-Make all EX items that are currently given by non-repeatable quests re-obtainable, either by changing the quest to repeatable or by simple talking to a NPC again. In the case of the Avatar quests, just give all reward options upon each completion.
Printable View
-Make all EX items that are currently given by non-repeatable quests re-obtainable, either by changing the quest to repeatable or by simple talking to a NPC again. In the case of the Avatar quests, just give all reward options upon each completion.
Hello again, Mr. Matsui!
Old Man Siviard here again, with another friendly suggestion that I would like to make on behalf of my fellow Puppetmasters all across Vana'diel.
This idea had actually been proposed last year in the Puppetmaster Job forum. Unfortunately, it seemed as if none of the Community Representatives caught it, or do not frequent the Puppetmaster Job section of the forum.
Trial of the Magians: Animators
All sorts of weapon types are able to be upgraded via Trial of the Magians. And although a Puppetmaster's AF "weapon" is their Animator, we are not given the option to obtain a base Animator to upgrade through Trial of the Magians.
Just as an example, a Puppetmaster chooses to upgrade an Animator through the "Fire Path" of elemental trials. Starting with a "base" Animator, he/she begins to work through the trials. At Level 99, the Puppetmaster completes his fully upgraded "Blazing Animator". The stats of which could be....
Blazing Animator
STR +11
Automaton: STR +11, Attack +22, Ranged Attack +22
Prevents "Overload" from Fire Maneuver
That's just one example. Imagine the other possible "Elemental Animators" that can be achieved as well. Perhaps even an "Empyrean Animator" for the truly dedicated Puppetmasters to build? The possibilities are vast, and will give Puppetmasters a section of Trial of the Magians all their own.
Once again, Mr. Matsui, thank you very much for your time and your consideration.
Not sure if it's been mentioned, but it would be wonderful if skilling up summoning magic wasn't so horrendously slow. It seems to be far slower than any other magic skill, especially since the blood pact recast timers are relatively long.
A drive by suggestion:
Please - for the love of all things holy, unholy and of indeterminate alignment, stop synthesis recipes blowing up with material losses when your skill excededs that of the recipe. It serves no purpose other than to infuriate your players and it's hard to express how irritated I feel when it happens, time and time again, for the simplest synths. I'm not interested in how HQ rates can compensate or synergy is a safer method - synthesis needs to be sorted out. If you want to make it so the crystal is lost then that's fine, I guess, though I still don't see the point.
This issue has been the source of more cursing and ragequitting than anything else in the game for me. It needs to be fixed. Please fix it, for the sake of lonely, single beehive chips and the 8/12 stacks of sushi weeping and lamenting at their incompleteness everywhere.
Greetings!
We just wanted to give you a heads up that we will be closing this thread for evaluation on Monday morning so be sure to get your feedback for Producer Matsui in before then! Also, be sure to click "like" on any posts that you fully support!
Regarding Relics for post-Rise of the Zilart jobs:
I know the developers stated that there were no intentions of allowing the post-RotZ jobs (BLU, COR, PUP, SCH, DNC, GEO, RuneFencer) to have access to relics.
Quick simple fix: Magian Trials! If there is that much concern that these jobs would be "overpowered" (e.g. BLU with Excalibur, SCH with Claustrum, RuneFencer with Ragnarok), just make different Magian Trials to adjust strength for balance (i.e. gimp).
Example: Excalibur
http://img.bluegartr.com/wiki/thumb/...escription.png
To avoid "overpowering" BLU, the STR, attack, and/or delay could be adjusted downwards towards the level of BLU's Mythic, Tizona.
http://img.bluegartr.com/wiki/thumb/...escription.png
The BLU-Specific Magian Trial weapon at 99 could show something such as:
DMG: 68
Delay: 248
Attack: +20
If the weapon skill is "overpowered" (here, Knights of Round), the underlying formula for damage could be adjusted as well.
There are already "fake" Relics out there (here, Corbenic Sword). Why can't we have another option?
/echo Being able to Stack 12 on single only items (hides, flour, etc.)
Moooore inventory to 99? Possible?
Ty ty Ty for the cool smashed in one h.q. staff....(anji kicks butt)
And blms would very much like to be able to force a critical magic attack on a 20-30 minute timer.
Thank you again.
I will try to keep this as brief as possible to avoid the wall'o'text effect.
Interface
- Please do something about how many actions we can complete at once with MACROS. There are lots of ideas on this thread, I implore you to implement one of them - allow us to build "gear sets", to chain up to 8 in a row, anything along these lines.
- Please speed up macros so that they swap more quickly. I should not be able to press a macro faster than it can execute.
- Allow us to maintain target lock on players that swap gear. I'm not asking for players not to disappear, I'm asking for that arrow to stay there.
- As a further to the above, please speed up the operation of <stal> and <stpt>. They are slow and cumbersome, especially when lots of graphic effects are going on.
- Please add more colour options to the log view - especially for things such as effects wearing off.
- Please add more information to the log. I want to know when people get effects from Spikes spells, when a TP move absorbs my party's buffs, and when a TP move inflicts multiple status effects alongside damage. There is no point me trying to block effects with barspells if I have to cast spells to remove them anyway just in case.
Summoner
- http://forum.square-enix.com/ffxi/th...ner-Job-Issues - Please fix these.
- Please update our Ward pacts so that they scale with skill instead of capping at level 75 values (or below!)
- Please allow us to further reduce our Blood Pact timers through gear without additional cost - we'll be paying extra to use the abilities.
- Please allow us to rest while our Avatars are out. This will help immeasurably at lower levels.
- Please increase the area of effect of our offensive Ward pacts - our enfeebles and such - as well as pacts like Thunderspark.
- Please make our Empyrean "bracers" and "spats" into actual bracers and spats like those on our AF and Relic equipment.
- Please reconsider making any future Avatar only accessible under Astral Flow. We hate this.
- Please look at Mana Cede. Even with Empyrean +2 "bracers", Mana Cede is not worth it.
- Please split the spellcasting timers of elemental spirits like you did with automatons and increase their offensive and defensive abilities.
- Please grant our avatars a bonus to melee damage, even if it's just a small one. They are ineffective on most decent targets.
- Avatar's Favor is absolutely terrible. Please turn the effects into Blood Pact: Ward abilities and rehash Avatar's Favor into a stance that automatically projects a permenant aura of our current ward pacts so that we don't have to keep refreshing them, for a cost identical to that of the pacts themselves, taking into account extended duration through gear.
Jobs in general
- Please continue working on keeping jobs up to date. Some are lagging behind (Red Mage, pet jobs) and are in need of a little well thought-out attention.
- Please stop giving Scholar spells, abilities and updates that should go to other jobs or be universal.
- In line with the above, grant bonuses to Regen based on skill to all jobs and not just Scholar. Regen is currently nearly useless.
- Please alter Regen so that it "pauses" when the player it is cast on has nearly 100% HP.
- Please alter Esuna so that I don't have to mess around with Afflatus Misery and status effects on myself so I can use it.
- Please make barspells, Protectra/Shellra, Esuna, Auspice etc. castable on party members.
- Please make spells like Blink and Stoneskin increase with power with Enhancing Magic skill, or remove level 75 caps.
- Please make merit spells available a scrolls and change the merits to affect the potency of these scroll spells.
- If the above is not possible, please make Protectra V and Shellra V merits apply to Protect V and Shell V.
Events
- Please look into feedback for new events, specifically Nyzul Isle Uncharted Region and Legion. Events that people openly admit to cheating in and that require Perfect Defence due to time limits are not well designed.
Items and Inventory
- Please stop creating excessively situational equipment such as "Cure potency recieved", "Enhances Cursna", "Enhances Protect/Shell Recieved", gear that activates under charm, etc, or give us ways to convert these effects into key items or consolidate the equipment into single pieces. Inventory issues and macro restrictions do not allow the majority of players to make use of this equipment.
- Please continue working on inventory space issues. Inventory space is a major, major problem for a lot of people. Having to play with only a few inventory spaces greatly reduces my enjoyment of the game as I spent so much time shuffling stuff around. New Mog Sacks would be wonderful, but a new space that we can macro equipment from would be even better.
- Please allow us to combine each "series" of equipment, such as obis and gorgets obtained via In the Name of Science, in a similar way as the new Chatoyant staff.
- Please allow us to combine elemental staves created via Trial of the Magians.
Thank you for listening to all of our suggestions, and for reaching out to us and saying what you need from us. It is really appreciated. I hope wonderful things can come of this dialogue.
- Mythics aren't balanced to obtain - They were originally supposed to be for the "casual base" to obtain compared to relics, which you can do in weeks.
- Summoning Skill up needs to change, similar to how Parry and Guard was changed to proc more.
- The cap (tags) on doing assaults/nyzul/salvage is still pretty unnecessary given the state of the game currently. I should be able to do Assaults or Nyzul as the NPC tells me it's not even recognized or Salvage, not choose between the 3.
Change the afterglow effect on glowing empy/relic/mythic to "sphere type". Right now it's only benefiting melees that don't use empy, mythics or relics unless they choose not to use the corresponding WSs.
Change the stats of bad relic weaponskills like final heaven. It has been shown that it is inferior to asuranfists even if you account for the 40% bonus.
Remove the loss of TP when changing your off hand weapon. This will: allow dual wielders to approach the damage output of 2 handed weapon users; eliminate the loss of damage suffered by thieves who must switch thief's knife in and out on every battle; encourage acquisition of more weapons (more time with game content).
Large Suggestions:
-Concern: Mythic Alexandrite Stage, not enough Alexandrites in circulation
-Suggestion: Have a Linen Purse reward as an option from Platinum astrarium, Nyzul Isle Uncharted Area Survey
-Suggestion: Able to enter Salvage Solo
-Suggestion: Stagger Salvage monsters for Alexandrites
-Suggestion: Alexandrite Linen and Cotton Purses drop from Einherjar and Assaults
-Concern: Empyrean Heavy Metal Plate Stage, not enough Heavy Metal Plate in circulation
-Suggestion: More Voidwatch monsters drop Heavy metal pouches
-Concern: Afterglow on All weapons is way too excessive, no one wants to obtain them
-Suggestion: Lower amount of items needed to upgrade
-Suggestion: Make better stats on afterglow weapons, something that would affect the wearer
Medium Suggestions:
-Concern: Voidwatch Ra/Ex gear drop rate
-Suggestion: Increase drop rate
-Suggestion: Add to pool option
-Suggestion: Add an npc that exchanges kills for ra/ex gear (Ex: exchange 100 Hahava kills for Ganesha Mala) this is to avoid going over so many kills if very unlucky
-Suggestion: Voidwatch Monster remembers how many kills you have gotten and every time you fight it you will have a higher % chance to get a ra/ex gear (resets once gear has been obtained) this is to avoid going over so many kills if very unlucky
-Concern: Fishing still ups are excessively too slow, slower then all other skill ups of any kind
-Suggestion: Increase Fishing skill up gain rate
-Suggestion: Small chance at skill ups during left and right mini game
-Concern: Abyssea Dominion doesn't loop
-Suggestion: Option to make Abyssea Domminion loop to avoid going back to npc every 5~ monsters
-Concern: Blu in Voidwatch doesn't have a chance to play their job
-Suggestion: Blu Voidwatch staggers should only have 1 stagger spell per element
-Concern: Demand for flame geodes is greater then the supply
-Suggestion: Longer lasting fire weather
-Suggestion: More areas with fire weather
-Suggestion: Add geodes as rewards for defeating Avatars
-Concern: Non stack-able crafting materials, creating pointless stress in a inventory concerned community
-Suggestion: All non weapon, gear, or rare/ex type crafting materials able to stack
Small Suggestions:
-Concern: Ice Wall Blocking path to Enm at (H-8) Uleguerand Range, stays too long
-Suggestion: Trade in Fire Cluster to melt the wall
-Concern: Rock Blocking path at (G-9) Kuftal Tunnel map 2, stays too long
-Suggestion: Trade in Wind Cluster to erode the Rock
-Concern: Guild Npcs Holidays and Times closed
-Suggestion: Place a sign instead of an npc (makes no sense that npc is on holiday but still at work)
-Suggestion: Get rid of holidays and times closed all together
-Concern: Whm needs hastega
-Suggestion: Give Whm hastega
-Concern: Salvage cells that keep dropping even after all party members fully unlocked, causing the loss of gear and alexandrites in the pool due to cell dropping too many too fast
-Suggestion: A way to lock cells from dropping, npc or ??? in the zone
-Suggestion: Cells stop dropping if everyone in party has this cell unlocked
-Concern: Unable to use Portafurnace in many areas
-Suggestion: Add more areas that Portafurnace can be summoned in
-Concern: Mog House Furnishings and Space too Limiting, players forced to pick if they want "Safe" space or a beautiful Mog House
-Suggestion: Upgrade to Mog House Manor with more rooms to decorate
-Suggestion: Make "Furnishings" a separate space like "Storage" and "Locker", so Furnishings don't take up "Safe" space and free to decorate without fear of wasting "Safe" inventory
-Concern: Blood Rage wearing regardless of timer left on ability when clicking on a treasure chest
-Suggestion: Stop Blood Rage from wearing when clicking treasure chest
-Concern: Loss of all tp when monster is too far away while trying to weapon skill
-Suggestion: Prevent tp toss when monster is too far away while trying to weapon skill
-Concern: Tax on Bazaars
-Suggestion: Get rid of Bazaar tax everywhere, people use trade or zone to other zones to avoid it anyway
-Concern: Blood Rage gets overwritten by Warcry, even when other players subbing Warrior use Warcry
-Suggestion: Stronger one should always overwrite the weaker one, so Blood Rage should always overwrite Warcry
-Concern: Unable to store the +2 versions of relic gear to the Mog Slips unless they have augments
-Suggestion: Able to store both the augmented and unaugmented +2 versions of relic gear
-Concern: Alliance can only be formed in the same zone
-Suggestion: Alliance can be formed from region just like party members can be invited from region
-Concern: Having to wait till next update to store holiday event stuff
-Suggestion: Holiday event stuff added to mog slip the same time as event starts
Other Concerns:
-Concern: Smn job only have 2 purposes in FFXI, Perfect Defense and Voidwatch staggers
-Suggestion: Blood pacts have shorter timers
-Suggestion: Odin 2hour, Kills all monsters (not notorious monsters) in aoe range of 20 malms
-Suggestion: Avatars with more hp and physical/magical defense
-Suggestion: Avatars auto attacks do more damage
http://img209.imageshack.us/img209/9...rethelocky.gif
DRG's attack power is very low compared to the other 3 2handed job classes. WAR has berserk, DRK has last resort, SAM has high TP gain thus they usually sub WAR. DRG has neither an attack speed boost nor a an attack boosting stance like any jobs so we need to choose between /WAR or /SAM whereas the other two-handed weapon jobs the choice is obvious, they pick the one the compliments them most(WAR/SAM, DRK/SAM, SAM/WAR) All three combos listed have high attack and high TP gain with good defensive abilities and are very versatile damage dealers. DRG must choose /WAR for Double Attack and Berserk or /SAM for survivability and attack speed. Unlike WAR, SAM, DRK which get attack speed, survivability and attack power combined. Give us a stance that increases attack or attack speed at the cost of wyvern breath potency.
Also increase wyvern breath accuracy tremendously. On paper breaths should bring DRG up to par with other damage dealers (on typical normal mobs it does 260-350+ but on high level NMs it does 20-40 damage). Since was probably not given strong stance abilities like other damage dealers because the wyvern damage was supposed to compensate but unfortunately on high level NMs, my wyvern hits for 10-20 damage and does 20-40 breath damage, even with Empathy level 5 and parameter boost.
Let other players in our party become able to trade items to our portafurnace and interact with it. If the furnaces in Jeuno are being used, it would be nice if I could go into Rolanberry and synergize a party member's Rare/EX armor using my portafurnace. Also there's like 4 zones we can use furnace in, it should be allowed to be used in dungeons.
-Add a strong (capped?) blue attack boost effect to Azure Lore
Or make capped physical attack and boosted magical attack (or affinity) our new 2-hour.
I know not many folks did the original VNM system. However, my friends have been desperately helping me get the Galdr ring. This has not worked out so well. We are 0/12 on any notable drops on Yilbegan. We have also lost countless Tier 3 abyssites that did not upgrade. Of all our encounters with Yilbegan we have not seen a 'True' version of the Dragon. All our encounters have been without a shadow and it would seem these versions are incapable of dropping any gear. Also after 12 wins against this dragon we have not even earned the title of defeating him due to the false version of this mob.
These are some possible solutions to this problem. Explain how false and true version of the mob work, is there a way to evoke the true version of the mob after popping? Make false version of the monster restore your abyssite after a successful battle. Simple make it easier to upgrade abyssites. Especially to the black abyssite. Finally, just remove false versions of the mob.
I know this content wasn't played by a great amount of people but it is incredibly frustrating for the folks that are interested in this content.
Could we maybe just get an upgraded Thief's Knife? Something with similar stats to the 99 STR magian, at least with the same base damage and a couple extra buffs slapped on there, be it STR or DEX, attack or accuracy, critical hit rate+, something to make it worth using as an offhand weapon for events like Dynamis where full timing the current Thief's Knife really hurts your kill speed and swapping it out every mob really isn't an option.
Actually here's an idea. How about expanding upon the current magian weapons and adding job specific augment trials for the jobs that can use the weapons. So the THFs with magian daggers can do a trial that will add Treasure Hunter+1 to their current level 99 thokcha, while DNCs could do a trial that would add something like Waltz potency+5%, and BRD can do a trial for Song casting time-5%. Play with the values a bit so that they're all balanced in the end, and either lock the augments to the specific job so someone that plays THF and DNC can still use their dagger on DNC but the treasure hunter effect will only be active if they're on THF. If they want to do the job trial for each job then they have to make another weapon, unless it would be possible to unlock all of the trials on the same weapon without it getting too cluttered and complicated to code. Make the trials different for each job, maybe tie it in with the Mythic weapon skills so people have to actually unlock those and use them a certain number of times on a specific mob. Maybe this is a completely ridiculous idea, but it sounded good in my head at the time. :)
It just gets tiring trying to DD on THF but people prefer us to use our maximum available treasure hunter and the current Thief's Knife is terrible. Most serious THFs don't bother to use it because of the loss of TP to switch to a better knife after we hit the mob.
I want access to all staff ws on BLM/SMN/SCH. Considering I have to tote around about 20 staves in mog sack and inventory on these jobs, I feel like I deserve to be a master of the staff as opposed to WHM/MNK/WAR/PLD
Welcome, Producer Matsui. よろしくお願いいたします。
I have two suggestions: one specific and one over broad context.
-- As a specific point, the Alexandrite cost of Mythic Weapons is too high. Downright, totally, utterly, completely, unjustifiably, too high. I love the concept (mastering every facet of Aht Urhgan to acquire its true treasures) but the alexandrite cost is needlessly outrageous, to the point of being called insane. Particularly considering that most mythic weapons just flat-out aren't any good. As you are seeking suggestions to fix problems instead of blatant ramblings and whinings of 'what's wrong with the game' (which the forum-dabbling player base is very good at, as I'm sure you've noticed...), I simply suggest lowering the cost to better match the amount of alexandrite in circulation. I see no need to adjust the structural integrity of the Aht Urhgan endgame events that produce Alexandrite if the base amount needed for the mythic weapons is adjusted to a more reasonable value.
-- As a broader point, please understand that the intentions of you, and the development team, are not the carved-in-stone absolute truths that we need to play the game by. Many comments made by the development team and passed down through their lovable forum minions (Camate, Okipuit, etc.) are inaccurate, sometimes to the point of insulting the player base, and on occasion are flat-out wrong (see: Flame Geode/Weather discussion, Treasure Hunter+ for Pet gear discussion). In a game of this size and magnitude, the opinions and intentions of the development team with regard to in-game content are second to the opinions and interpreted intentions of the player base, and sometimes the responses from the development team really feel like they're trying to control how we play the game. It's ridiculous and insulting at times. Put the words, observations, and tested results of the players before the "it-looks-good-on-paper-so-it-must-work"-esque observations of the development team.
Thank you for your time. I am anxious to see what your new leadership will bring to the future of the game.
probably mentioned somewhere in this 50+ pages, but I can't find it.
Can we please do something about the enmity system? DDs can hit the cap too quickly, and this causes a whole host of problems). principally, "Tank" jobs not being able to hold hate
Although a little late I'd like to address DRG's new 2hr.
-The current effects aren't horrid like BST. Maybe in the first time since I learned how bad spirit surge is post-spirit/soul jump I will have a reason to 2hr on DRG. However, the duration of the 2hr and their effects are still short of what can be considering useful. At best what a DRG can expect out of this 2hr is maybe 200-300 damage in breaths and 3 semi-fast potent cures, I say semi because healing breath has around 2 seconds of "readying" before the wvyern actually heals someone". To be honest the ability as a whole is very lackluster and probably will not see much use. The only times I'd even consider using it is life-death situation solo/lowman or when call wyvern is down in a heavy aoe situation, steady wing/spirit link is on cool down AND if I have no further plans within the next 2hrs.
-Now in the fore mentioned solo/lowman situation I will probably not use this ability for 2 reasons. 1. I now have to wait an additional few seconds before I can actually heal myself, 2 seconds from using the 2hr, then another 4-5 seconds from using one of the JAs and my wyvern to actually use the breath. In the 6-7 seconds it takes to actually gain benefits from using this ability defensively I will more than likely be dead or whoever my intention of saving. Instead of using this ability I would have been better off just using Deep Breathing+ spell trigger or just casting a spell to trigger Healing Breath. JA delay really kills this JA in terms of emergency usage.
-The statistical boost to the wyvern is too weak as it stands even if used offensively a DRG will be able to at best increase it's damage on anything worth using a 2hr on by 2% maybe 4% if the other DDs haven't murdered the mob within 90s. Offensively the 2hr is insignificant. Instead of spending 2 seconds every 30s telling my wyvern to breath on the mob I could more effectively just melee for TP and WS faster perhaps doing hundred times more damage then my wyvern. Considering the above this JA really doesn't deserve 2hr cooldown.
-The ability doesn't resolve the issue of the master/pet suddenly dying to instant death effects and DRG having to suffer a massive penalty to it's performance by lacking a wyvern compared to other jobs when KOed. To further make the ability less disappointing I suggest granting the master a defensive buff, perhaps in def/elemental resistances. Also immunity to both pet and master to most common ailments(ie. paralyze,plague,silence,etc) would make this ability more viable in terms of defense. By adding the above you give the DRG an ability to use in zergs/high end events where he will be able to fight without being severely hampered by having to constantly keep vigilance over his companion.
TLDR: The 2hr isn't as terrible as BST's or RDM's but is extremely weak use utility as there just aren't any situations where it'd be appropriate to use it. As it stands the 2hr is only SLIGHTLY more useful than Spirit Surge on sole reason that it does not devour our pet. Also in terms of leaving a significant impact upon a battle this 2hr and it's predecessor does not deliver. Perhaps the main benefit of Spirit Surge towards the group as a whole is the def down from jump however now that it is possible for Angon to give the mob 2 mins of -25% defense down I see Spirit Surge as a whole worthless and will probably never, ever use it.
I would love to see the usefulness of Kikoku and Nagi (especially nagi -.-) revised.
Kikoku:
*Aftermath: Enhancing subtle blow is pointless nowadays, given that almost any DD can cap subtle blow in gear alone. Furthermore, when you also take Myoshu: Ichi and Yurin: Ichi into account, it only further highlights the need to revise this aftermath.
Can I request that the aftermath become something more useful, such as a decent evasion bonus, Ninjutsu fast cast, and/or 100% Ninjustu tool expertise, or something else relevant to today's NIN.
*Blade: Metsu is also lackluster and pales in comparison to Kannagi's Blade: Hi, even with the damage boost. Consider making this a multi-hit crit ws like Blade: Jin? The animation looks like the WS should be multi-hit anyway.
Nagi:
*Augments "Mijin Gakure": This needs to be replaced. A boost in damage for a 2hr ability is not a desirable bonus to have on a weapon. None of the other mythics require you to wait 2hrs in order to benefit from the benefits from the weapon.
I would suggest changing this to perhaps an extra shadow on utsusemi (stackable with +2 Empyrean feet), some form of Augments Yonin/Innin and/or Elemental Ninjutsu Damage IV (+40%)
*Blade: Kamu is also lacking compared to Blade: Hi (although I cannot personally speak for what it is like with the damage bonus, from what I have read it is still a second rate WS)
Thank you :)
Nexus Cape: Please increase the number of areas in the present this is able to be used in!
Some of this stuff has been mentioned in one way or another already but:
Summoner
-Please allow us to use blood pacts more often. 45 seconds is just way too long when any mage can ws more often. It could be a lower BP timer, charges, whatever just something.
- If possible, it would be nice if we didn't lose our BP timer whenever an avatar is: slept, stunned, amnesiac, dies, or the monster being fought dies before it goes off.
-Please reduce the charge up time between blood pact use and actual execution. This would alleviate most of the BP issues with BP timers being lost.
Dancer
-Please make spectral jig last for at least as long as the recast is. I know it can be extended with gear on dnc main, and it has no cost, but it's annoying to have it wear off literally one second after use.
-If you are unwilling to separate waltz timers, can you at least make healing waltz have it's own waltz category? I shouldn't have to choose between removing a debuff or curing for the next 30 seconds or so.
Miscellaneous
- Please either increase the frequency of hot spells or up the drop rate on geodes for days of the week
-1500 heavy metal plates is too much for the little gain you get from 95 or even 99 version of empyrean weapons. Please either increase the drop rate to 100% on certain voidwatch NMs or lower the amount required to something more reasonable.
I got more but it will become long-winded and no one will read it.
Make some sort of pulse cell for Sagasinger!
Addendum to my earlier post:
-Please adjust Geirskogul, Camlann's Torment as both Weapon skills are extremely lackluster compared to their peers.
ex. In abyssea I can hardly get Geirskogul to do beyond 1.5k damage, with peaks of around 2k with multi-attack procs. While using the same gear/atmas I can easily push 4-6k using Drakesbane or 3k with Stardiver. How much of a trade off in damage should there be for a mildly weak shock spikes? What exactly makes Shock spikes (for 30 seconds) worth losing 50-70% in weapon skill damage? They don't have a high rate of stunning mobs and the damage from them is roughly 10-15 on anything really. So what makes this WS great enough to be on a relic weapon? I want to know why sub par weapon skills like this haven't been revamped. As it stands this ws might as well not exist as even it's damage modifier defy what DRG is given in terms for weapon skilling or gear in general.
ex. Camlann's Torment and Quietus are far too weak to be worth their effort in comparison to other weapons that share their trials, namely Ukkos and Vere. Also as far as weapons go in their class, the effort to reward ratio is completely horrid compared to Masamune whose ws is very good.
TL;DR: Geirskogul, Camlann's Torment and Quietus and most relic weapon weapon skills in general need to be revamped or buffed as even the weapon skill damage bonuses from their lvl 95-99 weapon versions cannot salvage how lackluster or useless these weapon skills.
Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru!
_______________________________________________________
_______________________________________________________
Allow us to quest for the Campaign Weaponskills.
Please add quests that allow us to gain the campaign weaponskills. Most, if not all of them are AOE (some cone aoe) and have status effects which would increase our utility. I am fully aware a few of them are limited in availability through Campaign ranking though I am sure the entire player base would be very happy having native, full-time access to them.
http://i901.photobucket.com/albums/a...FXI/uriel2.png
http://i901.photobucket.com/albums/a...I/aoearrow.png
http://i901.photobucket.com/albums/a...XI/scythe3.jpg
http://i901.photobucket.com/albums/a...FXI/arrow2.jpg
http://i901.photobucket.com/albums/a...FXI/gsword.png
http://i901.photobucket.com/albums/a...XI/aoegun2.jpg
http://i901.photobucket.com/albums/a...FFXI/staff.png
Uriel Blade
Spine Chiller
Cruel Riposte
Great Divide
Prominence
Arrow of Apathy
Amatsu: Tsukikage
Iainuki
Glory Slash
Warden of Terror
Bloody Quarrel
Leonine Legflail
Soulfetter Arrow
King Cobra Clamp
Napalm Tomahawk
Tartarus Torpor
Dark Knell
Divine Malison
Salvation Scythe
Quietus Sphere
and more.
______________________________________________________
______________________________________________________
Expand on Throwing (Job abilities & Weaponskills)
The player-base has been asking for Throwing weaponskills for a long time. The throwing job-abilities such as Angon, Tomahawk, not to mention Volant Angon, Bloody Tomahawk and Napalm Tomahawk serve as examples that can be turned into throwing weaponskills and can further be expanded on for new throwing job-abilities.
- For example: Throwing WS or JA "Napalm Grenade" (Causes AOE Fire damage and Burn) Expends grenade. Jobs: WAR, THF, RNG, NIN
- Throwing weapons such as Boomerangs and chakrams that return to you when thrown can and should have their own WS category. They can range from single target to AOE weaponskills or job-abilities.
- Ninja would also have exclusive single-target and AOE-cone throwing WS with their shuriken.
- Lehko Habhoka's "Iridal Pierce" is a perfect example of what a Throwing weaponskill can be.
With this in mind, shuriken, kunai, knives, grenades, bombs and other throwing weapons would have to become more readily available through synthesis recipes and NPCs. (Don't forget to make them stack to 99 and have bags for them.)
_______________________________________________________
_______________________________________________________
Introduce new weapon types: Great Hammer and Whip
Great Hammer / Great Club
Used by WAR, DRK, PLD, BST
It would make sense in my opinion to add another two-handed, blunt weapon with the only option now being a staff.
Staff weaponskills are mostly magical in nature with most physical ones being controlled with the mind. Great Hammer weaponskills would be geared towards high physical power, taking advantage of it's blunt/bludgeoning property. It would share a DMG/delay ratio similar to great axes and scythes and would fill in the gap for the high powered, two-handed weapon types.
(I.E Two-Handed, Ranged)
- Slashing - Great Axe, Great Sword, Scythe
- Piercing - Polearm, Archery, Marskmanship
- Blunt - Staff, Great Hammer
---------------------------------------------------------
Whip
Used by: WAR, RDM, DRK, BST, SMN, COR, DNC
Whip would have a slashing property and a DMG/delay ratio similar to one-handed swords and katana. I listed the above jobs so that there would be a lot of versatility among the weapon.
Variety in whips could include the following:
______________________________________________
- Leather whip
- Vine whips made of Rafflesia and Morbol vines
- Thorned whip
- Chain whip
______________________________________________
Thank you for taking the time to read and consider this.
1. Please add Polar Bears. They are long overdue to be added in the game.
2. Add color customizing to armor and weapons.(To change the color, but not affecting the stats.)
3. Add skill levels for Mining, Harvesting, Excavation, Logging, Clamming, etc.
4. Greatly increase the number and types of items you can get from mining, harvesting, clamming, excavation, logging, clamming, etc.
5. Add a jukebox furnishing for mog houses that allows you to listen to any music in the game.
remove random floor jumps in neo nyzul isle, ( easy to do.. just use the delete button)
add more macro lines or gear sets
fix enmity ( allow plds to go beyond the cap )
allow mobs to aggro /emotes
more inventory space, | ( unlimited if possible)
please add some variation to elemental and other magian trial weapons.
Sometimes you want to make a macro to switch them, but they all have the same name...
even if its just "A B C D" etc. at the end, it would be very helpful.
In the same vein, please rename the pet broths
Burning Carrion Broth
Bubbling carrion broth
These are indistinguishable when trying to make a macro also. The both show up as B. Carrion broth.
(oh, and good luck to the community team in your work to organize and tally the requests in this thread.)
Before they lock it wanted to reiterate:
Address mythic acquisition. (sincerely hope neo salvage rectifies this)
Fix enmity.
Re evaluate ammo/ammo recipies (especially bullets)
Fix enmity.
Split up dnc ja's (waltz specifically) as i said before more then anything besides cool downs and shared timers the final limiting factor in DNC's ability to perform as a support is TP itself.
Fix enmity.
For that matter split most if not all shared timers (any drg's care to explain if that'd be broke for drg?)
Fix enmity.
Address ja post delay effects on meleeing.
Fix enmity.
Give us a better/more specific reason as to why older jobs can not have relics/empyrean weapons. (ps your original answer of "balance that's why" makes no sense)
Fix enmity.
Re-evaluate the special traits of relics, 10 poison damage a tic on mandau back in the day was pretty nice but is just meh, shock spikes on gungnir never mind how LOL subtle blow on kikoku is.
Fix enmity.
Re-evaluating the stats of the weapon skills themselves mainly relic and some of the mythic types too.
Fix enmity.
Up or remove the limit on merited WS's this was probably one of the more asinine things you all did with the merit system. (other then category caps vice just individual caps on skill category merits)
Fix enmity.
Fix rdm (preferably by stop adding mobs that are immune to most if not all enfeebles that matter/make it so there are no mobs that are immune to enfeebles)
Do not add world-spawn NMs or HNMs
Such content only encourages unfair play, and all players should be working to complete the content through their skill and teamwork, not by who is better at claiming a roaming mob. World spawn is a completely and entirely outdated mechanic and needs to be left dead.
Fix level correction and damage calculation for 1-handed weapons
THF, WAR, SAM, DRK, DNC, etc. should all be capable of dealing within 5% damage of each other under ideal situations. The current formulas for damage invalidate several classes for endgame damage dealing, and need to be fixed.
Give Red Mage something to do
Anything.
Remove the enmity cap
If you remove the enmity cap, you can create encounters where pulling hate or dying has severe consequences, such as if a DD gets killed the monster gains multiple levels, or every time the mob changes target it casts death on it's previous target. These mechanics would be cheap in the current game, but would be exciting and fun if the enmity system were overhauled.
Add display for alliance member TP and MP to all platforms
Just because.
Add displays for current debuffs on the monster in the target plate
Put tiny little buff/debuff icons in the name plate with the monster!
Fix THF knife
This knife is horrible. Please REMOVE the treasure hunter bonus from the item, and have the item start a quest that unlocks the Treasure Hunter IV trait for THF. It is important that when implementing said quest that you remove TH +1 from the knife, otherwise we'll be expected to do the quest and STILL have the stupid knife.
Give everyone who didn't get an Ark Scythe an Ark Scythe
Also don't know if it was mentioned somewhere in the last 56 pages, but how about grips for hand-to-hand weapons? That empty sub-weapon slot drives me crazy on MNK. Tailor them specifically to H2H and call them wraps or something if the current grips can't be made to work with H2H for some reason.
Now for some stuff that would not break the game that has prob all ready been said.
Inv. Space
i have alot of jobs... and that means alot of gear alot of macros and alot of time trying to remember if i mulled it or not. PLEASE FIX THIS - We need to be able to store all kinds of things not just rare/EX, either give us a new book to use with the moogle for gear storage that isnt rare ex or up our invintory drasticly. You have givin us all to tools to level at an insane rate but not the tools to play then all the best we can.
DRG
please for the love of my wyvern stop it from being stupid. Healing breath is a 1000hp cure for next to nothing, but you gave us more controls of the wyvern then didnt fix an issue that it has always had, if the mob dies it stops its TP move (healing/smiting breath). Then it flys about looking like its going to blow up. sure thats cool and all but tell that to the guy ya didnt cure in time, or ran out of range of it. Please adjust the timers of this to that if HB dosent go off it will reset the /pet command to 0:00. If you can make it do the same on HB from /mage that would be very useful too as HB > WS = no cure if ya killed it and if theres more than one thing your fighting then your group might be a little more dead than it would have been if not for this. Let us control our pets TP more as to when they use it, anyonys me to no end when i go to get tp and find out that someone just got parad and my SC is dead... :-(
THF
Dont play this much but that knife has got to go. This is a tricky one i am not sure how to fix this as you would need to either make it out of date by useing something with the same or better TH with stats that are more on par with the 99 cap or get it that TH can do a quest, merit or something that adds that TH somewhere else that will override the effect of the dagger 95 Mandu and thfs knife - /sigh
PLD
Please fix the hate issues, Ukko war can cap hate in seconds make it that pld can exceed the hate cap i am not saying uncapped hate but let pld go futher than most as all about the zerg atm and theres no skill to that.
Weapon Skill merits
WHY? Serously SE in what crazy ass mad world do you live on that you make it that we can level to 99 in one day and think they will only need to use x3 capped WS? for god sake a SAM will use all 3 of those just being a sam. Its not game breaking to ask that we have at least double that.
360 issues
Gamerscore --- Why is everything a Secret? make it so that we can see what is up there let us know what we can unlock at that bard, as for years i spent beliving that relic was a gamerscore item, only to find out its not that our its not unlockable.
Please make it so that we can see the gamerscores this will not break the game or be unfair play in ANY way!!
Crafting
Stackable items - please make ores and other non-stacking ingredents stackable.
HQ - let crafters HQ items like ingots and insect balls bait used to be only 12 its not anymore and this is out of sync with the game. Please add tierd levels to this
100-110 All crafts - please add more synths to this skill range as its painful atm.
Marcos
There are not enough lines to add all the gear you need to use for the gear you need to use for w/e reason, healing breath has something like 8 bits of gear that need to used with a magic spell and a /wait command. This needs to change. If you cant give us more lines then let us use the lines like the <wait> command at the end.
EG - /equip head bronze cap </equip feet brinze leggens> >Next line<
This will let you do almost double what your used to.