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View Full Version : How I believe S-E can avoid a FFXI catastrophe (if, in fact, they want to):



Hayward
07-06-2013, 10:17 AM
1) Introduce new Magian weapon trials (Elemental, OAT, TP Bonus, etc.) that bring weapons closer to the levels of Bayld and/or Skirmish weapons. There's no way this content should be junked because of Delve. Max the levels out at somewhere between 105~110. Additionally, add non-Ochain/Daurdabla shields and instruments to the elemental trial list with varying augments that address different needs.

2) Remove aggressive tendencies of Reive monsters. I make this argument because the drop in people doing reives has resulted in areas becoming inaccessible (hello, Geo-Fade reservoir). People should be allowed to knock down roots and crags to get where they need to go without getting gang-rushed by everything unprovoked.

3) At long last, GET RID OF THE TRUE-SIGHT/SOUND CONCEPT! This has been the bane of every explorer's existence since CoP. Getting to Morimar Fields the first time around really shouldn't hinge on playing Red Light/Green Light with Panopts in Cirdas Caverns.

4) If a Notorious Monster must have a TP move that inflicts multiple negative statuses on us or outright kills us, at least give people a fair chance to stop it by either A) making Stun non-elemental or B) increasing the charge time for these TP moves by 5 seconds or more.

5) Take an interesting concept in Voidwatch--individual Armory Crates--and port it over to Delve/Skirmish/Reives. No logs or other useless stuff, either. Include a good deal of Bayld, Airlixirs, a possible Skirmish/Delve Weapon, and Key Items for future battles.

6) If you're going to fix 1-handers' performance, do it right! That includes making the STR/DEX ratio equal to that of 2-handers for the main hand only or 3:2 for each hand. Either way, along with adjusting the mods for weapon skills upward, should help to close the gap.

7) Give Red Mages a reason to exist again. Restoring their enfeebling usefulness is a good first step, but more needs to be done. A JA series of three stances would do very well for Red Mages who prefer Melee (Increase Attack Speed, Defense, Accuracy while losing access to Elemental Magic), Casting (Increased MAB, Lowered Recast while losing attack speed and accuracy and losing Cure Potency), or Healing (Increased Cure/Regen Potency, Increased Enhancing magic potency/duration while losing MAB, Attack Speed, and Accuracy).

8) Finally, give Summoners reasons to take pride in their job again. For too long, developers have been outright scared to make this job the legendary beast it has been in various parts of the series. No one's asking for 9,999 damage moves or anything extreme. What we are asking for are adjustments that justify the avatars' existence (Higher damage to justify their high delay/lower delay to justify their current damage, innate en-element, ability to absorb their own element's damage, up to 4 tiers MAB and Magic Accuracy Bonuses, to name a few).

None of these will stop the demise of FFXI but they should serve to make the transition to XIV much less traumatic.

Karah
07-06-2013, 06:51 PM
This, is an epic post, you got a good majority of the things that need to be fixed. To be fair, you missed a ton as well though.

The only problem is, as far as I can tell, they have absolutely zero initiative for doing anything that involves fixes that require more than 1 person's effort. They've been making a large amount of excuses, instead of actually making any effort.

It's become rather apparent at least to me, since the inception of legion, that the goal was in fact to push everyone away, and onto XIV, yet it's colossal failure forced their hand into giving some "new paint" to XI to hold it over while they fixed XIV more.

I've already had 3 threads destroyed and been banned twice for even mentioning this fact, so it's kinda blatantly obvious what's going on.

Sparthos
07-07-2013, 01:33 AM
1. Yes, Magian lines should be continued to be at least mid-tier gear in Adoulin.
2. Reives suck in their current form completely. They need to be overhauled ASAP, its that bad.
3. Nope, if you can't outrun or outmaneuver a simple TS mob (one that wastes time casting no less) then it's a problem with the player rather than the game. Worst case, you can simply die and RR past troublesome mobs.
4. Super TP attacks needing stun is already a problem of "one man or woman can make or break a fight" and should be scaled back. Monsters with telegraphed abilities, adds or phases need implementation. Things should be stun immune.
5. Delve already has plasm as a global loot system, Skirmish does award personal crates, Reives award bayld for global loot.
7. RDM already has more use at Delve than it has had in years. Melee proficiency will never be good as BLU grew from that concept. Gear options also give RDM what it needs with a wider variety than it had back @75.
8. SMN apparently has an Alternator equivalent incoming.

OmnysValefor
07-07-2013, 01:41 AM
Like it or not--I don't even like it--the easiest and most logical way to fix reives is for them to award plasm, as well as bayld, or sell something in mummer's coalition that can be bought with bayld and used on yourself, and perhaps sellable, (just like the shards) that give a decent amount of plasm. That's how they can bring in those people that feel either bored or left out.

Kriegsgott
07-07-2013, 05:15 AM
Like it or not--I don't even like it--the easiest and most logical way to fix reives is for them to award plasm, as well as bayld, or sell something in mummer's coalition that can be bought with bayld and used on yourself, and perhaps sellable, (just like the shards) that give a decent amount of plasm. That's how they can bring in those people that feel either bored or left out.

awesome idea!

Kriegsgott
07-07-2013, 05:15 AM
This, is an epic post, you got a good majority of the things that need to be fixed. To be fair, you missed a ton as well though.

The only problem is, as far as I can tell, they have absolutely zero initiative for doing anything that involves fixes that require more than 1 person's effort. They've been making a large amount of excuses, instead of actually making any effort.

It's become rather apparent at least to me, since the inception of legion, that the goal was in fact to push everyone away, and onto XIV, yet it's colossal failure forced their hand into giving some "new paint" to XI to hold it over while they fixed XIV more.

I've already had 3 threads destroyed and been banned twice for even mentioning this fact, so it's kinda blatantly obvious what's going on.

serously? well now the have to bann another guy too keep going!

Futan
07-07-2013, 07:31 AM
6. What they really need to do is make it so traits like Dual Wield and Martial Arts don't count against the delay reduction cap. /1handersfixed

pretre
07-07-2013, 07:48 AM
wow a how to fix ffxi an no mention of rem weapons, which is the thing most likely to kill this game

Vladislav
07-07-2013, 08:24 AM
awesome idea!

Awesome Indeed !!

Daemon
07-07-2013, 09:33 AM
4) If a Notorious Monster must have a TP move that inflicts multiple negative statuses on us or outright kills us, at least give people a fair chance to stop it by either A) making Stun non-elemental or B) increasing the charge time for these TP moves by 5 seconds or more.

One thing that I hate so much is in situations where you cast Haste and then mobs use an ability or cast slow overwriting your haste but when you Haste again you cannot overwrite Slow.

Karah
07-07-2013, 11:25 AM
In the haste/slow regard it's kinda 50/50 only certain slows overwrite haste. Diremite slow, spider web, and the spell slow II generally.

A good portion of the slow inflicting abilities are blocked by having haste on.

It's just a matter of priority, dia > bio > dia II > bio II > dia III etc, works the same for slow > haste > slow II

Daemon
07-07-2013, 04:26 PM
In the haste/slow regard it's kinda 50/50 only certain slows overwrite haste. Diremite slow, spider web, and the spell slow II generally.

A good portion of the slow inflicting abilities are blocked by having haste on.

It's just a matter of priority, dia > bio > dia II > bio II > dia III etc, works the same for slow > haste > slow II

Yeah but I've also seen some spells that cannot be removed. Like disease where remedy and viruna doesnt work (not all but some). Or prevented. Like Petrification that's on countdown (The worse to see your fate coming, knowing there's absolutely nothing you can do about it, your movement is being slowed down gradually until you come to a stop). Terrorize cannot be prevented just like total strip armor. But to follow what the OP was saying there are some bosses out there that do have skills that are ridiculous.

Then there's Doom where spamming 2 stacks of Holy water doesn't work.

As for Slow II, wish we had meds to remove it because many of us don't sub WHM or have erase.

Catmato
07-07-2013, 07:18 PM
I agree with everything in the OP except the truesight/sound thing.

Babekeke
07-07-2013, 07:19 PM
In response to #1. What Bards DO NOT need is another 8 instruments to carry around from magian trials.


6. What they really need to do is make it so traits like Dual Wield and Martial Arts don't count against the delay reduction cap. /1handersfixed

Dual Wield: Capped magic and gear haste gives you 68.75% haste. This means 36% Dual Wield is required to hit the delay reduction cap, UNLESS you are using haste samba, or are subbing DRK for Last Resort JA haste. Since almost noone uses haste samba in a capped haste situation, nor do they sub drk on 2-hand jobs, this would be pointless.

Martial Arts: Yeah, MNK and PUP are so under-powered right now, they definately need a boost.....

Damane
07-07-2013, 10:45 PM
1) Introduce new Magian weapon trials (Elemental, OAT, TP Bonus, etc.) that bring weapons closer to the levels of Bayld and/or Skirmish weapons. There's no way this content should be junked because of Delve. Max the levels out at somewhere between 105~110. Additionally, add non-Ochain/Daurdabla shields and instruments to the elemental trial list with varying augments that address different needs.

2) Remove aggressive tendencies of Reive monsters. I make this argument because the drop in people doing reives has resulted in areas becoming inaccessible (hello, Geo-Fade reservoir). People should be allowed to knock down roots and crags to get where they need to go without getting gang-rushed by everything unprovoked.

3) At long last, GET RID OF THE TRUE-SIGHT/SOUND CONCEPT! This has been the bane of every explorer's existence since CoP. Getting to Morimar Fields the first time around really shouldn't hinge on playing Red Light/Green Light with Panopts in Cirdas Caverns.

4) If a Notorious Monster must have a TP move that inflicts multiple negative statuses on us or outright kills us, at least give people a fair chance to stop it by either A) making Stun non-elemental or B) increasing the charge time for these TP moves by 5 seconds or more.

5) Take an interesting concept in Voidwatch--individual Armory Crates--and port it over to Delve/Skirmish/Reives. No logs or other useless stuff, either. Include a good deal of Bayld, Airlixirs, a possible Skirmish/Delve Weapon, and Key Items for future battles.

6) If you're going to fix 1-handers' performance, do it right! That includes making the STR/DEX ratio equal to that of 2-handers for the main hand only or 3:2 for each hand. Either way, along with adjusting the mods for weapon skills upward, should help to close the gap.

7) Give Red Mages a reason to exist again. Restoring their enfeebling usefulness is a good first step, but more needs to be done. A JA series of three stances would do very well for Red Mages who prefer Melee (Increase Attack Speed, Defense, Accuracy while losing access to Elemental Magic), Casting (Increased MAB, Lowered Recast while losing attack speed and accuracy and losing Cure Potency), or Healing (Increased Cure/Regen Potency, Increased Enhancing magic potency/duration while losing MAB, Attack Speed, and Accuracy).

8) Finally, give Summoners reasons to take pride in their job again. For too long, developers have been outright scared to make this job the legendary beast it has been in various parts of the series. No one's asking for 9,999 damage moves or anything extreme. What we are asking for are adjustments that justify the avatars' existence (Higher damage to justify their high delay/lower delay to justify their current damage, innate en-element, ability to absorb their own element's damage, up to 4 tiers MAB and Magic Accuracy Bonuses, to name a few).

None of these will stop the demise of FFXI but they should serve to make the transition to XIV much less traumatic.

1. No, pls let magian trials die, I have had enough of them
2. Reives are gettign adjustments on the next version update
3. meh I find it fun and doesnt bother me at all.
4. actually people can stun the moves on most mobs, so thats a moot point, but removeing the lag sometimes would help
5. skirmish gives you your own chest allready, Delve you can spend plasm for gear, and reives give you your own reward at the end, so there is no point for that suggestion
6. 1 handers are getting adjustments to my knowledge and pritty fair one oO (but yeah no attack mod on offhand sucks, but both hands get accuracy mod)
7. check RDM does exist and it enfeebs actually land in delve: omg shocking news!
8. This is the only point I can agree with, SMN needs bad fixing


so yeah nothings wrong atm only point 8 I can agree on

Duelle
07-08-2013, 03:03 AM
7. check RDM does exist and it enfeebs actually land in delve: omg shocking news!A weak gimmick is a weak gimmick regardless of how much you think it's the greatest thing since sliced bread. The job needs more for the sake of depth and fun value (because casting enfeebles should be part of a bigger whole that does not involve haste/cure/refresh-botting). Hay has the right idea, even if I would not exactly use the method he suggests.

Camiie
07-08-2013, 03:04 AM
1. No, pls let magian trials die, I have had enough of them

Then don't do them.

Daemon
07-08-2013, 03:12 AM
A weak gimmick is a weak gimmick regardless of how much you think it's the greatest thing since sliced bread. The job needs more for the sake of depth and fun value (because casting enfeebles should be part of a bigger whole that does not involve haste/cure/refresh-botting). Hay has the right idea, even if I would not exactly use the method he suggests.

Well the job was watered down when SE gave refresh ability to other jobs. Then gave Refresh, Phalanx, Dispel, Gravity, Enspell T1, Convert to everybody through sub.

Then put Slow II, Paralyze II, Phalanx II, Bio III, Blind II as merits in which seriously we can only choose 2 for the sake of SoA and the fact we only have 10 points...

Then the lack of gear support for the Melee aspect.

So yeah we definitely need more than what has been taken away from us (as in uniqueness) and what has been given.

Oh yeah and the fact that SE released enough Haste/Double/Triple/Quadruple attack to make Temper look like a kid trying to make it but didn't break it... (I use that saying often)

Sigh...

New elemental update is going to make Ice and Thunder T4 more expensive in MP, already moved elemental merits to Stone and Water for efficiency..

Babekeke
07-09-2013, 05:08 AM
New elemental update is going to make Ice and Thunder T4 more expensive in MP, already moved elemental merits to Stone and Water for efficiency..

Nice, now your RDM can help toss some (weak) water nukes, but can't land Paralyze (II) any more.

Demon6324236
07-09-2013, 08:27 AM
Nice, now your RDM can help toss some (weak) water nukes, but can't land Paralyze (II) any more.I think your exaggerating the effects of those merits a bit... 3 Magic Accuracy can be made up for in gear, admittedly its better to have them merited, but still.