Suggestion 1: Retool the current four animators to have meaningful stats in today's environment
As of right now, the Lv 1 Animator only provides the ability to command the Automaton. The Turbo Animator and Deluxe Animator seemingly provide the same level of control as the Lv 1 Animator with a small boost to Master DEX. The same can be said for Einherjar's Animator +1's Automaton Control, but gives pitifully small bonuses to the Automaton's HP and, if applicable, MP.
Suggestion 2: More animators with actual stats on them
Craftable, winnable, purchasable, Magian-able - it doesn't matter, we need more. Every other job in the game has a plethora of options for gear that can define how the job is played for a particular situation. More animators with actual stats that where we can see the direct benefits will be a great boon to the job.
Suggestion 3: Active Automaton "Plug-Ins"
Right now the only available ammo that fits with the Animator series Ranged Weapon is Automaton Oil. Through use of a new ammo item I've dubbed "Plug-Ins", the Puppetmaster can relay new commands to an active Automaton simply by switching the Plug-In in the ammo slot. (Think of the animator like a Nintendo 64 controller with different Paks, or the P.E.T. from the Mega Man Network Transmission / Rockman.EXE series)
For further explanation, I invite you to read the thread linked above. Thanks!
Helel
01-11-2013, 06:33 AM
Give COR and RNG and ****ing break guys. I already have to spend hundreds of thousands of gil just to play the job. I don't want to have to do do some random content crap as well. Why is this issue taking so long to resolve? Is it not completely ridiculous that every other DD job is essentially free to play?
LET ME PLAY MY JOB.
HimuraKenshyn
01-11-2013, 06:59 AM
Magian trial for Ridill and black belt thank you!!!!!
Alhanelem
01-11-2013, 07:00 AM
You know, random numbers of bullets would be the one kind of 'junk" item that's not useful to everyone but certain players would really appriciate getting in Voidwatch.
Sapphire
01-11-2013, 07:09 AM
Can you make GP items (gear and furniture) storable? Sometimes when you aren't crafting or fishing, they really are just taking up space. The trainee items can all be stored, so it would be nice if our aprons, signboards etc could be stowed as well!!
Catmato
01-11-2013, 07:22 AM
Thief's Knife should be upgradable to be a reasonable option at 99. Make sure it's tagged Rare and can't be held at the same time as the current Thief's Knife.
Mekoto
01-11-2013, 07:35 AM
Please change Masamune (empyeran) and Amanomurakumo (relic) to a Delay of 438, instead of 437. This may seem minor, but unless it was intended (with regain earring.) the max TP you can get Swing+tick with max Tp armor is 24.9. This is just a cruel, cruel joke.
Kogarasumaru (Mythic) currently has 450, and is enough to get well over 25% a swing (which is why i didn't include)
Or give Increase a Earring to have +2 store TP. Preferably Brutal earring, or Unkai Earring
(I was so happy to see the +1 on the Salvage armor but then saddend to see Usukane Sune-ate+1 was only 9 Store TP) just 1 shy!!
Dekar
01-11-2013, 07:39 AM
I'd like to see crossbow become useful for RNG again. It's really fallen to the side compared to archery and guns. Besides the relic gun, leave it for CORs.
Sapphires
01-11-2013, 07:42 AM
Why haven't you made old salvage cells stackable?
Do you really enjoy making players toss items over and over because they don't have a lot of free space for this event?
Thats how accidents happen and GM's have to deal with item restorals.
Mekoto
01-11-2013, 07:46 AM
Why haven't you made old salvage cells stackable?
Do you really enjoy making players toss items over and over because they don't have a lot of free space for this event?
Thats how accidents happen and GM's have to deal with item restorals.
Better yet, make them Temp items
Phafi
01-11-2013, 07:49 AM
Upgrade Ochain to have more than just +5 VIT as the useful stat increase for 90 -> 99. The +5 VIT may add 10 to the magic shield of Rampart, but if I was looking to reduce magic damage, I'd probably have Aegis on anyway. The converts damage to mp upon block already allows you to sustain your HP nearly indefinitely. eg: block for 100 damage, get 25 mp back, cast cure II for 100 and whatnot.
Possible upgrade option being Shield Mastery+1 on 95 and Shield Mastery+2 on the 99.
Antanias
01-11-2013, 07:55 AM
Give ppl the option to enter assault/salvage solo >_>
Please look at the cooking recipes 100-110. The Smoldering Salsibery(Spelling) Steak should not be outdone by red curry buns. There should be more prominent foods for cooking 100-110. How about some crit hit rate foods with attack and maybe some new accuracy foods. Also, can we get some good foods for mages. No one cares to much about hmp/refresh in this day and age(especially when drinks have such a short duration) with refresh sets. Let see some more substantial mages stats such as MAB, fast cast, quick cast, cure potency(even if it doesn't go over the cap, it opens up new sets). A measly 7 int cream puff is not cutting it especially considering DDs get +23% attack with 7 str(red curry bun). How is this fair? Maybe this change will help bridge the gap between magic damage and physical damage(I doubt it but meh)
Hayward
01-11-2013, 08:00 AM
Summoner: Let's have some more items that increase avatar attack speed (Moepapa Stone by itself won't do).
Paladin: an Elemental series of Magian trials for shields for non-career PLDs
Bard: Elemental Instrument Magian trials (not sure how the stats should be set or what songs they could affect)
It would be great if Mission rewards could be upgraded to 99 and include a choice of augments.
Mage foods: Let's face it, +MP and +INT/MND stats are just underwhelming at this point. Some of these foods really need to include stats like Cure Potency+, Magic Defense Bonus, Magic Attack Bonus, and Quick Magic+ to get that market moving again. In the case of Summoner, there really needs to be some foods that benefit avatars' performance in battle. For Bards, there needs to be foods that improve their capabilities.
SMD111
01-11-2013, 08:18 AM
how about some way to combine
-magic obi's into one or two items(ie Hyorin Obi , .etc)
-weapon skill gorgets into one or two items(ie Aqua Gorget , .etc)
-weapon skill Head gear into one or two items(ie Kanja Hachimaki , .etc)
-weapon skill belts into one or two items(ie Thunder Belt , .etc)
-Magian staves into one for each type with all ellements (magic damage,casting time -)/(magic accuracy,recast time)/(Avatar perp. -,blood pact delay-)
Randnum
01-11-2013, 08:26 AM
Please make it possible to etch more items with Evolith Apertures, and remove many of the restrictions. I understand if there's no time to really improve the Evoliths themselves at this time.
Please make it possible to use items that only have the Rare tag but not the EX tag, when doing Fields of Valor augments. If this is not possible for weapons due to balance issues, please consider this for armor.
Please make Fields of Valor augments more likely to result in positives. Even if not 'strong' stats, at least more Elemental Resistances or status resistances.
Please make food more diverse, add some effects that are more like the ingredients, when ingredients are rarer.
Please make one more level of Shuriken at 79 or so, that stacks to 99. Swamp Ore, Durium Ore, whatever it needs to be, just one more decent Shuriken. Also thank you for improving Ranged Attack activation rate and making this request relevant again.
Please increase the number of items we can upgrade or customize through Synergy. Personalized equipment is very very interesting.
Heimdall
01-11-2013, 08:47 AM
Revitalize the Evolith system. For instance remove the special requirements like vs specific mob or specific weather required and specific element types just making them standardized while also ability to make them more competitive to higher level gear. Also please post a list of all the evolith and which nms they come from since it is mainly guess work with the books not saying what you get from hunts. Also increase the size and types of apetures that can be added to the Evolith specific weapons like Concordia. For instance the third slot on sword which is for magic evolith can only go up to 5 but spell evolith like blu physical magic acc goes up to size 6 not being able to be used
Make it so the ra/ex gear can be augmented form the Fiat Lux fight. Increase damage on nightfall and improved stats on the armor. Also make it possible to campaign warp to strong holds and allow skill ups in campaign with a tiered system with outside citys being lowest cap Rolanberry fields be mid way while stronghold, outlands and in citys being caped skill level.
Revitalize Garrison , and panketron adding better worthwhile rewards and choco racing.
Improve Rudra's storm so it actually does more dmg than 10 year old wses like dancing edge and evisceration. Maybe make it able to crit hit on it's own.
Give Sch access to more mage nuking gear where jobs like smn, brd and even pup can wear MAB and other nuking/mage gear but sch can't
Allow curor accumulation be switched to conquest points, imperial standings, and allied notes at a lower conversion ratte from curor to the three.
Make assault be able to be soloed instead of the required 3 people to enter.
For smn give it a stay command so a smn using favor doesn't have to stand in damage range or have the avatar engaged. Improve light spirit A.I to prioritize cures over haste and such when needed. Blod pacts don't reset timer if mob dies before goes off.
Don't lose tp when try ws on a mob that is out of range.
Give status based margian weapons such as pet effect axes have specific names for macroing in different ones.
A separate inventory just for furniture in moghouse.
ManaKing
01-11-2013, 09:35 AM
Make it so that Medicated status does not affect your ability to use temporary items of any kind.
Ninja edit: Make potions, ethers, and elixirs stack to at least 12.
Enspell Damage on Haste Equipment for RDM and PLD.
Also for Rune Fencer when it comes out so long as it is applicable for the job.
Make Additional Affects from weapons be the highest priority so that weapons with additional affects can be used with Sambas and Enspells. Helps out RDM, PLD, DRK, DNC and even /DNC.
Make ninja stars that make sange an extremely attractive choice.
Make them stack to 99. Make them easier to acquire and make more expensive ones that are better. The requirement isn't to make Throwing as a DPS function on NIN valid, only for Sange to give NIN a Barrage type ability.
Grip-type items for H2H weapons.
Lvl 99: Blunt type Polearms. Slashing type H2H. Slashing Daggers.
It doesn't change your WS properties, but at least you can do something against mobs your job isn't strong against.
Shields for NON-PLDs that people would actually want to use.
Combine Twilight Set with Nocturnus Set.
Because it would be your 'oh shit' armor. If you die....well you'll be getting back up, maybe you'll absorb it instead of dying in the first place. Make it look fancy.
Make it's so that you can upgrade a lvl 99 mythic with the corresponding level 89 job specific weapon. Make 2 different trials for the weapons so that you don't have to have afterglow to upgrade, but also so that you can still upgrade it if you already have an afterglow. Mythics become appropriately strong for the effort that goes into them. Salvage becomes more important over night. Scale effects as is appropriate and keep the amount of effort that goes into the weapons in mind.
Make it so Pulse Type weapons can be added to lvl 99 Empyrean weapons in the same vein as lvl 89 weapons should be added to mythic. You have to get the weapons to 99. Once again, if there is an unreasonable conflict of interest, then scale the effects down so that they are appropriate.
1H relics should be able to be offhanded and keep their attack bonuses and additional affects. Add newer jobs to them.
Campaign revamp along with campaign weapons being able to acquire Campaign WSs outside of Campaign. Make at least 1 Weapon and WS available to every job.
Silvra
01-11-2013, 09:44 AM
I would like to see food,snacks,drinks and medications changed into different buff categories. This way we can better utilize items and their buffs. For example, we could eat a "meal" say a Meat Mithkabob and that would go under "meal buff" (long lasting effect). We could also eat a "snack", like a ginger cookie due to the fact they only last a few minutes and it would go under a "snack buff". We could have a refreshment like various juices and milks to have its own effect as a "refreshment buff" instead of taking up a regen/refresh slot. Medication should be also be its own buff on items that normally give the medicated status.
Zirael
01-11-2013, 09:47 AM
Revamp Thief's Knife. Awhile ago you said that you want Thieves to meele in TH+ equipment to take pride in having obtained it, or whatever the wording was. Well, I take no pride at all having to even keep in my inventory a dagger with half of Mandau's D rating. Put haste on TH+ armors whilst you're at it.
Change Raphael's Rod to give "Raise III" - would make that junk half useful for emergencies in low-low man events (dynamis, BCNMs, even Slavage) where a mage is either wasted party slot or gets killed off by random AoE, whilst locked in 'raising up' animation.
Toadie-Odie
01-11-2013, 09:49 AM
A separate inventory just for furniture in moghouse.
This would be so awesome and make this taru very very happy. ^^
Sp1cyryan
01-11-2013, 10:56 AM
Can we please finally have the Rajas ring and Tamas ring scale with level to 99?
For that matter can we have the TOAU rings and other items like the ZM earrings get a boost too? I don't care if that means you have to continue the story or something and create new final chapters for 99 content. I just think they should not get burried with all the other gear from 75 considering it wasn't just any normal sort of equipment.
The 3 add on scenario gear pieces deserve to be updated even more than all of the previous. For those of us who bought the add ons for $30 total when they first came out we were robbed of our money as the gear is only good for just about a few pet combinations. Not to mention the challenge some of those fights brought at 75 was fun. Not too easy, and not too hard (even though some people complained it was).
The final quest line Wings of The Goddess rings could be updated. After all the hardship, battles, losses, sorrow, joy, and triumph we went through with our/the nations of the Crystal War Era. It is a shame we have such whimpy rings after all of our toil.
Increase the area range on the Nexus cape. Maybe make it a 12 hour recast too.
Either a storage slip for the elemental WS affinity gorgets, obis, and belts or allow them through some task to be combined like with the Prism Staff.
Being able to use the delivery box for sending currency to characters within the same account would be awesome too. Too often do my mules get currency or do I wish they could hold all my currency, and I have to have some third party trade it to my mules for me.
Stackable salvage cells or even as Mekoto suggested, make them temp items.
Soulplates stacking to 99.
Evoliths are just about useless and could use some updating as well as the means of acquiring them.
A new Kraken Cub that is just as ridiculous to obtain as the last one.
Some way of obtaining the colored chocobo dyes besides with chocobucks.
You know while I am at it please do something with the chocobo circuit. If synergy furnaces were not in the zone then it would be one of the most underused or maybe even the least used zone in the game. Porter moogles, AH, a system of betting on chocobos that people actually want to participate in, etc.
KigenAngelios
01-11-2013, 11:21 AM
I personally would like to see ophamalos bullets as a pouch that produces a singular ra/ex ophamalos bullet
Phafi
01-11-2013, 12:57 PM
Add SAM to Kokou's Earring
Add PUP to Letalis and Atheling Mantles and various other light armor pieces
Add WAR to Hoarfrost Blade
Add RDM to Maniacus Sash
Add RDM to Searing Cape
Morrigan's Pigaches +1 have less MND than Morrigan's Pigaches
Allow Ducal Guard's Ring to be recharged/reobtained
Vivid Strap +1 from 1% -> 2% fast cast
Rounsey Wand -> not 168 hours
off topic but still in the would be nice field: upgrade system for the voidwalker rings
i'm sure i'll think of more in the next few days.
Sargent
01-11-2013, 02:29 PM
Biggest issue with the Salvage update as a Hvergelmir SMN... the removal of the MP+% from the Marduk +1 set.
Increase the amount of Store TP on Usukane Haramaki +1 (it only got +1 STP from NQ to +1).
Make Caller's Bracers +2 worth something outside Mana Cede.
Add a Head that either increases Blood Pact damage or Increases Avatar/Pet Attack.
Add SCH to Roundel Earring.
sweetidealism
01-11-2013, 02:33 PM
In no particular order of importance, I would like to see the following:
A magian trial that can raise Thief's Knife to level 99.
The ability to offhand a one-handed relic weapon and retain its full effect.
Better, or at the very least more interesting, animators and ammo items for PUP.
More items that stack to 99, especially ores, logs, and other such things that currently don't stack at all.
The ability to upgrade artifact armor to +2. (Ideally this would come through further adjustments to Limbus.)
The Tamas, Rajas, and Sattva rings improve beyond their old 75 caps.
Tamarsamar
01-11-2013, 02:33 PM
Add RDM to the Athos's Tabard set, because are you freaking kidding me? I've ranted about this before, but in general please don't neglect to put RDM on light armor sets more than once in a blue moon.
Oh, and because I generally try not to be self-centered, add post-CoP jobs (including Geomancer and Rune Fencer) to Relic weapons (Oh, and GIVE THE ADOULIN JOBS EMPYREAN WEAPONS, TOO), and do a better job of including jobs from WotG-forward in particular on classic equipment in general (such as Abjuration armor, as just one iota of an example). Relic Weapons aside, I'm noticing a trend where rewards from old 75-content are being given upgraded versions from revitalized versions of that content, which the newer jobs are then given access to. This is a nice sentiment, but going forward, I know you guys can do better than that!
Limecat
01-11-2013, 03:11 PM
All crafting materials and consumables should stack to at least 12. As for the medicated thing... I'm not so sure you'd want to remove that from wings, but it definitely should go from potions, ethers, and the like. I say that if a player is willing to burn the gil to drink pots like a fish to try and brute-force a battle, then more power to them.
Teraniku
01-11-2013, 05:33 PM
For that matter can we have the TOAU rings and other items like the ZM earrings get a boost too?
Specifically, can you please remove the Assault stipulation on the ToAU rings so that the effects are on all the time?
Powder
01-11-2013, 06:22 PM
Please extend the timer on Spectral Jigs. The time was extended on Sneak and Invisible and it's nice! Please extend it for Dancer.
Demon6324236
01-11-2013, 06:25 PM
Please add RDM to Cuauhtli/Mextli, Ocelomeh/Toci's, Athos, and Thaumas sets. It is a job made to be a hybrid between a mage and a melee job. PUP and BST are both featured on 2 out of 3 sets from the same events as these, PUP is on the Light DD and Mage sets, while BST is featured on the Light and Heavy DD sets. I think it is fair for the 2 hybrid mages to get that sort of treatment, meaning BLU and RDM both getting access to Anhur/Mex, Heka/Toci, Rubeus/Athos, and Nares/Thaumas. This would help balance the jobs as well, and would make RDM a more useful job up close. Currently in optimum gear a RDM does about 60% of the melee damage a BLU does, while both jobs are hybrids of a similar nature.
Mookies75
01-11-2013, 08:06 PM
1) Would love to have a CP warp scroll that has charges. Sometimes it gets a bit tedious to have to run back every single time you warp to town, especially when you're doing something where you have to warp back frequently. Sometimes you just plain forget. Yes I know you can hold multiple warp clubs... but there is the 30 sec cd before use and the long cd... and the inventory space issue. Reducing the cooldown on warp clubs would also be a viable option.
2) Would be cool to have a magian for Maats Cap, the requirement being to beat the lvl 70 maat fight on the "new" jobs that are not a requirement for the original cap.
3) I wish there was a way to take all TH items and store them somehow in traits or whatever so that you can use your good gear and not have those TH slots locked down trying to get it as high as possible before fight ends. Perhaps a buff that you can use that will save your current TH level for 15-20 seconds and allow you to swap into tp/ws gear while maintaining max TH.
4) Regular daggers are just underwhelming, in fact piercing weapons in general are underwhelming. Without aftermath effects daggers usually hit like wet noodles outside of abyssea. I think it might be time to tweak the damage mods and/or tp gain from daggers. I know there are those rare players that claim to put out good numbers but for the guy who can't farm every empy/relic/mythic in the game the state of daggers leave a lot to be desired.
5) This one is a bit controversial but I believe it'd be for the best... Aftermath should be removed from all empyrean, mythic, and relic weapons until the last stage is completed. Aftermath essentially locks that slot forever and ever for that job, you will never use another weapon if you have made an empy/mythic/relic (Yes there are obviously very few exceptions). A long time ago that was acceptable, but these days you are adding new content, new weapons, frequently. The only people that will be using those weapons are those not lucky enough to get a empy/relic/mythic. These weapons are also not easy drops to get, in some cases you could spend less time farming for a relic or empy weapon. This just does not make sense to me considering the normal weaps are essentially worthless when compared to the aftermath + stats on a empy/mythic/relic.
It's also a sad state in the community when you're virtually required to have one in order to be invited to pugs or any sort of end game shell. Yes you can obtain one if you have the gil to pay mercs or friends that can help, but for the solo player without these resources... it's a nightmare.
6) A point system similar to the NNI one where after each kill of a HNM or VW NM you get a key item. After obtaining let's say... 100 of said key item from defeating the boss 100 times you can purchase a drop from that boss off of a NPC. You could have the price vary depending on the rareness of the drop, this is just an example.
To further clarify: You want the pulse weapon off of Ig-Alima. You have killed Ig-Alima 350+ times without it ever droping (RNG is RNG). Under the new system, if you put in the time on a NM or fight you will eventually get the item you're looking for. I myself must have done Qilin 400 or more times and have never seen the pulse dagger drop. I feel like if the player puts the obvious effort in they should get the drop they seek, however the bar/cost should be set high enough to ensure that effort is being put forth.
Mookies75
01-11-2013, 08:22 PM
Please extend the timer on Spectral Jigs. The time was extended on Sneak and Invisible and it's nice! Please extend it for Dancer.
Oh god this. It is terrible having to recast it seemingly every 20-30 secs...
Kincard
01-11-2013, 09:08 PM
Where do I even start.
Following Relics need adjustment:
Spharai (Final Heaven + AM)
Excalibur (en-effect, KotR + AM)
Bravura (def down effect)
Gungnir (def down effect, Geirskogul, AM)
Kikoku (Metsu, AM)
Amano (Kaiten)
Claustrum (GoT, AM)
Broad changes: Make the weapon work offhand (At least make the attack work offhand, ODD/ODT would be preferable but not required), extend AM duration across the board.
The following Mythics need adjustment.
Conqueror (KJ)
Glanzfaust (Fury)
Laevateinn (Needs more MAB or an affinity stat)
Murgleis (Totally worthless)
Vajra (Stab is weak, delay is too high)
Gastraphetes (Trueflight)
Nagi (Every single stat is useless, damage is too low, delay is too high, Blade: Kamu is crappy)
Nirvana (While already a solid weapon, it would be preferable if the staff was a more all-encompassing weapon by having summoning magic skill)
Tizona (The stats are okay but Expiacion is crap)
Death Penalty (Low D hurts the enhanced Quick Draw, Leaden Salute is weak)
Tupsimati (Useless, needs more MAB and Macc, iridescence would be nice)
Broad changes: Make the weapon work offhand, make AM2 and AM3 able to refresh duration.
The following Empyrean weapons need adjustment.
Twashtar (Rudra's Storm sucks unstacked, make Rudra's storm able to crit without SATA or Climatic Flourish)
Caladbolg (While still a pretty decent weapon, Resolution has left this weapon 2nd place by a decent margin. Powering up Torcleaver would solve it nicely)
Farsha (Cloudsplitter sucks)
Redemption (Quietus sucks, change mod to damage varies with TP)
Rhongomiant (Change Camlann's Torment to STR mod and damage varies with TP)
Kannagi (Still mediocre outside Abyssea, AGI mod hurts, change to either a STR or DEX mod, either increase the fTP or make it damage varies with TP while keeping its ability to crit)
Gandiva (Did someone switch the mods of Kannagi and Gandiva?)
There's probably a lot of other items that need work but this is what I'll write up for now, lol.
JackDaniels
01-11-2013, 11:06 PM
I would like to be able to use the outpost teleport ring in any region, no matter which of the 3 nations is in control.
Sarick
01-11-2013, 11:08 PM
MAKE potions, echo drops, Holy water stack to 99, distilled water all healing items please. With that change make tanks to be chargeable with stacks of 99. Other Final Fantasy games have them stack higher. It's not game breaking to make a market for these it gives players the ability to spend money for healing. It's very important that the tanks start with 0 charges when crafted. This way an npc can be setup to fill them like nin tools are stacked. Trade tank + stacks, NPC ask for money and if the player accepts the tank gets filled.
It'd open up the market for alchemist
Make, ores, plants and logs stack to 12 then set a fatigue limit to around 200 items per day for mining, harvesting and lumbering. (With the exception of key item quest)
Make a furniture item that stores all elemental crystals/clusters. You can trade crystals/clusters to it or remove them as crystals/clusters by using it. These items shouldn't take up storage space.
That's all for now. Not like any of this will every be done like this because the devs think it'll break the game. lol Really, if you want to break the game just keep these items like they are now as a waste of space.
BTW: Powder although I like your suggestion to increase the duration of jigs it isn't an ITEM change. This topic isn't about Job abilities or spells it's about ITEMS.
All jobs on relics. Not giving up on that ever.
Revamp cop/au rings.
Some relic aftermaths are really lulz.
Some mythics need some attention too.
Rune fencer and geomancer on Caladbolg/Gambanteinn :x come on...those two weapons are not really gamebreaking...
Magian trial for Ridill and black belt thank you!!!!!
Black Belt doesn't really need an upgrade. It's way too powerful an item as it is for MNK. Ridill tho I'd say could use an upgrade to at least a higher DMG teir.
Kincard
01-12-2013, 12:05 AM
Black Belt doesn't really need an upgrade. It's way too powerful an item as it is for MNK. Ridill tho I'd say could use an upgrade to at least a higher DMG teir.
Actually after they added Usukane +1 gear Black Belt has been relegated to a (really good) PDT piece for MNK now. MNKs with ideal gear TP in Windbuffet Belt now.
It kinda sucks, actually. It takes a lot of effort to get the piece.
They mentioned at one point adding a new lv99 MNK belt though, so we'll see.
Actually after they added Usukane +1 gear Black Belt has been relegated to a (really good) PDT piece for MNK now. MNKs with ideal gear TP in Windbuffet Belt now.
It kinda sucks, actually. It takes a lot of effort to get the piece.
They mentioned at one point adding a new lv99 MNK belt though, so we'll see.
Yeah I agree. Was thinking about it earlier but I know this'll fly to the winds but, fix Farsha already. An Emp Axe shouldn't have to depend on crappy Thunder and MAB atmas to put out solid damage. Outside abyessa it's just god awful. I don't care what the excuse is for it, the devs felt Victory Smite and Ukko's needed a nerf and yet Polearm, Scythe and Axe emp weapons are just god awful. Everytime I see a 99 version of those weapons on someone, I see nothing but a sad reminder of Plates that could have been better used on a weapon which doesn't freaking suck.
Asymptotic
01-12-2013, 12:40 AM
I would like Terpsichore's "Step Accuracy" to be changed to something more useful.
Splinters
01-12-2013, 12:57 AM
Make Sagasinger usable by Blue Mage!
sweetidealism
01-12-2013, 01:07 AM
Is it possible for mog house furniture to become interactive?
dragmagi
01-12-2013, 01:16 AM
Lower the delays on emp, mythics, and relics lances from 492 to 480 they shouldn't be that slow for the amount of work taken to get them.
Afania
01-12-2013, 01:25 AM
Fix ranged mythic aftermath, ranged mythic aftermath just sucked so much compare with melee for no reason.
Akvan bullet needs a pouch, some ppl are going to use spellcast any ways, not giving a pouch for it is just encourage players cheat.
Teraniku
01-12-2013, 01:57 AM
Please extend the timer on Spectral Jigs. The time was extended on Sneak and Invisible and it's nice! Please extend it for Dancer.
No, due to the fact that you get sneak and invisible doing 1 move, it has a short casting and recharge time, and you get it for free.
It's a trade off for the convenience.
Direct
01-12-2013, 02:11 AM
Bravura, how about this relic weapon is actually given a boost so it's not a third rate useless great axe as it currently stands.
Don't even mention its aftermath, with the ammount of -dt gear hybrid builds now it really is useless, the weapon itself needs a dps boost to rival ukon or conq, it really is sad some people spend time and money on this back in the day to see it become worthless.
Concerned4FFxi
01-12-2013, 02:16 AM
Greetings^^
During VW events, I can't help but notice your staff knew in advance that characters would be limited to carrying 6 void stones at a time (ki), therefor, you had to know that 6 would be the ideal number of vw fights per run. Which gets me scratching my head, as to why
6 fights per run, x3 of each cell per spectrum you are increasing, is 18 of one single type cell. Now, you offer 3 various cells, most people only use cobalt and rubricant, so thats's what I'll show:
6 VW fights
18 rubricant cells
18 cobalt cells
=
4 inventory slots used....
wait? so you saying these cells dont stack to 99 because of balance, yet i have to carry a stack and a half around per 6x fight?
Conclusion:
What is unbalanced is that I'm carrying half a stack plus a full stack per cell type per 6fights. I propose two solutions:
a. Increase stack size of cells to 99
b. Increase cell potency, so that only two cells and not three are used to attain the 150% spectrum booast
either of these adjustments will help alot. You adjusted the amount of ki stones one can attain per convesation with the npc's, it's now time to adjust the reward issuance of cells by npc's. On a normal VW run, I can't get all my cobalt cells in one try. i have to get 12 first, then six the next time, repeat this process for the other cell types i need and I'm all day at the npc. Plus bloated inventory that i don't have. It's not about the stack of cells that concerns me, it's the half stacks I have to get in addition to the orginal stacks...
....while doing an event that drops 3-5items per fight. I normally have 68-74/80 worth of inventory space in my goobie bag (79 in my sachel, and 80 in my mogsack) before getting cells on a vw run. This means I drop everyhing that is not rare/ex or 100k+ resale value. I feel i'm not alone here...
abela
01-12-2013, 02:29 AM
Throw dragoon a bone here.
Gugnir is a nice high dmg relic polearm to consider for this job, but the biggest issue that always comes up is the fact that the def down is less than what angon is. Basically meaning my angon becomes useless since this overwrites it, and this weapon OVERWRITES the higher def down.
Then there is the Rhongomiant. If it is going to be a VIT based weapon with a VIT based weaponskill, then we should be allowed to benefit more from that stat. VIT should enhance our Spirit and Soul jump as it did with Jump and High Jump if this weapon is to be of even a slightest bit more usefull.
Right now Drg has really only two choices for an incredibly useful weapon
Herjas Fork & their Mythic.
Godofgods
01-12-2013, 02:31 AM
Increase drop rate of skill up items. I tried for a week straight faming them in Z Mines, and never saw a thing. Was a waste of time.
Also, on the skill up note, can we get an official description of what the skill up foods do? After all this time and testing form the players, their is still no official conclusion. Their are a few prominent theories, but nothing concrete. (And I'm tired of hearing someone from each theory swearing they are right and damning everyone else) So an official declaration would be nice :D
abela
01-12-2013, 02:35 AM
Lower the delays on emp, mythics, and relics lances from 492 to 480 they shouldn't be that slow for the amount of work taken to get them.
And ruin our TP hit builds? No thank you. 492 delay or higher is actually appealing due to an easier and lower hit build make. Not to mention brd, cor, and haste gear/haste will fix that 'slow' issue. And all the DA, TA, and jumps help with that 'slow' issue as well.
Concerned4FFxi
01-12-2013, 02:48 AM
Here's one i got that is completely unacceptable and I know I'll never get a response but here it goes:
MACRO's
real simple
you made a game:
total of 18 equipment slots available
total of 6 lines available per macros.....
do I need say more
I can't invite friends or new people to play this game when they sit down ask me why they need 3 macros's just to get into their ws set, and then point out to ME the unbalance between PC users and 360/ps2 when i tell him about windower and spellcast.
Oakrest
01-12-2013, 03:45 AM
I'd like Excalibur to be fixed/improved.
- If you're not going to allow Excal to benefit from Enlight (due to the addl. effect on the sword) you should look at improving the sword in other ways: some ACC or additional dps directly on the sword. The accuracy you gave to solve pld's with enlight is sorely missed more than anything.
- The Addl. effect on excal should generate enmity. Even if arguably useless until you guys fix the enmity system as whole, this will help a little bit outside of Abyssea.
- KotR is weak. Make it stronger.
- The regen effect from the Aftermath should be stronger, maybe 10 or 20hp/tic more per 100%TP.
PS - I have both Almace and Excalibur so I don't feel this is a biased perspective. Thanks!
BorkBorkBork
01-12-2013, 03:52 AM
Reexamine the "balance issue" with either uncapped or raising the merit able ws category.
Masekase
01-12-2013, 04:37 AM
Change Field Tunica Set and Worker Tunica Set. So when you use heal command it will tell you location of next harvesting, mining and logging location is.
Demon6324236
01-12-2013, 04:39 AM
No offense to some people but they are asking about items. While I understand you wanting other questions answered this is not the place to do it, they made this thread specifically for items, please stick to that topic or do not post. Our ideas and opinions often seem ignored as it is, if we are directly being asked, lets not squander the opportunity by posting something irrelevant to the topic so that they disregard it, but instead tell them what we want related to this subject so that we may see desirable improvements.
Chronoz
01-12-2013, 04:48 AM
Why don't you label food like you did in XIV, so that when you buy/use food you know exactly what it's going to do for you.
abela
01-12-2013, 05:22 AM
I'd like Excalibur to be fixed/improved.
- If you're not going to allow Excal to benefit from Enlight (due to the addl. effect on the sword) you should look at improving the sword in other ways: some ACC or additional dps directly on the sword.
- The Addl. effect on excal should generate enmity. Even if arguably useless until you guys fix the enmity system as whole, this will help a little bit outside of Abyssea.
- KotR is weak. Make it stronger.
PS - I have both Almace and Excalibur so I don't feel this is a biased perspective.
Relics are fun like that. They have these Add effect that is usually rather lack luster or outlandish. Kikoku gives a low tier paralyze. Guttler gives choke. Gungnir gives 17% def down and overwrites angon def down. Their add effects are all pretty silly aside from a few.
As for that Add Effect adding more enmity, that weapon is not JUST intended for a Pld, but Rdm as well. That enmity increase (plus with the enmity system adjustments coming) could be quite a slap in the face to the Rdm that uses an Excalibur.
And as for the ws, most of them are weak. If you are a pld or rdm with an Excalibur then you should be using your Merit WS that can really put out some dmg. And if it is a high def mob where that ws won't work then you use Almace for CDC.
Scourge, KotR, Blade: Metsu, Geirskogul, and yada yada don't do much dmg, but the perk to this is that we have merit ws's and other ws's to fix that dmg problem.
Demon6324236
01-12-2013, 05:29 AM
Actually for RDM, KoR and CDC are not far off from one another, and I would welcome the enmity gained from it as I often tank with RDM when able.
abela
01-12-2013, 05:37 AM
You may welcome this and may argue all you'd like, but a rdm is not a tank. A rdm is not suited, intended, or able to tank in most events/situations that players are dealing with today. Abyssea, or 'when able' may be a great place for a Rdm to tank, but VW, Legion, NN, ADL, and such will leave that tanking rdm face down in the dirt. Situation uses for a system that is a key role in the game does not cut it. It is do or don't at the end of the day for something that large scale. Saying that is like me saying I tank with my Drg when able.
Demon6324236
01-12-2013, 05:46 AM
Legion and ADL an intelligent RDM will not be meleeing in anyways, voiding those options. NNI you can stack on a ton of PDT with Phalanx and easily counter any damage incoming except from bosses, of which you are likely going to be able to tank with a mix of shadows and stoneskin crossed with PDT if need be. VW has no tank, and you are stocked with Fanatics and Fools at all times anyways unless procs stop for some reason, meaning tanking is easy for any and all jobs. Please remind me how anything you brought up is a point against what I said?
Ill restate, I'm fine with gaining enmity from Excalibur's additional effect on my RDM, it would help PLD alot with making Excalibur a more potent option.
Toadie-Odie
01-12-2013, 05:51 AM
Why don't you label food like you did in XIV, so that when you buy/use food you know exactly what it's going to do for you.
As a cook in the game this would be so helpful for me to see which items would be most useful to the population at a glance - even when new food items are added to the game. Right now when new food items come along I have to make them, play around with them and try to guess what they do, and hope that word gets around about the item before I can find out if it's even worth offering in my bazaar.
As it is we still don't have a clear idea what the skill up foods do nor do we really know what the rusk food line does for you.
abela
01-12-2013, 06:15 AM
Legion and ADL an intelligent RDM will not be meleeing in anyways, voiding those options. NNI you can stack on a ton of PDT with Phalanx and easily counter any damage incoming except from bosses, of which you are likely going to be able to tank with a mix of shadows and stoneskin crossed with PDT if need be. VW has no tank, and you are stocked with Fanatics and Fools at all times anyways unless procs stop for some reason, meaning tanking is easy for any and all jobs. Please remind me how anything you brought up is a point against what I said?
Ill restate, I'm fine with gaining enmity from Excalibur's additional effect on my RDM, it would help PLD alot with making Excalibur a more potent option.
If you are a Rdm in VW you are doing T2-T4 and Helixes. Hasting and curing IF necessary. Your dmg input during a VW doesn't add up to much. NNI RDM tanking I would drop party right there and never go back. That is a time based event and what does RDM not do so well? Dmg. You take time to kill things, so again. No.
And especially with the new update with Def and all getting a boost. The players will receive that AS WELL AS the mobs. More def on a mob means that Rdm that was doing this much dmg before is now doing much less. Even when this much dmg isn't that much to begin with.
I think that is a bit more of a clarification for you.
And PDT gear is everywhere. If I threw on a ton of PDT on my Drg, would that make it a tank too? I could /rdn throw up shadows, stoneskin, phalanx and what have yous too. So does that make me a tank? Anyone with PDT gear and the ability to do that as well? That would make everyone a tank, right?
No. Just because you can doesn't mean you are.
Karah
01-12-2013, 06:44 AM
I see that we're really started on another RDM tangent here, however on topic;
Can't stress enough how much unstackable consumables should be stackable, and to 99.
If anything is stackable to 99, then why are there at all still things that only stack to 12?
If an ingot, that is 4x the weight and 4x the size of an ore is stackable, why isn't the ore? Where's the logic?
The ore logic is actually backwards of the log logic. If 1 log can be made into (multiple lumber) why is the lumber stackable and the logs not?
Fishing baits, tool bags, throwing items, craftables. Wouldn't it actually be easier if it was a static stackable number? Eventually you end up changing everything from 12 to 99. Why do you even take the extra time to make it 12 just go straight to 99.
So really, the long and short of it is, if its not gear, make it stack, please, seriously. (the exception being ammo because someone will come in and say hurdur ammo is GEAR) and to 99. Everything. Ore. Logs. Lumber. Ingots. Threads. Cloths. Gems. Stones. POUCHES OF VOIDDUST. Bones. Shells. Animal hides. Unequipable pieces of beastman armor. Food. Pet jugs. Pet food. Bait. ORBS (for burning circle fights!) Empyrean seals. Empyrean weapon upgrades. MEDICINES. CRYSTALS and CLUSTERS.
Windwhisper
01-12-2013, 06:45 AM
CoP Rings upgraded.
Divine might earrings and apoc Nigh earrings upgraded
Evokers ring upgraded
Make a magian trial that combines all weapons of an element to 1 weapon ( like MAB staves or Perpetuation staves)
shantotto/Moogle/crystal addon gear upgraded
Animators upgraded
Arlanyd
01-12-2013, 07:39 AM
Would like to see relics on WotG and Aht Urgan jobs please! It just feels unfair :(
Tanama
01-12-2013, 07:54 AM
I echo Kincard's post.
Where do I even start.
Following Relics need adjustment:
Spharai (Final Heaven + AM)
Excalibur (en-effect, KotR + AM)
Bravura (def down effect)
Gungnir (def down effect, Geirskogul, AM)
Kikoku (Metsu, AM)
Amano (Kaiten)
Claustrum (GoT, AM)
Broad changes: Make the weapon work offhand (At least make the attack work offhand, ODD/ODT would be preferable but not required), extend AM duration across the board.
The following Mythics need adjustment.
Conqueror (KJ)
Glanzfaust (Fury)
Laevateinn (Needs more MAB or an affinity stat)
Murgleis (Totally worthless)
Vajra (Stab is weak, delay is too high)
Gastraphetes (Trueflight)
Nagi (Every single stat is useless, damage is too low, delay is too high, Blade: Kamu is crappy)
Nirvana (While already a solid weapon, it would be preferable if the staff was a more all-encompassing weapon by having summoning magic skill)
Tizona (The stats are okay but Expiacion is crap)
Death Penalty (Low D hurts the enhanced Quick Draw, Leaden Salute is weak)
Tupsimati (Useless, needs more MAB and Macc, iridescence would be nice)
Broad changes: Make the weapon work offhand, make AM2 and AM3 able to refresh duration.
The following Empyrean weapons need adjustment.
Twashtar (Rudra's Storm sucks unstacked, make Rudra's storm able to crit without SATA or Climatic Flourish)
Caladbolg (While still a pretty decent weapon, Resolution has left this weapon 2nd place by a decent margin. Powering up Torcleaver would solve it nicely)
Farsha (Cloudsplitter sucks)
Redemption (Quietus sucks, change mod to damage varies with TP)
Rhongomiant (Change Camlann's Torment to STR mod and damage varies with TP)
Kannagi (Still mediocre outside Abyssea, AGI mod hurts, change to either a STR or DEX mod, either increase the fTP or make it damage varies with TP while keeping its ability to crit)
Gandiva (Did someone switch the mods of Kannagi and Gandiva?)
There's probably a lot of other items that need work but this is what I'll write up for now, lol.
Demon6324236
01-12-2013, 08:02 AM
I see that we're really started on another RDM tangent here, however on topic;The RDM part was on topic, it was about Excalibur's additional effect being changed so that it would give Enmity, and how that could negatively effect RDM. Because of this, I attempted to give insight as to how RDM can tank, and thus make use of enmity gained from such a change just as much as PLD would be able to. Instead I am told I apparently do not understand my main job and its functions or how it has been played in the past. So to be perfectly honest the RDM tangent, was actually on topic and relevant.
Just to say again, I still think the enmity thing with Excalibur is a good idea, and should be implemented.
Mookies75
01-12-2013, 08:03 AM
No, due to the fact that you get sneak and invisible doing 1 move, it has a short casting and recharge time, and you get it for free.
It's a trade off for the convenience.
Are you serious? It has a cast time in which you are unable to move (close to the time it would take to cast both sneak and invis). It also lasts as little as 10 seconds so you have to constantly recast it. It is in no way more convenient at all. You would end up recasting jig 5-10 times before magic sneak/invis would wear.
I'm all for increasing the cast time of jig if that's what it would take to make it less of a hassle.
Mookies75
01-12-2013, 08:06 AM
Increase drop rate of skill up items. I tried for a week straight faming them in Z Mines, and never saw a thing. Was a waste of time.
Also, on the skill up note, can we get an official description of what the skill up foods do? After all this time and testing form the players, their is still no official conclusion. Their are a few prominent theories, but nothing concrete. (And I'm tired of hearing someone from each theory swearing they are right and damning everyone else) So an official declaration would be nice :D
@ the skill up foods: I promise you JP players know exactly what they do because they were either told by a representative or read it in one of the many gaming magazines that publish ffxi info. Unfortunately there has always been a lack of information for the rest of the world... would like that to change but I doubt it ever will.
Mookies75
01-12-2013, 08:11 AM
I also agree with everyone requesting the special mission earings/rings have some way to be upgraded. CoP, Divine Might, Limbus Earrings, ToAU rings, and the Goddess Earring if possible.
Edyth
01-12-2013, 08:36 AM
Make it so that the key item "Remnants Permit" allows us to enter Salvage zones regardless of party size.
Make beneficial adjustments to the zones as needed to accomodate the change, similar to what was done with Dynamis.
Toadie-Odie
01-12-2013, 08:43 AM
@ Karah I wish I could "Like" spam your post. lol
Consumable supplies are the bane of my inventory as BST - no matter what my subjob is at the time. I have always loved jug pets - long before the launch of Abyssea - and this has always been an issue for me.
Louispv
01-12-2013, 10:12 AM
If a job has skill in a weapon, they should be on the Magian Trials of that weapon. There isn't a good reason not to allow it.
COR for instance has Marksmanship, dagger and sword as their 3 highest weapon skills. They only get Gun trials. So I guess you just don't ever want COR's to melee anything?
BST has Axe and Scythe skill. Scythe is entirely worthless because we can't get any good usable weapons. DRK will never use Redemption or Entropy when Greatsword is better. BST could perhaps use them, but nope, scythe is DRK only.
And if you could extend that to Relic and Empyrian weapons, that'd be great as well. Especially since you're coming out with two new jobs that you have to go back and add to the weapons, you might as well add the other 20 jobs to new things.
Pet Jugs and Pet Food also needs to stack to 99. I don't even care if the synthesis recipies still yield the current 2-10 jugs at a time and a stack on the AH ends up costing half of a million gil. I am so tired of using up ten or more inventory slots in my bag, and ten more in my satchel, on pets and pet food.
Relic weapons also need to work in the sub slot. If a person makes a Relic weapon, and then makes an Empyrian or Mythic weapon, the Relic weapon currently becomes entirely worthless. I understand that the WS can only apply to your mainhand, but the additional effect, the double damage proc, and the stats+ should still function. It is a very bad idea to invalidate a weapon that takes you six months to make. (Or several years and the work of an entire LS if you got it years ago)
saevel
01-12-2013, 11:18 AM
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.
Ether 20MP
Hi-Ether 50MP
Pro-Ether 250MP
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.
Ether 12.5% MP restored 20MP Minimum
Hi-Ether 25% MP restored 50MP Minimum
Pro-Ether 33% MP restored 250MP Minimum
Potion 50HP
Hi-Potion 100HP
X-Potion 150HP
Max-Potion 500HP Minimum
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.
Potion 12.5% HP restored 50HP Minimum
Hi-Potion 25% HP restored 100HP Minimum
X-Potion 33% HP restored 150HP Minimum
Max-Potion 50% HP restored 500HP Minimum
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.
Elixir 25% HP/MP
Hi-Elixir 50% HP/MP
These are currently fine as is and represent the instant use emergency button.
Vile-Elixir 25% HP/MP
Vile-Elixir+1 55% HP/MP
Fredjan
01-12-2013, 03:09 PM
Re-visit the additional effects on relic weapons, Gungnir moreso. I'm not even a Dragoon, and the fact it can overwrite Angon to begin with with a weaker effect just turns people away on it and makes it look bad.
Re-visit relic weaponskills. Some are great (ie: Catastrophe), a lot need to be re-looked into (ie: Scourge, Geirskogul, etc). Did I mention the stat mods make absolutely zero sense? Scourge killshots made me want to scream, MND and CHR.... on a DRK...seriously? That alone is flat out confusing.
Re-visit empyrean weaponskills, in particular: make Redemption and Rhongomiant not suck. These have to be the worst empyrean weapons because the weaponskills are that awful, literally every other empyrean weapon is more worthwhile and they BOTH come from one of the toughest empyrean weapon paths. There's little reason to ever use weaponskills that ignore defense, you're more likely to be buffed to the core on attack so you can use weaponskills that'll destroy both Quietus and Camlann's Torment regardless of monster defense, making the weaponskills not even usable; they'll be beaten at their best with minimal effort. It's not too difficult to gear for these weaponskills, but it will not be hard for even Guillotine to beat Quietus (And Catastrophe/Entropy blow it out of the water), and it won't be hard for Camlann's Torment to be outperformed, especially since any self-respecting Dragoon has Stardiver, which is infinitely more useful due to its critical hit rate down effect along with its damage which would only end up helping Drakesbane too.
Think that's about all I got for now.
Mindi
01-12-2013, 06:59 PM
Hello everyone!
Likewise, if there are any item you would like to see changed, improved, modified, etc. please let us know!
Make CoP-Rings Scale to Level 99. Back at 75 they had 2 stats, at the highest value possible at the time (5, until the VNM Rings came) So they should also scale to level 99
Not completly following the order, but it could be like this:
30 - 44 +2 15HP/MP
45 - 59 +3 20HP/MP
60 - 74 +4 25 HP/MP
--------
75 - 84 +5 30 HP/MP
85 - 94 +6 35 HP/MP
95 - 99 +7 40 HP/MP
Masekase
01-12-2013, 07:13 PM
Add bazaar symbol to npcs that sell stuff
Sarick
01-12-2013, 08:15 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 like but why limit these to a tiny 12 stack. Every other FF game allowed them to be 99, while they're at it they should allow others to use potions on party members as well. Limiting them to 12 is a big deal when they'll cost a lot of gil to get full stack. The full 99 stacks people purchase or make will be GOOD for the economy as GIL sinks. It's also better for the severe inventory limitations we have.
saevel
01-12-2013, 09:18 PM
I like but why limit these to a tiny 12 stack. Every other FF game allowed them to be 99, while they're at it they should allow others to use potions on party members as well. Limiting them to 12 is a big deal when they'll cost a lot of gil to get full stack. The full 99 stacks people purchase or make will be GOOD for the economy as GIL sinks. It's also better for the severe inventory limitations we have.
Because food and other medicines stack to 12, it's a nice flat number. Also making 99 Hi-potions or Hi-ethers would ABSOLUTELY F*CKING SUCK.
Also don't want medicines taking over for healing or resource control. Their supposed to act as an emergency item, a DD could pop a Max-Potion in a pinch if the WHM was getting very low on MP. Currently our WHM in neo Salvage goes in with a ton of Hi-Elixirs so that we don't have to stop for resting, and there are many times I wish I had a way of restoring ~750 HP to myself. Then again I'm the crazy bastard who walks around with a stack of remedys and some panacea's at all times. Condoms, preparation and all that jazz.
Way more items need to be stackable. Ores, potions, many hides and other crafting items. The list is quite large honestly, perhaps others could provide more input.
Crimson_Slasher
01-13-2013, 01:36 AM
I think some of the old abjuration gear needs to be looked at, both in job distribution and in the effectiveness of select pieces. I can go through and look at some particularly, but the best way to say it is some abjuration sets and pieces far outclass others, and some have little to no utility in modern endgame levels. While this is expected, its also disheartening when some of this gear (Crimson/blood scale mail) even with synergy augments as still largely ineffectual. Perhaps revamping some of the pieces that arent so good like the example i gave, or simply, adding stats pre-augment that make them more appealing, might be in order. Largely there is a lot of job distribution on lighter gear though for red mage and lack of melee options for whitemage (when the situation calls for it) outside of the newest body.
Outside of a few cleaned up abjurations, what about some bleed-overs on voidwatch gear? I know some have been calling for the Toci/Ocelomeh pieces to be granted to redmage, and the Heka/Nefer pieces for Blu. I dont see it as entirely unfair seeing as beastmaster is on both Ocelomeh, and Meikira, not to mention Twilight, aurore, perle, Ogire, Phorcys. With all the gear selections, being put on some of the highest base damage 1hander weapons, with a very respectible merit ws, and their dynamis domination, it does look rather favoritive. Also gear options and sidegrades are nice so people arent forced to flock to 1 event for 1 job for months just to get 1 piece thats relevent for 1 function.
What else could be changed other than this... Wow i almost overlooked that. Evoliths and armor which they can be junctioned onto. Some of these are brilliant (-3 minutes for SP JA for select jobs, i think i saw triple attack +4% on dagger ws on a machismo...). Others not so much (+8 defense against arcana?). Perhaps take something semi-magian with it, make the evoliths questable, some lesser quality or more common ones buyable, and more universal slot sort of system for armor, so for the ebon/ebur/furia and weapons can be augmented with any 3 non identical augments. Or even if identical, make it scale less, no double attack +4,+4,+4 for 12%. I think some of those weapons with reasonable augments, as well as the armor, could make a comeback.
In short; Look over abjuration gear stats, augments, and their jobs. Look over job distribution on some gear, particularly voidwatch, and consider revamping and cleaning up evoliths and the equipment they can be etched and fused to.
Werewolf
01-13-2013, 02:51 AM
Would be nice to see relics get an upgrade, more specifically make the 2-3x damage modifier activate on more than just the first hit (Empyrean aftermath can already do this) and also make it activate on weaponskills would be nice.
Update all the relics additional effects, for example Spharai and Ragnarok effects both clearly upgrade from 75 - 99 with the designation II - IV after them; but most of the others don't...
Teraniku
01-13-2013, 03:48 AM
I think some of the old abjuration gear needs to be looked at, both in job distribution and in the effectiveness of select pieces. I can go through and look at some particularly, but the best way to say it is some abjuration sets and pieces far outclass others, and some have little to no utility in modern endgame levels. While this is expected, its also disheartening when some of this gear (Crimson/blood scale mail) even with synergy augments as still largely ineffectual. Perhaps revamping some of the pieces that arent so good like the example i gave, or simply, adding stats pre-augment that make them more appealing, might be in order. Largely there is a lot of job distribution on lighter gear though for red mage and lack of melee options for whitemage (when the situation calls for it) outside of the newest body.
Outside of a few cleaned up abjurations, what about some bleed-overs on voidwatch gear? I know some have been calling for the Toci/Ocelomeh pieces to be granted to redmage, and the Heka/Nefer pieces for Blu. I dont see it as entirely unfair seeing as beastmaster is on both Ocelomeh, and Meikira, not to mention Twilight, aurore, perle, Ogire, Phorcys. With all the gear selections, being put on some of the highest base damage 1hander weapons, with a very respectible merit ws, and their dynamis domination, it does look rather favoritive. Also gear options and sidegrades are nice so people arent forced to flock to 1 event for 1 job for months just to get 1 piece thats relevent for 1 function.
What else could be changed other than this... Wow i almost overlooked that. Evoliths and armor which they can be junctioned onto. Some of these are brilliant (-3 minutes for SP JA for select jobs, i think i saw triple attack +4% on dagger ws on a machismo...). Others not so much (+8 defense against arcana?). Perhaps take something semi-magian with it, make the evoliths questable, some lesser quality or more common ones buyable, and more universal slot sort of system for armor, so for the ebon/ebur/furia and weapons can be augmented with any 3 non identical augments. Or even if identical, make it scale less, no double attack +4,+4,+4 for 12%. I think some of those weapons with reasonable augments, as well as the armor, could make a comeback.
In short; Look over abjuration gear stats, augments, and their jobs. Look over job distribution on some gear, particularly voidwatch, and consider revamping and cleaning up evoliths and the equipment they can be etched and fused to.
Just removing the negative stats from the Koenig Schaller would make it relevant (DEF is on par with other endgame pieces but once you upgrade the Creed armet to +1 it becomes kind of redundant and the negative stats on the Koenig (especially the - STR) makes it become less desirable to be used. See look here:
http://images4.wikia.nocookie.net/__cb20060910140545/ffxi/images/a/a0/Koenigschaller.jpg
http://images4.wikia.nocookie.net/__cb20100915034016/ffxi/images/c/c9/Creed_Armet_%2B1.png
Just removing the -STR and - DEX would make this piece relevant, and you have a clearer choice on whether you need the extra mp and mp return on the Creed, or the better Defense with the +VIT on the Koenig
Caketime
01-13-2013, 04:40 AM
Stackable warp scrolls.
That is all.
Yenecol
01-13-2013, 06:10 AM
Have Guttler give some sort of benefit to the pet. I do not think a bump in damage alone justifies its price when you can achieve similiar effects with magian STR axes and onslaught is useless. It does not need to be as good as Aymur since Mythics are much harder to get but please have it benefit the pet in some useful meaningful way.
I agree with other posts that the ToAU rings should scale up.
Neo-salvage has some decent pieces but many people have noted that it is not as good as Neo-Nyzul. I want salvage gear to be better than NNI on principle (back in the day, salvage > nyzul). If you can't buff up the current sets, how about plans for salvage +2 gear in the future? I understand you wanted neo-salvage to be accessible so make another salvage tier (neo-neo!) that is as challenging as original salvage for +2 pieces. Or... Adoulin salvage?
I agree with other posters - stack everything to 99! And make alexandrite 100 pieces!
Zayviar
01-13-2013, 04:29 PM
I'd actually like to see the Octave Club Ex/rare actually do what the kraken club does. It would be really nice.
Caketime
01-13-2013, 08:42 PM
I'd actually like to see the Octave Club Ex/rare actually do what the kraken club does. It would be really nice.
It does, every 8 levels.
SpankWustler
01-13-2013, 10:26 PM
I'd like things that are effectively expansion rewards such as Rajas Ring, Jalzahn's Ring, Moonshade Earring, Desultor Tassets, Suppanomimi, Magnetic Earring, etc. to be updated for level 99.
These aren't normal items. They require that these expansions were purchased using actual money, they eliminate other options when they're chosen, they sometimes provide unique bonuses, they sometimes have unique models, and they might even have sentimental value for people who really like the story-lines.
Teraniku
01-14-2013, 02:56 AM
I'd like to second the motion from the person who suggested the Magian shield trials. The top 2 are Aegis and Ochain. Aegis has 40 DEF @ 75, and Ochain has 40 DEF @ 90. The next 2 shields are Adamas @ 99 with a DEF of 35 and weathering Shield with a DEF of 36. So the Magian Shields should cap out on DEF around the 28-32 DEF range (leaning around the median @ 30, which would put it around the same as Majorelle @ 30 DEF and Dagda's @ 29 DEF.) I'd suggest changing the buff parameters a bit for the Shields though.
For Example a capped 99 Fire Shield would look like this:
*Shield Name*
lvl 99
DEF 30-32
STR +5 Attack +11 (Half the weapon bonus)
Fire Defense + 30-40 (To make up for the half bonus)
Shield Bash: Bonus Damage Fire Effect
Toadie-Odie
01-14-2013, 05:54 AM
I wouldn't mind seeing the nation rings having an unlimited charge of Gylph that teleports you to that nation's capital.
Rubeus
01-14-2013, 08:14 AM
Please for the love of god make bards use a seperate screen for instruments, similar to how PUP or BLU works. It's absolutely ungodly to have to carry around 16 instruments + 8 elemental grips.
In that same vein, I'd like to see more spells get released, especially if they aren't game breaking. Chocobo Hum and -ga IV comes to mind, as well as higher tiers of Banish and -ga, poison, dia, etc. 5 minutes of going through animations in the game on AltanaViewer is all it takes for you to realize mobs 30 levels lower than us are using higher tiers than we're capable of.
I'd still like to see legit. bells and drums for BRD, ribbons for DNC, whips for BST, and some other "niche" items from the old FF games.
I still don't understand why after all this time there's no phoenix down or battle items (like an IceFang from FF7 that casts Blizzard IV or something). Honestly, an "Engineer" class that could mix battle items would be a cool future idea, and maybe give them out as temps to the party. Just a thought.
Tellahchan
01-14-2013, 02:41 PM
Stop putting PUP on mage items.
Unless it's stuff that transfers over to the automaton.
On that note, how about allowing Throwing items to be equipped while an Animator is equipped!
Pup have great Throwing skill but are unable to use it, unless we sacrifice our TP by removing the Animator, and then we lose the ability to control our Automaton properly....
Kaylina
01-14-2013, 03:10 PM
Dancer
I'd like to see spectral jig duration time increased to regular sneak and invisible duration. That will make it so dancer's don't have to cast it nearly as often nor fall behind in group by having to stop and reapply it. If this increases the recast time that would be a fair trade.
Fobby
01-14-2013, 05:09 PM
dont know if mentioned already. but all in one Sea Obi/Gorget
http://forum.square-enix.com/ffxi/threads/29445-All-in-one-Gorget-Obi-Belts
Sarick
01-14-2013, 09:34 PM
Dancer
I'd like to see spectral jig duration time increased to regular sneak and invisible duration. That will make it so dancer's don't have to cast it nearly as often nor fall behind in group by having to stop and reapply it. If this increases the recast time that would be a fair trade.
OMG!, read the title.
How would you like certain items to be changed?
If you want something to boost jig duration the AF/RELIC pants/feet together double the duration of jigs. You could've ask for more JIG enhancing items or gear. I hate to be an ass but the topic doesn't say TELL DEV what you want him to do. IT ask what changes we want in items. A few of the post want mission gear upgraded and/or more items made stackable.
Demon6324236
01-14-2013, 09:53 PM
No offense to some people but they are asking about items. While I understand you wanting other questions answered this is not the place to do it, they made this thread specifically for items, please stick to that topic or do not post. Our ideas and opinions often seem ignored as it is, if we are directly being asked, lets not squander the opportunity by posting something irrelevant to the topic so that they disregard it, but instead tell them what we want related to this subject so that we may see desirable improvements.I post this again as a reminder.
Ziyyigo-Tipyigo
01-14-2013, 11:36 PM
Paladin: an Elemental series of Magian trials for shields for non-career PLDs
I'd be happy with a WoE shield if they really are going to fix the event.
Ziyyigo-Tipyigo
01-14-2013, 11:46 PM
One word: deodorize(r).
Giers
01-14-2013, 11:59 PM
DRG's Relic, Mythic, Empy, OAT, and STR Majin weapons need to be addressed. From whats been calculated the current hierarchic is Mythic>Relic > Herajas Fork > STR Majin=OAT+4>Empy
The biggest problem is our Mythic is so far above an beyond anything else we can get, anyone who knows anything about DRG should be in their shouts for top tier content saying Mythic or no DRG. That's if they bother to include DRG at all : /
Gungnir(Rhongo) doesnt need to be dead on = with Ryu. It needs to be a lot closer though. I think the changes should impact Geriskogul, and the aftermath and the addition of a scaling additional effect in large ways
Cyllene
01-15-2013, 01:04 AM
how about makin Quietus a decent WS.. Redemption is a shitty empy trial with Chloris in it. So would be nice if the WS @lvl 90 could do atleast the same DMG like Resolution (merit WS) does or ANY other empy WS <.<
Also the mods on it with MND and STR doesnt do anything .. maybe like 100~150 dmg.. i tested almost any gear sets but cant rly make it a good WS.
rly Quietus need to be upgraded!! Almost all GS WS do more dmg then any Scythe WS does (beside catastrophe)
I agree.. anything you have to build with Chloris should do better.. I just finished polearm and was pretty disappointed compared with Camlann's damage compared to my prior polearm using stardiver or drakesbane. I have pretty well equipped set up for this weaponskill so I expected better. Felt like I wasted my time and of anyone who helped me get it. So a change, make the damage worth the effort to get it :/
Godofgods
01-15-2013, 03:56 AM
Increase drop rate of skill up items. I tried for a week straight faming them in Z Mines, and never saw a thing. Was a waste of time.
Also, on the skill up note, can we get an official description of what the skill up foods do? After all this time and testing form the players, their is still no official conclusion. Their are a few prominent theories, but nothing concrete. (And I'm tired of hearing someone from each theory swearing they are right and damning everyone else) So an official declaration would be nice :D
@ the skill up foods: I promise you JP players know exactly what they do because they were either told by a representative or read it in one of the many gaming magazines that publish ffxi info. Unfortunately there has always been a lack of information for the rest of the world... would like that to change but I doubt it ever will.
I wouldn't be surprised if that were true. But for a while some of those foods were going for around 250k a stack. At that price, id like to be sure lol. Its not like theirs a returns department for ppl not satisfied with the product lol
Rustic
01-15-2013, 04:04 AM
Hmm.
Let's see.
Let me craft conquest items all the way up to Rank 10 (Aketons). Give me more options to "+1" NM drops as well.
Give us a second tier for status bolts. It'd be nice to have a reason to shoot a crossbow as THF at higher levels. Ditto finding reasons to shoot something besides a gun at higher levels for RNG, and some level of sanity for Corsairs and their ammo.
Dozen-stack ores and colored stones. They can't be bigger than elemental clusters, can they?
hollowsgrief
01-15-2013, 07:42 AM
Let whms cast Banishga IV with Mjollnir equip >_>
Toadie-Odie
01-15-2013, 11:08 AM
Would it be possible to add Relic/Mythic/Empyreon Weapons to the list of storable items on the Porter Moogle Storage Slips?
bigdave
01-16-2013, 07:28 AM
increase the damage from 75 mandau to 99 from 39 dmg to 55 at 99look at ragnarock it goes from 83 dmg to 143 dmg
Tanama
01-16-2013, 08:29 AM
Gungnir
Adjust Geirskogul so that it can compete with today's top weapon skills in terms of damage. (IE STR modifier, Damage varies with TP + additional attack modifier)
Change Geirskogul's aftermath to either:
[A] A strong EnThunder effect to keep with Gungnir's lightning theme.
A potent Double attack rate like DNC's Saber Dance.
Fix Gungnir's added effect Defense down so that it stacks with Angon's defense down instead of overwriting it.
Extend all relic aftermath duration from 20/40/60 seconds to 60/90/120 seconds. If you're feeling generous, change it to 90/120/180 seconds.
Rhongomiant
Adjust Camlann's Torment so that Rhongomiant can be as strong as other powerful weapons such as Ragnarok, Ukonvasara, Masamune. (Again, STR modifier, Damage varies with TP + addditional attack modifier)
[B][EDIT: As someone posted earlier if the VIT is kept, make it so that the VIT modifier on Camlann's Torment is that much more stronger, thus making it a worthwhile weapon skill to use. Unlike the way it is now, totally worthless.]
Extend all empyrian aftermath duration from 30/60/90 seconds to 60/90/120 seconds. Again, if you're feeling generous, change it to 90/120/180 seconds.
http://i901.photobucket.com/albums/ac220/LuminousNight/gungW_zps7a80d391.png
SMD111
01-16-2013, 10:08 AM
increase the damage from 75 mandau to 99 from 39 dmg to 55 at 99look at ragnarock it goes from 83 dmg to 143 dmg
you must rember that mandau is one handed and ragnarock is two handed
so with mandau you can dual wield(with mandau and Twashtar you get 110 each attack cycle) plus faster attack speed of 352(with dual wield 1) compared to ragnarock with 431
Zirael
01-16-2013, 01:43 PM
you must rember that mandau is one handed and ragnarock is two handed
so with mandau you can dual wield(with mandau and Twashtar you get 110 each attack cycle) plus faster attack speed of 352(with dual wield 1) compared to ragnarock with 431
You must remember the off hand weapon doesn't proc hidden 3x relic damage, or in case of using OAT weapon as off hand, OAT doesn't transfer to main weapon. There are also situations where developers themselves said they want you to full time Thief Knife for TH purposes (and take pride in doing so) so it might hinder your DPS even further.
I'd also like to point out, with Ragnarok, Amano etc, you take it to 99, unlock merit weaponskill and are done. With Mandau, you rake it to 99 and then you take Twashtar99 to off hand. This means it costs TWICE as much TIME and GIL to make Mandau99+Twashtar99 compared to just making Ragnarok99. Also, you're forgetting 1-hander weapons have bigger vs. enemy attack/defence ratio penalty compared to 2-handers (and lower ACC/ATK bonuses from DEX/STR).
Since we're comparing against Ragnarok99, it also has constant CritRate+14% effect and another +5% possible from aftermath, whilst Mandau99 has 10/tic poison.
Did I mention Mercy Stroke being only good SA/TA stacked and outside of that Exenterator with it's AGI mod being junk on anything Tough+ ?
So I say Mandau (and other 1-hand weapons as well) were treated harsher on the way to 99 compared to 2-hand weapon stat growth.
I'm grateful you managed to not misspell Mandau or Twashtar, but there is no such thing as ragnarock in this game.
Sp1cyryan
01-16-2013, 02:23 PM
DRG's Relic, Mythic, Empy, OAT, and STR Majin weapons need to be addressed. From whats been calculated the current hierarchic is Mythic>Relic > Herajas Fork > STR Majin=OAT+4>Empy
The biggest problem is our Mythic is so far above an beyond anything else we can get, anyone who knows anything about DRG should be in their shouts for top tier content saying Mythic or no DRG. That's if they bother to include DRG at all : /
Gungnir(Rhongo) doesnt need to be dead on = with Ryu. It needs to be a lot closer though. I think the changes should impact Geriskogul, and the aftermath and the addition of a scaling additional effect in large ways
Sounds like more of a job issue than an item issue. The answer is not to nerf a weapon a job can use because it is just so much better than the other choices. One of the reasons it is so much better is because it enhances jumps despite the always dead wyvern.
SMD111
01-16-2013, 04:42 PM
You must remember the off hand weapon doesn't proc hidden 3x relic damage, or in case of using OAT weapon as off hand, OAT doesn't transfer to main weapon. There are also situations where developers themselves said they want you to full time Thief Knife for TH purposes (and take pride in doing so) so it might hinder your DPS even further.
I'd also like to point out, with Ragnarok, Amano etc, you take it to 99, unlock merit weaponskill and are done. With Mandau, you rake it to 99 and then you take Twashtar99 to off hand. This means it costs TWICE as much TIME and GIL to make Mandau99+Twashtar99 compared to just making Ragnarok99. Also, you're forgetting 1-hander weapons have bigger vs. enemy attack/defence ratio penalty compared to 2-handers (and lower ACC/ATK bonuses from DEX/STR).
Since we're comparing against Ragnarok99, it also has constant CritRate+14% effect and another +5% possible from aftermath, whilst Mandau99 has 10/tic poison.
Did I mention Mercy Stroke being only good SA/TA stacked and outside of that Exenterator with it's AGI mod being junk on anything Tough+ ?
So I say Mandau (and other 1-hand weapons as well) were treated harsher on the way to 99 compared to 2-hand weapon stat growth.
I'm grateful you managed to not misspell Mandau or Twashtar, but there is no such thing as ragnarock in this game.
yes i understand about the devs saying that a thf should full time thief knife
and i did not include any aug's in my inf again sorry
and oops about ragnarock it should be ragnarok
Dauntess
01-16-2013, 05:11 PM
Upgrade DM, CoP and WoTG rewards. Make ToAU ring not suck, then upgrade it. You can start by removing the latent effect. Balance out relic, mythic and empyrean weapons/WS. I'm not saying the corresponding WS should be top dog, but they should be respectable.
Make everything at least stackable to 12, while other things (pet food) should go up to 99 or maybe make pet food bags and jug cartons (like ninja tool bags). Inventory is a major concern with most players this should be a top priority.
Medicines need a major overhaul. If a player has the gil to consume 12 icarus wings and 12 vile elixirs in a row I believe he should be allowed too (a little extreme I know :D).
Areayea
01-16-2013, 06:16 PM
lol whooo items thread... ok, first Phoenix down = (yes, Please). Second PLEASE DO SOMETHING ABOUT ALEXANDRITE, it's ridiculous at how many drites you need, now I know a bunch of people will say "OMG IT"S THE ONLY ACHIEVEMENT LEFT" but for you... you ever try doing every single assault again, getting 150,000 Nyzul tokens, AND 100,000 Ichor, that in itself is hard enough but scouring the 300~900M (depending on server and desperation) to pay for a bunch of the alex is a little ridiculous in my opinion, especially now since it's cheaper than ever to make a relic weapon, or even an empy if you buy all the stuff. again my opinion take it or leave it.
doinitrite
01-16-2013, 11:57 PM
Remove the drop timer on Kindred Seals/Crests/High Kindred Crests/Beastmen Seals and allow them to drop off higher level (in the case of kindred seals/beastmen seals) content.
There NQ pop items for faf/behe/ada are starting to creep up in price due to most of the content people are engaging being too high of a level to drop Kindred/Beastmen seals. People seeking blackbelt items etc are in an increasingly difficult position with egg being extremely expensive now due to ada/aspid not really providing any other compelling reasons to pop it.
Assuming you manage to get a Kindreds seal to drop as soon as its possible since the last, it will take you over 8hours for a chance at these items and with a 1/10 drop rate on HQ pops you are looking at over 80 hours. That is assuming you only get kindred seals to drop (won't since it will be diluted by Kindred Crests and Beastmen Seals) and that you can get one to drop every 5mins which won't either.
I know this has been said a thousand times. Combine all Magian Staves. Make Laevateinn, Tupsimati, ~FAR~ exceed them THESE WEAPONS ARE EXTREMELY HARD TO GET AND SHOULD BE WORTH GETTING. They are second rate and should not be.
Once mages have access to a staff they can use solely. We may even see some weaponskills being used that were designed for Mages.
Cyllene
01-18-2013, 01:36 AM
Adjust how herald's gaiters are obtained. Whether it's changing Tiamat's and other wyrm's spawn conditions or let the drop from other bcnm type of situations. We have 1 guy on our server who hoards the dragon, "hasn't lost claim since 2011", tells other campers to leave because they won't claim, or leave because we'll 'attract rmt' to compete with his mighty claim abilities and constantly uses them for gil profit. It's very annoying to those who can't play 24/7 and babysit a dragon with such lengthy spawn times.
Sabaku
01-18-2013, 11:35 AM
I'm on-board with medicine adjustments!
Here are a few ideas that would be lovely.
I apologize if they've already been stated:
1. Medicine (Potions, Ethers) stack to 12 (or 99!)
2. Remove medicated effect on Potions, Ethers.
3. Increase amount of HP and MP healed with items.
Potions are wonderful items. I spend a lot of gil on HP and MP restoring items, but I am limited to only a few items out of the plethora of medications out there simply due to the amount of time it takes to use an item as well as the medicated effect that they cause. This limits me mainly to Vile Elixir, Vile Elixir +1, Hi-Potion +3, and Super Ether +3. These are not always in stock and limited. Additionally, they take up a lot of space because I use a lot of medication.
This is a bit far-fetched, but I thought of a creative solution to potions and ethers (excluding elixirs):
Potions
HP Healed = (Max HP / X)*(1+Y)
X = Modifier based on the level of the potion (i.e. Hi-Potion vs Super Potion).
Y = MND based modifier, much like a WSC in WS formulas, also affected by level of the potion.
Potions would be affected by MND and your Max HP, making healing much more efficient.
Additionally, make (certain) potions target party members, and make area of effect potions craftable.
Ethers
MP Healed = (Max MP / X)*(1+Y)
X = Modifier based on the level of the potion (i.e. Hi-Ether vs Super Ether).
Y = INT based modifier, much like a WSC in WS formulas, also affected by level of the potion.
Potions would be affected by INT and your Max MP, making healing much more efficient.
Additionally, make (certain) potions target party members, and make area of effect potions craftable.
Final Adjustment:
Much like Automaton Oils, add minimum level requirements to use them, like the requirements of EXP pages.
This way you don't have low level parties spamming high healing items.
Anyway, that's just my two cents. Hopefully my ideas get those brain cogs turning!
Cyllene
01-18-2013, 10:59 PM
Remove the drop timer on Kindred Seals/Crests/High Kindred Crests/Beastmen Seals and allow them to drop off higher level (in the case of kindred seals/beastmen seals) content.
There NQ pop items for faf/behe/ada are starting to creep up in price due to most of the content people are engaging being too high of a level to drop Kindred/Beastmen seals. People seeking blackbelt items etc are in an increasingly difficult position with egg being extremely expensive now due to ada/aspid not really providing any other compelling reasons to pop it.
Assuming you manage to get a Kindreds seal to drop as soon as its possible since the last, it will take you over 8hours for a chance at these items and with a 1/10 drop rate on HQ pops you are looking at over 80 hours. That is assuming you only get kindred seals to drop (won't since it will be diluted by Kindred Crests and Beastmen Seals) and that you can get one to drop every 5mins which won't either.
I know having a larger quantity of KS/and beastman's would be ideal, but with the excess amount of High Kindred and Kindred that drop I just convert them with the NPC and still am able to get plenty of KS99 orbs that way.
Demon6324236
01-18-2013, 11:28 PM
I know having a larger quantity of KS/and beastman's would be ideal, but with the excess amount of High Kindred and Kindred that drop I just convert them with the NPC and still am able to get plenty of KS99 orbs that way.I am sure you have never farmed specifically for them to get HQ pops either. Items like Defending Ring are amazing, but in my opinion they are not worth their current rarity, especially now days when we have so many pieces of gear that do the same thing, their effects are good, but not as amazing as they once were. Farming HQ pops takes a ton of time, as he said, even if you got extremely lucky and got them to drop only KSs every 5 minutes on the dot, you would be looking at an average of 80 hours for a single HQ. For a Dring, its about 800 hours because if I remember correctly the drop rate is roughly 10%. Is a Defending Ring worth what is the equal of a month of non-stop farming?
dragmagi
01-19-2013, 08:17 AM
add what the atmas and atmacites actully do in the ki descriptions
Ziyyigo-Tipyigo
01-19-2013, 10:19 AM
add what the atmas and atmacites actully do in the ki descriptions
A thousand times this!
Kittytiffany
01-20-2013, 01:33 AM
well all i can take of is making more weapons avaible for some classes because for example my favoirt class is dancer its a pain even finding 1 piece of armor or weapon for its class.
Demon6324236
01-20-2013, 01:47 AM
well all i can take of is making more weapons avaible for some classes because for example my favoirt class is dancer its a pain even finding 1 piece of armor or weapon for its class.Your level 16, once your @99 you have more than enough options.
Chocobits
01-20-2013, 05:56 PM
Crafting Related
Make all craft recipe items stackable to at least 12
Revisit recipes for all crafts.
Phase out rare ingredients or add them to NPC vendors. It doesn't make sense lore wise that you can't obtain ores and ingots from guild merchants specializing in their craft, when you see NPCs throughout the game wearing armor that uses them as an ingredient...
Remove certain skillup ingredient items from the game. Their only purpose is to be ingredients for skillup items, and thus they are only inventory -1
Re-examine the pricing of all NPC items. Taking into consideration how NPCs view gil vs players - a jar of distilled water costs 9~11 gil.. why are some crafting ingredients 30,000+ gil..? Unless these NPCs are "cooking their books", they couldn't even afford to pay taxes on those types of transactions!
Remove the guild vendor daily replenishment system or revamp it to allow much greater numbers of daily replenishment
Currency/Gil Related
Partially undo the cruor to gil conversion nerf - gear that is only available through a dimensional rift should have SOME resale value to normal merchants - strike a balance between exploitation and uselessness..
Implement a guild vendor type system for all types of upgrade currency and items - Dynamis currency, Alexandrite, Heavy Metal plates etc. Items that are low on stack will sell to the NPC for a tidy sum, while items with large quantity will be purchasable at clearance prices - with some type of reasonable daily buying/selling limit to prevent exploitation. This will greatly reduce the stress of buying and selling upgrade items.
Equipment Related
Add all jobs to Dynamis relic weapons
Add PUP to most types of light armor - as has been pointed out, PUP has (erroneously?) been added to many mage-type gear despite their lack of a natural magic pool.. they are a physical damage dealer and need more diversity in damage dealing gear
Addition or enhancement of pet related abilities, attributes and traits on equipment - on a large scale
Combining elemental obis and belts into a single item
Scaling the bonuses of equipment rewards for storyline/expansion completion to reflect level 99 stats
Revisit the types of swords BLU can use - they are excluded from a fair number of weapons that share a design/form factor of other swords that BLU can equip
Broad and sweeping additions to the number and types of jobs that are listed on Magian weapons
Re-examine the stats and effects of Empyrean/Relic/Mythic staves and clubs to reflect something.. I can't even say MORE beneficial in some cases.. but beneficial at ALL to healing/support/magic damage dealing jobs..
Catmato
01-21-2013, 11:00 AM
Put White Mage on some Attack gear.
Metaking
01-21-2013, 08:38 PM
Sanus Ensis and Plenitas virga being switched to non elemental dmg like twlight scyth, i mean come on there ethereal weapons from the realm of creation >.>/
bearfoot
01-22-2013, 01:41 AM
salvage new +1 gear needs a boost , its still hard to get more work then many neo nyzul equips by the looks of town
make a ultimate weapon out of the 3 legendary weapons , like merge relic empy and mythic to one .
give that a trait like weapons master ( be able to use all 3 ws of the previous weapons one ) a tiny bit more damage and one or 2 stats of each and it would be worth it
Rustic
01-23-2013, 02:08 AM
well all i can take of is making more weapons avaible for some classes because for example my favoirt class is dancer its a pain even finding 1 piece of armor or weapon for its class.
Try being a high-level Red Mage that likes daggers. We seem to have that dry up fast post-75.
Rustic
01-23-2013, 02:12 AM
I know this has been said a thousand times. Combine all Magian Staves. Make Laevateinn, Tupsimati, ~FAR~ exceed them THESE WEAPONS ARE EXTREMELY HARD TO GET AND SHOULD BE WORTH GETTING. They are second rate and should not be.
Once mages have access to a staff they can use solely. We may even see some weaponskills being used that were designed for Mages.
More appropriately, have those big staves be combined by pairs. Sure, you have to do all 8 to get the all-elements one. But let people combine two of them to make a staff. Then combine a pair of the "twos" to make a staff for four elements. Then combine the two "fours" to make the final "all eight" staff.
People already said it but it's good to insist: elemental obi/gorgets/belts reduced to a single item each for all elements.
Equil2
01-24-2013, 08:10 AM
1. Something with movement speed 12% or higher that's rare/ex for mages that they are able to get on their own! tiamat is always botted ><
2. Upgrade to thf knife ( its our signature weapon and it is horrible!) make some nice trials to put it on par with high dmg daggers.
3. Treasure hunter gear... Would love to see thf seen as something other than a wasted spot for th.. make us some good DD!
4. Fix pld!
Shoko
01-24-2013, 02:34 PM
1) Change that "Magic Accuracy" stat on Tizona to Blue Magic Skill.
2) Fix the Magic Accuracy on the spell Tourbillion so the Defense Down actually lands.
3) Extend the Magian trials for all relics/mythics/emps in line with SOA release and newer weapons.
OmnysValefor
01-24-2013, 04:53 PM
Make all rings/necks/earrings all jobs, besides empy stuff, and the old JSE stuff.
This would alleviate so many inventory woes.
bigdave
01-25-2013, 12:09 AM
update brutal earring and suppanami please
Tamarsamar
01-25-2013, 05:35 AM
update brutal earring and suppanami please
I'd actually rather them change the DM rewards in general so that Supanomimi isn't almost literally the only reasonable choice.
Svens
01-25-2013, 02:49 PM
Make animator upgrades actual upgrades, either to maneuver duration, maneuver capacity, overload suppression, all of the above, or anything really. 86 levels of difference between an animator and the deluxe animator and the only improvement is +6 dex...really?
Cybermario
01-25-2013, 04:11 PM
Always wodnered why there was no trials for the Artifact gear and weapons, i know they are really low level but honestly unless you are in the range of 40-50 they are worthless. Would love if we could have AF+2 and trials for the AF weapons, even if it's hard.
Also, please... let us do Magician Trials with Thief Knife. Is vital for THF class to use that weapon but our DPS is awful, let us do trials to upgrade the weapon.
Cruentus
01-25-2013, 08:52 PM
We will try and look into ways that corsair bullets can be obtained. Since there are almost no NPCs in Vana'diel who sell bullets, we would first like to look into offering them as items that can be exchange for specific content points or as a reward for Walk of Echoes.
This seems silly. Why should corsairs be singled out for their choice of ammunition when it comes to buying more of it?
Let's compare rangers and corsairs as one of many examples. Rangers only need weapons, ammunition, and equipment. Like any other physical damage-dealing job, a ranger will wear equipment that helps them gain TP faster while also making their shots both more powerful and more accurate. When using a weapon skill, rangers will switch to equipment that adds to the main attributes the chosen weapon skill draws from for its damage. Just about the only two reasons a ranger would even need to use an axe or a dagger are if they're out of ammunition (arrows or bolts, because rangers don't use typically use guns) or if they gained too much enmity.
And that's just a party situation.
A corsair has to buy similar equipment, weapons, and ammunition. But in addition to that, corsairs have to buy the dice needed to learn Phantom Rolls, and bullets for guns are much harder to come by compared to arrows and bolts for bows (which corsairs can't use) and crossbows (which are very uncommon for corsairs).
Bullets are more expensive than arrows or bolts because of their scarcity. Making bullets a reward on the Walk of Echoes or something you get in exchange for specific content points is ridiculous when every merchant NPC and their mothers sell arrows and bolts. This imbalance lets anyone who takes up smithing make a fortune from just bullets, even compared to arrows and bolts.
There needs to be a balance between all of this, and making bullets a special reward of any kind won't do that. You need to have more merchant NPCs sell bullets, or you need to have less merchant NPCs sell arrows/bolts. It's as simple as that.
Rustic
01-26-2013, 05:20 AM
There needs to be a balance between all of this, and making bullets a special reward of any kind won't do that. You need to have more merchant NPCs sell bullets, or you need to have less merchant NPCs sell arrows/bolts. It's as simple as that.
Heck, guns in general tend to be rare birds in early FFXI.
I can get a crossbow at level 1. Good luck finding a vendor-available firearm until 22nd. Likewise ammo. Ironically, the lowest level gun available drops in caskets near Windurst, on the other side of the world- and again, good luck finding ammo for it! Ditto the next lowest...which is off of orcs in Fort Ghelsba.
This from the proud owner of a dinky lil' Firefly, who didn't find level appropriate ammo for sale...until picking up a bronze bandoleer in ANOTHER casket near Bastok. Seriously? I know gunpowder is the in thing for Bastokians, but at least it'd be nice to see them selling stuff like musketoons along with the bigger guns. And lower-level ammo. Y'know, for the non-rangers.
Cycerath
01-26-2013, 03:34 PM
i think the effects of souleater and last resort enhancements you get from relic and af1 should stay on when swapping out the gear, cause both just sit in storage and never get used.
Demon6324236
01-26-2013, 05:33 PM
i think the effects of souleater and last resort enhancements you get from relic and af1 should stay on when swapping out the gear, cause both just sit in storage and never get used.I wish all of the pieces of gear like that worked the same way, however admittedly some would be more over powered than others.
Cycerath
01-26-2013, 09:21 PM
true, but relic drk feet don't seem like they'd be over powered, all they add is reduce defense penalty by 10% (about 70% defense for me). at the minimum i'd like to see these being useful for macros.
Tanama
01-26-2013, 10:23 PM
I'd actually rather them change the DM rewards in general so that Supanomimi isn't almost literally the only reasonable choice.
This is what I had in mind regarding upgraded rewards:
Note - The following stats are geared towards what stats on gear would unlikely be post-Seekers of Adoulin.
______________________________
Divine Might II earrings
`
Beastly earring II
[Ear]All Races
STR+4 DEX+4 Axe skill +10
Pet: Occasionally attacks twice
TP Bonus +150
Lv.99 All Jobs
`
Abyssal earring II
[Ear]All Races
STR+4 INT+4 Scythe skill +10
Dark magic skill +10
Increases "Last Resort" duration and
reduces recast time
Lv.99 All Jobs
`
Bushinomimi II
[Ear]All Races
STR+4 DEX+4 Great Katana skill +10
"Store TP"+4
Augments "Hasso"
Lv.99 All Jobs
`
Knight's earring II
[Ear]All Races
DEF:20 STR+4 VIT+4 Shield skill +10
Divine magic skill +10
Reduces damage taken against special attacks
Lv.99 All Jobs
`
Suppanomimi II
[Ear]All Races
STR+4 DEX+4 Sword skill +10
Critical hit rate +8%
Enhances "Dual Wield" effect II
Lv.99 All Jobs
___________________________________
Apocalypse Nigh II earrings
`
Static earring II
[Ear]All Races
MND+4 INT+4 CHR+4
Magic Accuracy+8
"Magic Atk. Bonus"+8
"Magic Def. Bonus"+8
Lv.99 All Jobs
`
Magnetic earring II
[Ear]All Races
MP+70
Converts 5% of magic damage dealt to MP
Spell interruption rate down 25%
Physical damage: "Curse" effect on opponent
Lv.99 All Jobs
`
Hollow earring II
[Ear]All Races
STR+4 DEX+4 AGI+4
Accuracy+8 Ranged Accuracy+8
Critical hit damage +8%
Sword enhancement spell damage +20
Lv.99 All Jobs
`
Ethereal earring II
[Ear]All Races
HP+60 Attack+25
Converts 5% of damage taken to MP
Potency of "Cure" effect received +10%
Physical damage: "Spikes" effect
Element of "Spikes" effect depending on day
Lv.99 All Jobs
___________________________________
CoP Rings
Rajas ring
[Ring]All Races
STR+2~8 DEX+2~8
"Store TP"+5~8
"Subtle Blow"+5~8
Critical hit rate +2%~8%
Lv.30 All Jobs
Sattva ring
[Ring]All Races
HP+15~75 VIT+2~8 AGI+2~8
Enmity+3~10
Damage taken -2%~8%
Lv.30 All Jobs
Tamas ring
[Ring]All Races
MP+15~75 INT+2~8 MND+2~8
Enmity-3~10
"Magic Atk. Bonus"+2~8
Lv.30 All Jobs
_____________________________________
ManaKing
01-27-2013, 01:46 AM
The item I would like most changed is my inventory. It needs to hold more than 80 pieces at this point, because I have too many macros on RDM and not enough inventory to keep it all, much less drops.
It is probably the thing that gets in the way of my enjoying my days on FFXI more than anything else.
If I could fill up 80 Inventory with nothing but gear, I'd probably have enough. We either need 90-99(100) inventory, or we need a new bag that holds drops. You can sell to vendors directly out of it and everything you pick up goes directly to it.
A bag for consumables such as food and potions would be nice as well.
Fishyface
01-27-2013, 03:58 AM
Well just a nub thought there but what about having a magian wep with just damage and aftermath on it?
One of the reasons ive always seen people complain mention you have to have an e/r/m to do higher endgame content, and some people like myself its very hard and near impossible task because i do not have a linkshell to help me do it. At most i have 3 people to do it with.
So maybe with a max merited weapon skill and an aftermath weapon, maybe people like myself could do decent enough damage without having to spend several months of our playtime trying to farm up a weapon. Just so we could be conisdered for some activies like NNI.
Most of how I feel about this subject has already been touched on in some fashion.
One thing I would like to see though is bottled pixies not being R/EX. There was no logical reason for them to be that way in the first place. And don't say "lore" either since more than one beastman could be carrying one at any given time.
Abbylu
01-28-2013, 05:38 AM
I would like to see Colorless Souls attainable in some other fashion. I'm one of those crazy people who search a zone first, to see if someone is camping those mobs. If so, then I don't go. However it is clear that no one else likes to extend the same courtesy to anyone else. Not to mention, lately we have spent 2+ hours simply trying to change our abyssite from a colorful to a T3 pop!
I have trophies that mean nothing. They are worthless. I can assure you that if I could buy souls with those trophies, I'd spend a lot more time on NM's rather than fighting a gillion people in 3 zones to pop one of 3 mobs.
I have dominion notes that are close to worthless. I'd gladly to more dom ops to exchange notes for souls.
The concept of T3 mobs for empy items was great, the problem is that you need 75 drops, per person on that trial, and there is only 3 mobs to get them from, and you have only 3 mobs to get the pops from. And people have absolutely zero respect for other people.
To be clear, I don't mind the trial, I mind the extreme amount of fighting that ensues to finish the trial. Keep the 75 souls as a trial, but make them purchasable in some abyssea related fashion. Insert a trial that requires killing the T3 either a certain # of times, or for some other 1 time r/ex drop attainable with a blue proc.
Rustic
01-30-2013, 02:25 AM
The item I would like most changed is my inventory. It needs to hold more than 80 pieces at this point, because I have too many macros on RDM and not enough inventory to keep it all, much less drops.
It is probably the thing that gets in the way of my enjoying my days on FFXI more than anything else.
If I could fill up 80 Inventory with nothing but gear, I'd probably have enough. We either need 90-99(100) inventory, or we need a new bag that holds drops. You can sell to vendors directly out of it and everything you pick up goes directly to it.
A bag for consumables such as food and potions would be nice as well.
You do know about Mog Sacks, right? Accessible from anywhere, grows to match the size of your gobbiebag.
I use mine for all the tradeskill swag I pick up running around, while the gobbiebag is for equipment. That's 160 spaces to work with in total!
Sargent
01-30-2013, 05:26 AM
Another thought just for sentimentality: Give Adhara/Enif sets a white box.
How about stop wasting time in useless updates and fix ps2/ps3 bugs ....
Demon6324236
01-30-2013, 09:57 AM
How about stop wasting time in useless updates and fix ps2/ps3 bugs ....How about stop wasting time in useless updates and drop the 10 year old console ....
find one thing about this update that is useful , plus last update had lots of bugs to all systems not only ps3/ps2 on the other hand i hate playing on pc and people who thinks everyone should play on them ...
Toadie-Odie
01-30-2013, 11:23 AM
You do know about Mog Sacks, right? Accessible from anywhere, grows to match the size of your gobbiebag.
I use mine for all the tradeskill swag I pick up running around, while the gobbiebag is for equipment. That's 160 spaces to work with in total!
Very true but somehow I've managed to fill just about all of that on my main character. :(
Demon6324236
01-30-2013, 11:30 AM
find one thing about this update that is usefulIntroduced new mob types, new Meeble Burrows missions, new gear, I found more than one thing. As for the bugs, thats why they fix them, if you are having a ton of problems, try playing on something that is not 10 years old, your issues on that console do not take priority in my opinion because the problems do not stem simply from the game, rather the console itself as well. As for not liking PC, there are other consoles, in this case, the X-box 360 exists, and can be played on, or you can play on PC with a console-like setup, neither of the two are hard options.
I hate people who complain about every update they do not personally feel is important.
Demon6324236
01-30-2013, 11:32 AM
Very true but somehow I've managed to fill just about all of that on my main character. :(I have 240 space if you count my gobbiebag, sack, and satchel, and yet I still have about 7 overall inventory space on me at any given time.
Mysticales
01-30-2013, 11:45 AM
What I would like.. is the ability to take 2 gear items.. (Say 2 headwear items) and be able to Synth or NPC merge them together for the "looks" Imagine if you liked Optical Hats stats, but you would rather it look like a Trump Crown. Npc would take both your items and return the new "look" item with the stats from the other item. FFXI has far too many nice looking gear with 1: Shitty stats or 2: Ugly looks. (Which is why everyone has a /displayhead off option now eh?)
Kaeviathan
01-30-2013, 12:00 PM
Change the appearance of the Majimun Katana. Make it somehow resemble the Kannagi in some way, that way i don't have to carry two very different looking Katanas.
Example: a black Kusarigama (I'd like that very much).
Also, instead of having the augmented Koga chainmail+2's Sange effect deal more damage, make it accumulate a great quantity of TP instead, that way Ninja can solo skillchain.
Example: Blade: hi -> Job ability: Sange -> Range Attack -> Tp accumulated 100% or more -> Blade: Hi -> Dark Skillchain.
Demonjustin i play on ps3 no ps2 , I play this game since was released on ps2 , oh yeah there is xbox out there huh i have one will you pay 69 dollars on a copy of used ffxi ? besides you idiotic complains to people who plays on consoles are absurd they released we pay money for it as same as everyone else why cant we get the problems fixed as well ? you should stop camping this boards and go do some missions or a craft ...
Toadie-Odie
01-30-2013, 02:47 PM
What I would like.. is the ability to take 2 gear items.. (Say 2 headwear items) and be able to Synth or NPC merge them together for the "looks" Imagine if you liked Optical Hats stats, but you would rather it look like a Trump Crown. Npc would take both your items and return the new "look" item with the stats from the other item. FFXI has far too many nice looking gear with 1: Shitty stats or 2: Ugly looks. (Which is why everyone has a /displayhead off option now eh?)
I like this idea but I think the finished product should get an augmented status as a result. That way you couldn't put stats from a Rare/Ex item on a NQ item and sell/give it to someone else.
Gwodien
01-30-2013, 03:26 PM
few wishes i have always had for FFXI (all posed as questions!)
make all single use items stack able to 12 or 99 or have charges?
remove the medicated debuff entirely, make it so that if you use too many of one school of item (like 5-6 potions back to back) you'd get a debuff lowering all combat/magic skills and further use (another 2-3 uses) of said item would eventually end up killing you due to over medication? that way medicated can be removed and you still have an anti-abuse system in place that does not mate using any item impossible. (does not apply to Drinks! and yes, 0hp death with exp loss!)
give us a slot to equip a "quick use" item, kinda of like readying something so it no longer has a long activation timer or has no timer at all and can be used as a true life save?
make them (usable items like potion and ether) cheaper to produce or get rid of HQ variants all together and just make it a regular stacking type thing? potions are too expensive to be used as a cure replacement, and the higher tiered potions are useless in comparison to /dnc, either takes too long or are too expensive. could maybe make potions % based? where-in a potion heals 50% of maximum health? apply to ether and drinks. making them useful and a good investment to help me either survive or help reduce recovery times.
remove almost all restrictions from usable items, but add required level, no activation timers on most essential items (so potions, ethers, silent/invis, drinks like milks and yag) and add a slot or bag for used items only that acts as a 2nd inventory or like a pocket that can only hold most usable self targeted items like scrolls, ninja tools, ammo, and potions/ethers/drinks but not crystals and crafting mats/gathering tools?
make it so that gear and crafting materials arent in the same bag as potions/ether/drinks/wings?
equipped armor adds +1 to maximum carrying capacity or no longer takes up space in inv, so that gear im wearing isnt also taking up space in my backpack and is no longer in a state of constant quantum flux being in 2 places at once.
add the alchemist job from tactics! which gets unlimited use (or better affect) out of potions and ether and add stuff like Final fantasy staples like a pheonix down, as well as letting the alchemist use potions and ether on other targets other then only themselves?
item based spells like they have in ALL other final fantasies?! a la, i use a big rock on mob, the big rock actually casts stone III on the mob but the spells are all weaker because there are no stats tied to them or have a set damage (but still weaker then a same level blm casting it) but not so weak as to be useless vs cost?
all rare/ex items no longer take up inventory space as most of them are either gear you could use or are items for quests or crappy gear you're going to vendor anyways.
maybe a purely visual or cosmetic equipment option, so i can have a set of armor (only head, body, hands, leg, feet) that you see. like they did in anarchy online and a few other games i dont remember the names of. that only makes me Look like im wearing whatever, but that cosmetic set does not give me any of the stats.
Mysticales
01-30-2013, 03:56 PM
I like this idea but I think the finished product should get an augmented status as a result. That way you couldn't put stats from a Rare/Ex item on a NQ item and sell/give it to someone else.
Yea thats fine. Then people still lose the item they wanted the "looks" from. So perk from that is people would be buying more crafted gear, or farm/quest for gear again just to get their "looks" to put on the gear they normally use and like seeing. So perks all around for crafters and value in old gear.
Genzy
02-04-2013, 05:06 AM
Please make the Claustrum have useful stats for BLMs and SMNs such as MAB+INT with SMN skill that are better than Magian Staves stats
Rustic
02-05-2013, 03:20 AM
How about stop wasting time in useless updates and fix ps2/ps3 bugs ....
...by removing them from expansions after Adoulin? PERFECTION.
Equil2
02-05-2013, 07:07 AM
Something else I would like to see changed,
For crafting the only items you can really make after 100 are hexed gear for the most part or other items that are highly expensive. I would like to see some "level" up crafts added something that wont totally break the bank for you to skill up on.
Take Hexed Jacket for instance... so few are made that this item if -1 is going for 100-200 mil cross servers!
Teraniku
02-06-2013, 03:23 AM
I'll add this suggestion again, make relic armor available to be purchased with allied notes through Campaign. It doesn't make anyone stop doing Dynamis runs for a free piece or +2 items or currency, but it allows people who either have bad lotting skills or unlucky drop rates, or hate Dynamis in general to work toward a set. Since quite a few NPC's in WotG areas sport Relic gear It complies with the game lore as well. Only suggestions is that you'd have to have the highest rank to be able to buy it, and it shouldn't be cheap.
Rustic
02-06-2013, 03:44 AM
I'll add this suggestion again, make relic armor available to be purchased with allied notes through Campaign. It doesn't make anyone stop doing Dynamis runs for a free piece or +2 items or currency, but it allows people who either have bad lotting skills or unlucky drop rates, or hate Dynamis in general to work toward a set. Since quite a few NPC's in WotG areas sport Relic gear It complies with the game lore as well. Only suggestions is that you'd have to have the highest rank to be able to buy it, and it shouldn't be cheap.
You know, this is one idea I expected in WoTG- that high-ranking members would eventually be able to get the elite (that is, Dynamis) armors at extravagant costs, and relic weaponry (at least at it's basic form) with the option to slowly accumulate upgrades as well- namely with items from battles in Xarcabard/Castle Zvahl.
Phogg
02-07-2013, 03:35 AM
If TH proc rates stay tied to the THFs level of TH gear in relation to the Mobs current TH level, there should be a higher level thief's knife..................
Lemoncloak
02-07-2013, 05:54 AM
Craftable consumable scrolls of magic other than warp and reraise.
EG: Scroll of Blizzard IV (T)
Recipe: Clothcraft 76
Ice cluster
Parchment
Black Ink
Ice anima
Snow God's Core
Cast time: 8 seconds
Casts Blizzard 4 on the target
Useful for abyssea/vw staggers and could provide better avenues for 110 crafting.
Cybermario
02-07-2013, 10:27 AM
If TH proc rates stay tied to the THFs level of TH gear in relation to the Mobs current TH level, there should be a higher level thief's knife.................. as i posted before, there should be magian trials to let us improve our thief knife, but no... dont add a "new" thief knife that will make our current knife even mroe obsolete.
Phogg
02-08-2013, 02:38 AM
I don't care how they do it, but what does it matter if the current one is obsolete due to the addition of a higher level version? If my ability to proc TH (which is a constant excuse for why thf is not more powerful as a DD mind you) is impacted directly by how much TH gear I have equipped, I would like a less crap dagger with TH+ on it. If that comes from some trial on the current version, or through a new higher level dagger it doesn't really matter.
I know some have brought up that dual wielding two TH daggers would be a problem, which is fine. Just make it so TH weapons cannot overlap, similar to how wearing multiple movement speed items does not increase your speed over wearing one.
Teraniku
02-08-2013, 06:02 PM
I don't care how they do it, but what does it matter if the current one is obsolete due to the addition of a higher level version? If my ability to proc TH (which is a constant excuse for why thf is not more powerful as a DD mind you) is impacted directly by how much TH gear I have equipped, I would like a less crap dagger with TH+ on it. If that comes from some trial on the current version, or through a new higher level dagger it doesn't really matter.
I know some have brought up that dual wielding two TH daggers would be a problem, which is fine. Just make it so TH weapons cannot overlap, similar to how wearing multiple movement speed items does not increase your speed over wearing one.
Actually why not just make the old's Thief's Knife the pop item for the NM that drops the new one?
pop the new NM get drop
farm a new TK
you still "have to" use an inferior weapon if you want to max TH
Make snapshot stats on gear actually visible like haste.
Rustic
02-09-2013, 02:16 AM
pop the new NM get drop
farm a new TK
you still "have to" use an inferior weapon if you want to max TH
I look at it as a tradeoff. Do you want max TH or max DPS?
TK is a weapon. That means that if you have a TK "replacement", the result will be people demanding you wield the replacement + Thief's Knife to get more shinies instead. You can't win.
I'd laugh my ass off if we see a TH+2 weapon in the next expansion....and it's THF only, Hand-to-hand. Call em "Golden Gloves" or something. At that point, we can look at S-E and know the true purpose of THF is TH whoring. ^ ^
Crazze
02-10-2013, 04:32 PM
I don't know if this was mentioned yet or not and don't have time to read through it right now, I have Dynamis to do =), but the scrolls of instant warp need have the rare tag removed and allowed to be stacked to 12 or 99 with options like forbidden keys do in Abyssea to choose how many you want.
Obviously with things like Voidwatch and the new proto-weypoints the devs don't have a problem with people getting around quicker. So this seems to me to be the next logical step, I can't tell you how many times I've accidentally entered Dynamis or Salvage with black mage as my sub because it's more convenient to run around as /blm than to use instant warps or warp cudgels. Anyways that's just my two cents.
Concerned4FFxi
02-11-2013, 02:47 AM
Increasing the stat.s on all neo limbus gear. Thank you. it's so bad, I can barely get people to go to the event, most are just sympothic friends. Once the one or two decent drops that do exsist are lotted, I don't know if I'll be able to see much of a repeat of this event >.<
-frustrated sad face
Zuidar
02-14-2013, 04:18 PM
Here's the one thing I don't understand
http://img.bluegartr.com/wiki/5/5f/Zamzummim_Staff_description.png
and yet we have Chatoyant Staff :p
Limecat
02-15-2013, 02:42 PM
I'd like to see beastman seals, kindred seals, kindred crests, and high kindred crests changed from standard items to a currency instead. I'm sick of having to lug the things around before taking them to Shamwow. On that note, add a currency menu that shows your total gil, cruor, and all the various points and lolgils you have.
I would like to see whm get cure potency on all Artifact body pieces. af , af+1, relic, and relic +2 with 10% cure potency, maybe 11%-14% somewhere for relic +2. Af3 base piece at 5% since not the true piece. Af3+1 at 10% and finally Af3+2 at 15% to equal the Hekka piece. Most people opt out for Hekka, but I think that the Hekka should be more of an option for other jobs like Sch and Rdm, where whm should get it on their af coat instead of losing bonus effects from af3. Most white mages would run around wearing Nobles, Nefer or Hekka due to cure potency when they should be getting it off af gear.
Now with that being said, I would also like to see rdm, pld, and sch get a small amount of cure potency on at least one piece of each af set, like 5% maybe.
Economizer
02-16-2013, 11:45 AM
I'd laugh my ass off if we see a TH+2 weapon in the next expansion....and it's THF only, Hand-to-hand. Call em "Golden Gloves" or something. At that point, we can look at S-E and know the true purpose of THF is TH whoring. ^ ^
Better have massive Steal buffs on that thing too.
I would like to see whm get cure potency on all Artifact body pieces. af , af+1, relic, and relic +2 with 10% cure potency, maybe 11%-14% somewhere for relic +2. Af3 base piece at 5% since not the true piece. Af3+1 at 10% and finally Af3+2 at 15% to equal the Hekka piece. Most people opt out for Hekka, but I think that the Hekka should be more of an option for other jobs like Sch and Rdm, where whm should get it on their af coat instead of losing bonus effects from af3. Most white mages would run around wearing Nobles, Nefer or Hekka due to cure potency when they should be getting it off af gear.
AF1 body is an Enfeebling piece, AF2 body is a Regen piece, AF3 body is already best in slot for single target cures since it already has Healing Magic Skill +20 (which will make a decent difference whether you're Healing Magic is capped or not) and the Afflatus Solace buff (10% bonus to cureskin).
If you are running around in anything but AF3 for Solace'd single target cures, you're running sub-optimally. You can and should cap cure potency without removing your AF3 body if casting single target cures, and you should never, ever, ever take off your AF3 pants if you're casting a Healing Magic based cure spell.
Even if the AF1 or AF2 pieces got cure potency, they'd still be inferior to Heka's Kalasiris for AoE cures, since the piece has cure cast time reduction and a sizable chunk of MND in addition.
tyrantsyn
02-17-2013, 01:19 AM
I wanted to make a suggestion for the THF's knife problem of low damage that may have not been suggested yet.
But how about making it scale in damage much like how COP rings work with level's. With this design it would make it so you wouldn't have access to 2 knives with TH on it. And give the player's the damage boost they have been asking for.
You forgot to put cor on Dux set <_<
Mirage
02-17-2013, 10:12 PM
Better have massive Steal buffs on that thing too.
AF1 body is an Enfeebling piece, AF2 body is a Regen piece, AF3 body is already best in slot for single target cures since it already has Healing Magic Skill +20 (which will make a decent difference whether you're Healing Magic is capped or not) and the Afflatus Solace buff (10% bonus to cureskin).
If you are running around in anything but AF3 for Solace'd single target cures, you're running sub-optimally. You can and should cap cure potency without removing your AF3 body if casting single target cures, and you should never, ever, ever take off your AF3 pants if you're casting a Healing Magic based cure spell.
Even if the AF1 or AF2 pieces got cure potency, they'd still be inferior to Heka's Kalasiris for AoE cures, since the piece has cure cast time reduction and a sizable chunk of MND in addition.
Agreed. WHM AF body +2 should have a logical progression of the stats already found on the NQ/+1 version.
Personally, I'd like to see something like enfeebling +18 or 21, hMP +10-12, MP +65, and maybe even some refresh.
Rustic
02-20-2013, 03:50 AM
I wanted to make a suggestion for the THF's knife problem of low damage that may have not been suggested yet.
But how about making it scale in damage much like how COP rings work with level's. With this design it would make it so you wouldn't have access to 2 knives with TH on it. And give the player's the damage boost they have been asking for.
I believe the point is you can either have optimal TH or optimal DPS, but you can't perform both roles at once.
Better have massive Steal buffs on that thing too.
Good point. It'd actually be awesome that way, swiping Dynamis coinage and slapping TH on things like flypaper.
SpankWustler
02-20-2013, 11:51 AM
I believe the point is you can either have optimal TH or optimal DPS, but you can't perform both roles at once.
This is actually a common misconception. Thief's Knife exists to severely annoy Thieves just by existing. Originally the method through which Thief's Knife was obtained achieved this goal, and now the profound wretchedness of a level 75 weapon achieves this goal.
There was a time when neither applied and Thief's Knife was only "mildly off-putting". For the micro-nihilist who designed Thief's Knife in order to watch some small corner of the world sort of smolder just a little bit, those were dark days indeed.
Rustic
02-21-2013, 01:24 AM
This is actually a common misconception. Thief's Knife exists to severely annoy Thieves just by existing. Originally the method through which Thief's Knife was obtained achieved this goal, and now the profound wretchedness of a level 75 weapon achieves this goal.
There was a time when neither applied and Thief's Knife was only "mildly off-putting". For the micro-nihilist who designed Thief's Knife in order to watch some small corner of the world sort of smolder just a little bit, those were dark days indeed.
I think the flaw is in that people demand the absolute maximum TH from a THF- because the idea that -1 TH will cause them to lose millions of 100 pieces/uber items and suffer horribly as a result.
It's why I'd honestly love them to just make a really nice +TH/+Steal/+Despoil H2H weapon and leave it at that. Then if you want the super good shinies drop rate, you're not even going to whine once about the lower DPS while I try and punch that mob with a 300-cap E-rated H2H skill and yoink it's purse for good measure. Putting TH on a dagger just leaves us wondering.
Dragonaut
02-23-2013, 12:03 AM
So reading this post, and I thought to myself what items could I see changed?
The CoP/RoZ/ToUA/WotF earrings/rings upgraded. As useful as they are they need to be upgraded, no one wants to work hard for 75 cap items, and the cap is 99 now
I'd also like to see Octave Club become an actual kraken club rare/ex. Not some hidden effect bullcrap
Sea/Sky items upgraded also. You can only do so much with augments.
In pre-aby FFXI, every area had its purpose. Whether it was leveling, NMs, Farming. HNMs, the list goes on. People were in these areas constantly. Now, all the area serve is as Exploration. With Aby, SE killed old ffxi, Im not saying aby was a bad this because FFXI needed a faster way to level, but should of thought more of upgrading the content to make the whole Vana'diel useful. Lets make all areas have a purpose again.
But, as SoA approaches, I get the jitters because I know new players are going to get a chance to taste what the old world was made of. If its going to go the way I think its going to go. Players are going to have to be skilled again, no more I can rock perle gear and do as much damage as a well geared counterpart.
So SE its up to you, upgrade the old contents gear and make it worthwhile, make linkshells come together again. I dont mean augments, I mean the level, make us feel the fire that burned in our hearts once. Bring Vana'diel back to life.
BBQueHamster
03-11-2013, 01:49 AM
Bait It used to be only stackable to 12, so I get that the crafting of it allows you to make 12. If you HQ1 it, you make 12, not 16 or 24, but 12. If you HQ3 it, you make 12. 12. 12. 12.
A stack of earth crystals + stack of hare meat + stack of distilled water + san dorian flour = (no matter how many HQs you have) 144 meatballs
The change I am asking for is the HQ amounts or crafting results in general to change for some of these baits. Insect paste is another example of a recipe that will always yield the same results, weather you are 40 cooking or 110 cooking. Is it possible to change like bullets, to the 33, 66, 99 format? It would be less of a headache to craft or sell. (I put 99 meatballs on the Auction House and now have 45 meatballs left in my inventory? Eh...)
Ammo
ArrowsI love that there are elemental arrows, but why do we never use them? It's because the en-spell on them is not enough to make up for the damage a regular demon arrow can do. I could stack on 300 INT and some MAB gear on my Ranger, and the extra ice effect of the ice arrows will only be cool for the sound effects. Could those en-elemental arrows be rebuffed? Maybe add an inherent MAB to them? Require less INT to do more? Have a higher tier version, such a level 80 fire arrow?
BoltsThese are almost awesome as is, but maybe adding to the status effects list would be a good change. Silence bolts would be wonderful. As it is, on Thief, I only carry acid bolts and bloody bolts, because those are the only two items worth mentioning to make crossbow worthwhile. Sleep bolts don't last very long, and I suppose that could be seen as reasonable. Maybe an addition of a (low chance to proc) Dispel Bolt? When I was a crossbow Ranger, I always saw the advantage of crossbow being in the ability to help do status effects, while doing decent damage. It really isn't that great, damage wise, unless you are a ranger. If you are a ranger using crossbows, you aren't putting out as much damage as you could be if you were using a bow or gun. (Unless you count acid bolt spamming, and adding the extra damage the alliance does as your own.)
Demon6324236
03-11-2013, 03:42 AM
Please add RDM to Cuauhtli/Mextli, Ocelomeh/Toci's, Athos, and Thaumas sets. It is a job made to be a hybrid between a mage and a melee job. PUP and BST are both featured on 2 out of 3 sets from the same events as these, PUP is on the Light DD and Mage sets, while BST is featured on the Light and Heavy DD sets. I think it is fair for the 2 hybrid mages to get that sort of treatment, meaning BLU and RDM both getting access to Anhur/Mex, Heka/Toci, Rubeus/Athos, and Nares/Thaumas. This would help balance the jobs as well, and would make RDM a more useful job up close. Currently in optimum gear a RDM does about 60% of the melee damage a BLU does, while both jobs are hybrids of a similar nature.Since SoA is very close, I would like to repost this, I would like RDM to get access to this gear to help the job be more productive close up. If nothing else, I would like to be included on new light DD sets coming with SoA, many RDMs fear RUN will be filling even more of our roles, and without this kind of gear it will surely surpass our front line uses. So please add RDM to these types of sets, and perhaps even the previously listed sets, otherwise the jobs front line powers will remain sub-par and jobs like BLU and SCH will keep it... unneeded and sub-par in almost all situations.
Healing was made better by the changes to Healing Magic, or rather, Cures I through IV. Nuking seems to be getting adjusted in the future, putting it more on par with melee damage, which will again help RDM. The 1-handed adjustments should help RDM as well, same as these other two, but RDM currently has a single flaw when it comes to melee that it does not in the other two fields, gear. RDM has access to all of the best gear for cures and nuking that are not from a JSE set like the Emp+2 gear, but its melee gear is horrid by compare to other jobs, so improve this one area, and with the other adjustments RDM should be a powerful job again.
RDM is supposed to be the 'Jack of all Trades' but master of none, currently, we are master of none, but we are not as good at melee as we should be, which hurts us more than people seem to realize. People can argue that RDM should not melee, but there is a simple fact those people seem to forget, melee is what makes RDM different than SCH, it is what separates the two more than anything else. This request for the Cuauhtli/Mextli, Ocelomeh/Toci's, Athos, and Thaumas sets is a request I believe would put RDM in a few more parties, and give it a bit more use than it sees right now, as well as helping it live up to its name as a Jack of all Trades.
fernando
03-11-2013, 07:45 AM
do something about VNM hunting!!! i dont mind a mob being hard to kill but having you spam one nm over and over to hope you change your abbysite,then to have it break on tier III nm,now you have to do it all over again and again.........Just my thought's ((hate (hate colorless soul farming)
do something about VNM hunting!!! i dont mind a mob being hard to kill but having you spam one nm over and over to hope you change your abbysite,then to have it break on tier III nm,now you have to do it all over again and again.........Just my thought's ((hate (hate colorless soul farming)
I wouldn't mind the VNM hunting process if it wasn't for the shadow/shadowless T3/T4s, creating a T4 abyssite only to pop a shadowless dragon is sooo depressing.
Caketime
03-11-2013, 08:21 PM
I wouldn't mind them if they were less of a blatant time sink, but they're so obvious about it that I get fed up after 5 or so kills and have to do something else. If upgrades weren't such a hassle it might not be too bad, but that's just the first thing wrong with them. Tracking is nightmarish at times, it feels like the game is teasing when the mob jumps around a small area and despite the player's efforts the mob won't spawn. This annoying behavior certainly adds time to the overall process, it's kind of sad that the devs decided to suck all of the fun out of this system and replace it with traditional Japanese gameplay, which is both repetitive and exhausting.
Yinnyth
03-11-2013, 08:34 PM
I wouldn't mind the VNM hunting process if it wasn't for the shadow/shadowless T3/T4s, creating a T4 abyssite only to pop a shadowless dragon is sooo depressing.
Depressing would be if Yilbegan could pop with a 0% chance to drop rings, but he didn't let you know via the fact he has no shadow. If every NM outright told you "Hey, 0% chance at that thing you want" or "Hey, 80% chance at that thing you want" every time you popped it, the game would be less depressing, not more depressing.
Imagine if ADL got changed to Yilbegan's loot forecasting system. 80% chance you get normal ADL who can't drop marrow, if he drops a sword, it's always talekeeper, and his skin is bright pink. 20% chance you get good ADL who drops 5-7 marrows, if he drops a sword, it's always sagasinger, and his skin is it's normal color. Would any ADL group complain about the ability to know immediately that it's simply not worth killing the pop they just farmed?
Drop rates will always be held back one way or another. Difficulty in killing the enemy, low drop rate, multiple drops required, one drop required but it's only useful when that drop item is HQ'd in its crafting recipe, etc. At least VNMs allow you to utilize knowlege to improve your farming efficiency. Yilbegan has no shadow? Ignore him and spend your time farming a new pop instead of foolishly killing an enemy who has a 0% drop rate.
it's kind of sad that the devs decided to suck all of the fun out of this system and replace it with traditional Japanese gameplay, which is both repetitive and exhausting.
So... which race of people makes the least repetitive and exhausting games?
Caketime
03-12-2013, 03:14 AM
I see what you're implying there. The answer is C) None of these.
Would also like to note that I was making a crack at the VNM system by comparing it to old PC games developed by Japanese companies that were incredibly hard, in the style of Wizardry, just for fun. Implying racism is cool too though, I appreciate that.
Yinnyth
03-12-2013, 05:43 AM
All old games were hard and tedious. Off the top of my head, I remember the zork series, sword of fargoal, joust, and bart vs. the world. None of which were made by Japanese companies. Also, Wizardry was developed by Andrew Greenberg and Robert Woodhead who are Americans.
You specifically singled out Japanese games and labeled them as repetitive and exhausting. Am I saying you're a racist? I don't know you well enough to make that judgement. Anyone can make honest wording mistakes and create sentences that don't accurately depict what they're trying to get across. You might benefit from choosing your words more carefully. As far as racist beliefs go, "<race> makes boring video games" is pretty low on the Hitler scale, anyways.
Caketime
03-12-2013, 06:15 AM
I'm now positive that you didn't read what I just posted.
Did you fire a Nerf dart at the screen and just make something up from the word it landed on?
Demon6324236
03-12-2013, 06:23 AM
Well so far as making VNMs suck less, just remove the shadow system completely, it was a stupid idea then, its a stupid idea now, and the more time that goes on, the stupider it will be. VNM hunting is mostly dead unless someone is making a weapon which requires them, no one does it for fun or rewards except for a rare few people, and unless they remove the shadows, less people will care about rewards. I myself would love the INT and STR rings, but I can not stand the idea of going out and farming pops for hours just to pop a Vamp or Wyrm that has no shadow so I can curse about how I wasted my time. But in the end, VNMs are currently far to luck based anyways, luck that T1 turns to T2, luck that T2 turns to T3, luck that T3 has a shadow, then hope luck is on your side again that you may get the actual drop. If you want T4, then you have to hope you T3 upgrades so you do not have to start over, and hope he has a shadow too, if he has no shadow, or the T3 does not upgrade, or the ring doesn't drop, your screwed.
Chrisstreb
03-12-2013, 09:16 AM
Can't stress this enough for sure. The Empyrean Weapon Upgrades, can we get them to stack to 99? Would help a ton!
The CoP + ToAU Rings being scaled up for Lv.99. I'd love to see the 'Salvage/Assault' Effects go into full use on the ToAU Rings
Yinnyth
03-12-2013, 05:52 PM
I'm now positive that you didn't read what I just posted.
Did you fire a Nerf dart at the screen and just make something up from the word it landed on?
Am I incorrect in assuming that you find older Japanese games to be "both repetitive and exhausting"? Am I incorrect in assuming that you believe the Wizardry series was "both repetitive and exhausting", and that it is also made by a Japanese company? If I am incorrect in my assumptions, my apologies to you, but I can only go off the words you put to keyboard, not the thoughts which exist in your head.
Caketime
03-12-2013, 07:49 PM
I never said Wizardry was made by a Japanese company, you keep insisting that I did. Saying "old PC games, in the style of Wizardry" is not the same as "Wizardry was made by Japanese people". Please reading comprehension next time. Also yes, those games were incredibly repetitive, they were that way by nature. You keep trying to imply that I'm racist when you just misunderstood my point that the VNM claim system was repetitive by design, and instead of realizing that it was in jest and appreciating a bit of nerd humor, you repeatedly imply racism. I mean, we're playing a game in a series of games which were inspired by those old PC titles in the first place, I thought the comparison would be fairly obvious to see, but like I said the implied racism and condescension is fine too.
Yinnyth
03-12-2013, 08:54 PM
I never said Wizardry was made by a Japanese company, you keep insisting that I did. Saying "old PC games, in the style of Wizardry" is not the same as "Wizardry was made by Japanese people".
I apologize for my misunderstanding of your post. Please allow me to show my point of view in this matter.
Due to the principles of "Chekhov's Gun", when you specifically chose to mention Japanese games, I felt there had to be some sort of reason for this. Most games back then were exactly as you described regardless of their country of origin, so you could have gotten away without the adjective "Japanese", and your metaphor would have been equally effective. And again, in your next post, you could have said:"old PC games, in the style of Wizardry", but you didn't. You said:
old PC games developed by Japanese companies that were incredibly hard, in the style of Wizardry, just for fun.
Again, the word "Japanese" was not necessary to describe such games, so my mind naturally wondered why you felt the need to include that adjective. The conclusion I came to was that you were attempting to say "old PC games developed by Japanese companies that were incredibly hard, such as Wizardry".
So again, I apologize that I got it incorrect. Hopefully this will help clarify why I misread your posts.
Since we've cleared up that mess regarding your second post, but I still don't quite understand your first post, could you please clarify what you meant by "traditional Japanese gameplay, which is both repetitive and exhausting."? I believe that is the point which set off this whole misunderstanding between us.
Caketime
03-12-2013, 10:33 PM
Sorry, can't help you, I'm just a stupid racist. Dragon Warrior says hi, though.
Crimson_Slasher
03-13-2013, 12:02 AM
Someone call the conductor, the train is off the rails, it collided with an enlarged ego flexing its e-muscles.
As for other things id like to see changed, its a big list kinda, but basically, augmented non magian items. Ever take a second character into abyssea on the same account, and find that 1 augment you have been thirsting after on your main character? That 3% fast cast jewel collar, the TH+1 tarutaru sash? The -6% physical and magical dark ring? Well you cant pass that up! But now, its stuck on a character who might not even be able to use it reasonably. What about that awesome augmented genbu staff that you want to mule for the character's use or storage? Well thats what jumps to mind for me! And since you cant remove and store the augments while the item is stored, its kinda bummer.
Yinnyth
03-13-2013, 06:29 AM
Someone call the conductor, the train is off the rails, it collided with an enlarged ego flexing its e-muscles.
As for other things id like to see changed, its a big list kinda, but basically, augmented non magian items. Ever take a second character into abyssea on the same account, and find that 1 augment you have been thirsting after on your main character? That 3% fast cast jewel collar, the TH+1 tarutaru sash? The -6% physical and magical dark ring? Well you cant pass that up! But now, its stuck on a character who might not even be able to use it reasonably. What about that awesome augmented genbu staff that you want to mule for the character's use or storage? Well thats what jumps to mind for me! And since you cant remove and store the augments while the item is stored, its kinda bummer.
Sorry, Crimson, you are right that I was out of line, which is why I made the effort to apologize and explain myself. Back to task though, you're requesting these augged items become transferrable between your characters? Would that be just between characters on the same account, or would you also be able to trade them around to anyone?
Crimson_Slasher
03-13-2013, 02:47 PM
Sorry, Crimson, you are right that I was out of line, which is why I made the effort to apologize and explain myself. Back to task though, you're requesting these augged items become transferrable between your characters? Would that be just between characters on the same account, or would you also be able to trade them around to anyone?
Well as i said in my own post;
Ever take a second character into abyssea on the same account, and find that 1 augment you have been thirsting after on your main character?
So strictly in the same manner that current rare/ex items that are permitted, are able to be transfered through the delivery box to characters on the same POL account. Not creating a market to allow augment item farming or any such nonsense, just something to benefit those who have actually leveled 2 characters on the same account. For example i personally have my storage character leveled (currently 95) to open more storage options, and so that i may visit dynamis twice per day if i am so inclined. Another example is 2 members of my linkshell, brothers, they are playing on the same POL account but different characters, alternating play every other day. In this case, one of them could say aquire two dark rings with prime augments, and rather than forcing the other to go in day after day after day and attempt to get two of his own, he could simple ask his brother to send them at the end of the day to him.
Yinnyth
03-13-2013, 03:59 PM
Well, I'm no expert on the topic, but I believe the reps once mentioned that any augged items being sent through delivery or sold on the AH would be stripped of their augments due to some limitations on these systems. As far as I know, there is no such limitation on direct trading of augmented items, so simply removing the EX tag from these aug items would seem the simplest way to make them mule-able.
That would most likely lead to aug farmers as you mentioned, but I'm not sure that would be such a bad thing. Would it result in overcrowding for certain things? Are there some augged items that are too powerful to be allowed to flood the game?
Crimson_Slasher
03-13-2013, 10:02 PM
While i cant say for certain if there are any items that we wouldnt want pumped into the economy enmasse, i am skeptical to the ability to trade such items being opened. Auctionhouse stripping augments would be like stripping signatures, however... deliverybox does not do this. So if that were the case, to me it seems augments are on a system which prevents transfer of any sort. So IF that is the case, then its unlikely that would be able to happen at all. However i do believe its more likely that they would be able to allow delivery box functions before bazaar and trade functions. But we know how fickle they are with that. (see dynamis coins, alexandrite, forgotten touches/thoughts/hopes/journeys/steps.)
But that is still how i would like certain items to be changed. Which is the question posed for this thread.
Arkista
03-18-2013, 03:28 PM
How about more materials for Hexed Gear be dropped else where beside VW, So we don't have to spend 70mil on one piece of gear.
Alros
03-23-2013, 07:33 PM
Kraken Club & Octave Club: I would like to see the newer jobs (BLU/SCH/DNC/PUP) added to these items. I also second making Octave Club exactly like Kraken Club, only Rare/Ex.
I would like to see additional jobs on Sky/Abjuration gear as well. I think it would be nice if SCH and BLU could wear the Dalmatica set, for example, or if BLU could use Seiryu's Sword.
Calatilla
03-24-2013, 09:45 AM
How about putting RDM on more Magic Attack Bonus Gear like Maniacus Sash and stop putting SMN and BRD on them instead. It makes no sense.
Demon6324236
03-24-2013, 10:57 AM
How about putting RDM on more Magic Attack Bonus Gear like Maniacus Sash and stop putting SMN and BRD on them instead. It makes no sense.Well in all honesty currently RDM is on all of the best nuking gear in the game so far as I know, so its not as though we are lacking much, the only real items I can think of we lack in that department are the Searing gear, and that sash.
Calatilla
03-25-2013, 12:35 AM
Well in all honesty currently RDM is on all of the best nuking gear in the game so far as I know, so its not as though we are lacking much, the only real items I can think of we lack in that department are the Searing gear, and that sash.
Yea you're right, but it still makes me face palm everytime I see SMN and/or BRD on nuking gear that RDM can't use.
Mokeil
03-25-2013, 07:54 AM
Yea you're right, but it still makes me face palm everytime I see SMN and/or BRD on nuking gear that RDM can't use.
Speaking as a Summoner, I also face palm every time I see us listed on a piece of nuking gear...
Bloodrain
03-25-2013, 03:19 PM
I didn't read all the pages so idk if someone already posted this one or not, but:
Ark Angel weapons should not be costume items.
asona
03-25-2013, 04:15 PM
Yoichinoyumi needs +2-10 to strength making the best ranged slot for sam. This needs to happen.
fernando
03-26-2013, 10:09 AM
Quote Originally Posted by Zayviar View Post
I'd actually like to see the Octave Club Ex/rare actually do what the kraken club does. It would be really nice.
I for one would love to see this,I took lots of death, and lots of no drop before i got mine back in the day, and now it just sits all useless.....just sayin.
fernando
03-26-2013, 10:23 AM
Player Abbylu's Avatar
I would like to see Colorless Souls attainable in some other fashion. I'm one of those crazy people who search a zone first, to see if someone is camping those mobs. If so, then I don't go. However it is clear that no one else likes to extend the same courtesy to anyone else. Not to mention, lately we have spent 2+ hours simply trying to change our abyssite from a colorful to a T3 pop!
I have trophies that mean nothing. They are worthless. I can assure you that if I could buy souls with those trophies, I'd spend a lot more time on NM's rather than fighting a gillion people in 3 zones to pop one of 3 mobs.
I have dominion notes that are close to worthless. I'd gladly to more dom ops to exchange notes for souls.
The concept of T3 mobs for empy items was great, the problem is that you need 75 drops, per person on that trial, and there is only 3 mobs to get them from, and you have only 3 mobs to get the pops from. And people have absolutely zero respect for other people.
To be clear, I don't mind the trial, I mind the extreme amount of fighting that ensues to finish the trial. Keep the 75 souls as a trial, but make them purchasable in some abyssea related fashion. Insert a trial that requires killing the T3 either a certain # of times, or for some other 1 time r/ex drop attainable with a blue proc.
This a hundred times this.
Just reiteration mostly but thief's knife needs a trial for higher damage and possibly another +1 to TH like AF 2 +2 hands. Zilart earring and COP rings need to further scale. I would like to see optical hat get a magian trial to 99 as well. Ofcourse I like the idea of the Octave club being exactly like the KC other then it would be camped heavily and almost impossible to get one much like KC was back in the day but still better then the current situation. I would not mind seeing sky gear get trials as well, hate to sound like a broken record but it would be nice..
Rustic
03-29-2013, 12:09 AM
Just reiteration mostly but thief's knife needs a trial for higher damage and possibly another +1 to TH like AF 2 +2 hands.
I'll just keep saying this, but if we have a TK upgrade, the only change will be that the upgrade + lower-level TK will be demanded from THF, rather than just "best weapon + TK"- and even as an upgrade, the "TK+1" would be inferior in damage-dealing to a normal weapon of the same level. We're wanted for the improved odds of shinies dropping when we go stabbity, the damage inflicted is a sideshow- and if we have two weapons that +TH wieldable at the same time, then people will require it of us to maximize drops.
Octave was never meant to be another KClub, it was designed to be a limited use, inferior version. Seeing some of the older "classic" gear getting trial upgrades I do like, though. It'd let people had an oldschool look with level-appropriate stats.
Sircurtis
03-29-2013, 12:42 PM
Fishing bait need to be changed when crafting.
Bluetail crafts 4 peices.
At stack is now 99 instead of 12
it takes 24 bluetail to create a stack of sliced bluetail.
24 bluetail times 7,000 gil at ah is a might expensive.
even when farming them myself it is cutting into the fishing cap way to much.
Please change this fast!
Sircurtis
03-29-2013, 12:46 PM
Let me correct one thing....
I'm asking for a plus 1 2 3 and 4 for slices of bluetail. Not really asking for it to be changed..
and other stackable baits plz
Neojuggs
04-08-2013, 01:53 AM
Ok, I speak for A LOT of people when I say that we need some sort of confirmation on Relic/Mythic/Empyrean weapons and whether they are getting a massive overhaul or what. The screenshot I am providing is fuel to our fire.
http://www.ffxiah.com/screenshots/70514
All I can say is...um what? In one week, someone can, without any effort, obtain a Great Axe that destroys!!! anything before it with pure damage. Yes, I realize no aftermath and other sorts but I mean come on...R/M/E is supposed to be cream of the crop due to the effort put into it. If players want to complain about not getting invites to events because they don't possess such weapons...then make one! I hate to complain like this on here but man, I speak for a lot of people that we either need some information on what is to happen with our weapons or are they remaining the same.
Anytime I complain, I feel I should present some sort of suggestion for a solution. I am no video game programmer so I have no clue how feasible this is, but, I don't see why R/M/E weapons can't have their damage just beefed up to match the new weapons WITHOUT trials...making two 99 relics was bad enough for me. That's all I can really come up with but, once again, I don't know how realistic that is. All I know is, a lot of people are unjustly getting "the shaft" for no real reason (seemingly) at the moment. TL: DR sorry but that's my rant. Thank you have a nice day.
Vivik
04-08-2013, 02:22 AM
So basically some assclown in pink gear can get lucky in a new event and obtain a better weapon than someone who has worked months for it? If they do make adjustments to r/m/e weapons through trials these people then get to spend more time trying to make a weapon better AGAIN? Makes perfect sense!
Arkista
04-10-2013, 11:43 PM
I would like to see One Handed R/M/E weapons made useable in the offhand. Almace in offhand and still be able to use CDC atleast and lose the aftermath or keep CDC and aftermath in the offhand.
Miiyo
04-13-2013, 04:09 AM
Legion/Voidwatch Abjuration gear is laughable for the most part considering the difficulty in obtaining a +1 piece.
Iaso tights
[Legs] All Races
DEF: 40 HP +50 "Magic Defense Bonus" +5
Physical Damage Taken -4%
Spurrina coif
[Head] All Races
DEF: 35 MP +60 INT +8 MND +10
"Magic Accuracy" +10
Spurrina nails
[Feet] All Races
DEF: 29 MP +50 MND +8 "Magic Accuracy" +6 Enfeebling Magic Skill +13
Really? Currently, the most challenging 18 man content is legion and this is all these pieces amount to? Mediocre situational pieces.
Dawnn
04-14-2013, 07:57 AM
I'd like to see all ACP, MKE, and ASA gear all re-evaluated and maybe have upgradable versions to 99
it's sad that these expansions soul purpose was to introduce these pieces of gear with amazing storylines and now they are just macro pieces for fastcast or pet stats
:/
(Mirke wardecors, anwig salade, desultor tassets, etc)
Alpheus
04-14-2013, 08:33 AM
To those who may have rightly freaked out about the skirmish weapons ( I say may have since by my own point not much is known about skirmish):
Considering how rare the visage pieces are it requires quite an incredible amount of luck and effort to obtain an entire visage set to enter Skirmish areas. On top of that augments are not static so many repeated attempts at skirmish might be called for to obtain multiples of the Augment item required.
Mirokumiyazaki
04-15-2013, 12:55 AM
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.
RushLynx
04-17-2013, 08:54 AM
I'd like to see more "all-purpose" or "full-time" items for all jobs, but mostly for mages... To say that writing macros for mage jobs so that the appropriate gear swaps are in there is a chore is a huge understatement... Hours upon end just planning and writing macros...
I'd also like to see more upgrades to artifact and relic gear, lots of the relic pieces became relevant again when upgraded to +2, but some of the upgrades didn't make any sense, and artifact armor is still stuck at +1...
An alternative to the first part here, that I think keeps being suggested, ever since magian staves, is to make more chatoyant-staff like recipies wherein certain items can be combined... that way it still takes just as long to obtain them, but we don't have to lug them all around with us constantly to use them...
Zuidar
04-21-2013, 09:40 PM
Just want to point out that RUN was added to Crimson cuisses armor set and Hecatomb gear, GEO was added to Zenith set. Looks like they forgot the other 2 jobs :p
Cljader1
04-22-2013, 01:11 AM
SE can you please improve the state of goldsmithing, the gear goldsmither's can make is almost laughable. We need much help in the ring department, goldsmithers should be given the ability to make some of the most powerful rings in the game. Moreover we should be able to augment these ring via synergy. Camate or anyone from the developing team, can you tell us if there any plan to improve goldsmithing?
Earwig
04-22-2013, 03:57 AM
I'd like to see potions, ethers, and elixirs stack, and have the time that the player is unable to act after use reduced. I'd really like to see potions become more effective for damage-dealing jobs in the later game.
Demon6324236
04-22-2013, 06:06 AM
I'd like to see potions, ethers, and elixirs stack, and have the time that the player is unable to act after use reduced. I'd really like to see potions become more effective for damage-dealing jobs in the later game.Really, to add onto this post allow the same items we get as temps to be crafted and stack or at least not be 'Rare' because the items we have now are of basically no use to any front line job, they take far to long to use and create to much delay, where as temp items like Lucid Potions are amazing.
Naraku_Diabolos
04-22-2013, 06:14 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).