A tiny list of tweaks for my 3 little jobs...
Hi! I'll agree with the general "it's so nice to hear a personal message" feeling; it gives the sensation you actually care which seems to have been missing before- no offenses intended.
But, you asked for what we 'want'. Here's a few tweaks I'd love to see- some of which may have already been mentioned in the 330+ pages before me...
Red Mage
* Fencer: This is an almost daily complaint from myself and two other little Melee Red Mages... Why did you give it to Warrior, and Bard of all things, but not to Red Mages- who are designed after the art and even have the "Fencing Degen"? My request is simple. Give us the trait natively, second tier if you feel generous.
* Enfeebling: Masters of Enfeebling and Enhancing... Right~... (Yes, said with the DMC3 Vergil voice tone.) Can we make them noticeable, or make the things they would matter on not immune? Pretty please?
* Weaponskills: Requiescat was a blessing made epic in form, it's even given me a reason to use White Mage as a subjob now when going melee flavor in a small party! So this- rather old, stale, and growing in annoyance- complaint has been silenced. Thank you, from the bottom of my little kitty's booties.
Dragoon
* Breaths: I know you've heard this one 10 million and a half times already... But this is something that has been in need of being addressed for years. "EPS", or "Exploding Pet Syndrome", has been the bane of many pet classes long enough to obtain a notorious nickname. My Dragoon has perished many times over due to this. I've even felt this pain on my Summoner, poor little thing, who is constantly raging about lost Ward timers. Can you attempt to do something about this? For the sake of your pet class lovers' sanity?
Dancer
* Waltz Timers: This is, yet again, an over-preached topic... The only one I wish to see lowered- by gear or alternate JA- is V. It's saved my tanks many times over... only to loose the DD they were trying to save with :01 left. A JA to cancel the recast on this for one use, similar to Red Mage's Spontaneity, would be perfect in my opinion.
User Interface
* Spell Icons: ...Really, they were charming on SMN, BRD, and the JA menus. I'm honest, I actually like the new JA and WS icons. But the pain in my temples when I try to run my Red Mage is not going away with time, the icons are a horrible headache for the menu running Red Mage. Could you, perhaps, give us the option to use the old ones instead? The new ones, while detailed and pretty, are not as... definitive, if that word fits, as the old ones. My Dancer has felt similar pain, but that was only when breaking the normal pattern of taps- a hand full of us can run the menus blindfolded. Red Mage is not that way, and the new icons make it quite hard to work with the sheer number of spells a fully learned Red Mage possesses.
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Those are, really, my only large complaints. Sure, I'd love to see my Red Mage out-parse a well geared DD some day, but I'm willing to settle for a little less than world domination. ^^ Thanks for listening to us!
- Kia
New Job Abilities and Traits
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Allow other dragon species to aid if wyvern is KO'd.
This trait may be unlocked through a quest or job merit category 3.
When your wyvern is KO'd in battle, a random dragon species will come to your aid. The amount of merits spent raises the chance for higher quality dragon species. For example: Wyrm > Wyvern > Puk. 5/5 Merits prioritizes a wyrm comes to your aid while 1/5 would see more Puks to your aid with Wyverns being middle tier.
The dragon leaves after 20 minutes or shortly after your Call Wyvern timer is back up. The purpose of this job trait is to keep the dragoon from being handicap while the pet wyvern is down. To prevent abuse of this trait, a cool-down timer is associated with it.
http://img225.imageshack.us/img225/2517/18612035.png
*Note: The wyvern and wyrm would be scaled down in size and not cause the ground to tremble.
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Add Elemental Breath II for Dragoon's wyvern
Give dragoons Tier II elemental breaths for their pet wyverns. These Tier II breaths shall be stronger damage-wise. Make this available through a quest or merit points.
http://img824.imageshack.us/img824/3728/80832857.png
*Hydro Breath II
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Add Removal Breath
You have already given us "Smiting Breath" and "Restoring Breath" under Pet Commands. "Removal Breath" can further a dragoon's utility by not having to have a mage sub job in order to remove status ailments with their wyvern. Like Smiting Breath and Restoring Breath, Removal Breath would also be on a one-minute timer.
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Add a pet status screen for Dragoon, Summoner and Beastmaster.
As with Puppetmaster, allow DRG, SMN, and BST to view their pet's status such as attributes, HP/MP, job traits, skills, attack, accuracy, critical hit rate, etc. With the upcoming UI update this would seem like the perfect time to implement this.
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That is all I have for now. Thank you for taking the time to read this.
My suggestions to Akihiko Matsui.
First I'd like to respond to Akihiko Matsui comment regarding this:
Quote:
Instead of saying what you "don’t want," tell me what you "want."
The problem with telling you what I want often is relates to things your doing that I don't want.
for one regarding this post:
http://www.ffxiah.com/forum/topic/32...-job-abilities
A majority of them seem like they are very good. All though I still have a few suggestions for them.
For one the Thief 2 hour is suppose to be a super trick attack, and all 2 hours thus far have been able to be used solo and in groups and can be fairly useful in either situation. So the problem I have with the Thief 2 hour is the possibility of not being able to use it solo when a huge amount of Thieves game play comes from playing with few numbers or alone. What I suggest to fix it is to make the ability a boosted Sneak attack and trick attack ability in one, (two in one), so it could be useful and be used paired with bully or it could be used as a preemptive strike alone if needed and thus still be useful.
Secondly, the Dragoon 2 hour ability to me it seems like it couldn't even be used realistically. Being as anything that's higher level[110+] anything a dragoon fights with his wyvern will probably die due to area effect damage, so this ability will realistically keep it alive for another 10 seconds maybe?
So, that's why I think that this should be reconsidered making the dragoons 2 hour ability into a pet invincibility and magic based invulnerability because a Dragoon's wyvern dying is it's biggest problem and the ability your suggesting to help it seems ineffective.
Maybe instead you could have the dragoon's two hour ability grant his wyvern a high potency regen, in addition to the other effects you have listed plus, have all the other dragoon abilities timers reset. Thus you could keep it alive a bit longer and you would have more use with the ability but, ultimately I think it needs to be a invincibility for the wyvern.
Okay, so the next suggestion I want to tackle has to do with some of the latest information Camate and Okipuit provided, which I read here:
http://www.ffxiah.com/forum/topic/32...pyrean-weapons
Basically they stated that if we wanted to add more jobs to relics then, the relic weapons themselves would have to be adjusted for balance, and the same goes for empyrean weapons. Also, I think it was stated that you wouldn't want Runic Fencer or Geomancer to be on any empyrean weapon as it would seem having players on these jobs at release with a super powered weapon like Calabolg, would be bad for the game.
I think simply allowing Geomancer and Runic Fencer to use empyrean weapons will get more players interested in playing the jobs, and who really cares if these two jobs are effective at release. Who in there right mind would want to play these jobs unless they were moderately effective. Also I must ask the question, are you planning on releasing Empyrean, Relic and Artifact armor for the 2 new jobs? Because every other job in the game has sets of armor from these different areas to give the player options. For example, I don't necessary have to go to abyssea to get some good level 90 armor. As I can get some in dynamis currently for any job.
So, I think it would be better to have Runic Fencer be allowed to use Calabolg, and Geomancer should be allowed to use Hvergelmir and possibly you should make a Empyrean Bell for Geomancer inside abyysea,(it would probably be the a similar quest line as Ochain), Also I am assuming bells for Geomancer's will be simular to a Bard's Instruments, Or a Puppet Master's controlling device.
The reason why I think both jobs should be added to empyrean weapons, is because currently each job has a magian trial weapon they can make, and denying them of that quest line is the same of denying them in any other content of the game and this to me says you want the game to be more like World of Warcraft and that you want all the players to play the latest expansion. I can understand the second part, but I like how Final Fantasy XI has almost never outdated its old content and even then it has constantly updated it and that is a part of what I love about the game. If you take that away your making the game more similar to world of Warcraft.
Also, Magian trial weapons is essentially a free weapon for a lv75+ player that would want to dedicate time into a given job, and they share the same quest line as empyrean weapons so, if your denying the latest jobs a empyrean weapon then you'll also be denying them access to trial of magians weapons.
In conclusion, I can agree with not having Runic Knight and Geomancer on relic weapons however; I think they should be placed on a empyrean weapon each and, they should be given their own line of Relic, Empyrean and Artifact armor and their +1 and +2 equivalents.
Anyways the game seems to be in perfect condition currently. I love how it currently is, so I would just like to ask for things to continue to be good.
Thank you.