Personally I agree with this. I meant to put it the other wise (Claustrum and/or Mjollinr) cause for some reason beyond me, SCH gets club fake relic but not staff.
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I don't know what SE was thinking when they added SCH to the fake relic. It isn't like Scholar is on any other club of note, their melee base relies on Staff (and since SCH is a nuking job, and not a meleeing one, they have to sub or quest anything beyond the bare essential Spirit Taker).
Ok, I can see that there are a lot of legit ideas here. But, I see there are alot that will ruin this game. I love the challenge that is involved with playing Final Fantasy, its exciting knowing that you have to take your time to perfect a job so that you can take on some of Vanadiel's toughest mobs. Now with that being said I have thought of a few things to improve the quaility of the game and will post them seperately. Nice to meet you guys... have fun out there.
Ground of Valor - Why not implement an experience boost just as in abyssea that reacts in the same manner, the longer your in the zone the more exp you get from that mob, or mobs until it reaches its cap at whatever that might be.
Paladin
Revisions to Defense Bonus Traits & Sentinel:
Increase Sentinel duration to 3 minutes, and adjust damage mitigation to drop off accordingly. Defense Bonus Traits should be changed to damage reduction in increments of 5% each to both physical and magical damage taken up to a maximum of 20~25%. This would give PLD far greater freedom to equipment more haste/fast cast/offensive gear in general to help deal damage and hold hate.
If PLD is truly meant to be absorb damage and blood tank, then let's get serious about giving it the proper tools to do so already.
Blue Mage
For Blue Mages the possiblity of obtaining weapons Lvs 50/55-70/75 either through AH (which are just not in) or the material to make said weapon in AH( which most likely is not there either) is becoming more and more improbable. And said materials to craft it (the weapon or the material to make the weapon) require skill levels as high as 73-90) which is hard to find a trustworthy craftsman to make for you without failing.
And before anyone says quest the R/Ex swords. Finding the right people/jobs for the BCNM, Good luck with that thanks to Aby. Or fighting a NM that is 15-30 levels higher than you, yeah have fun with that one too. Most people are forced to solo content, even with a Linkshell getting someone willing to help isnt usually the problem its getting enough people to help that have the correct job/s
Here is what I propose:
More sword choices 50-75. Even if they are R/Ex from vendor in Whitegate/Al Zhabi/Nashmau. Possibly even a small quest that can be done in like an hour, or fighting a NM that is the same level as the weapon requires.
Magic Accuracy Food
So many jobs gonna eat this, gonna sell like hot cakes.
Here's a general idea that I know I can't be the first to propose:
NPC storage of empyrean armor upgrade seals.
That would free up so much space for me...and take away the pain of throwing them away without knowing whether or not I might level the job some day. It's nice that we can transfer them across mules, but it'd be a lot nicer to store them with an NPC so we can view them without logging out and checking our mule(s).
Would also like to use this well-placed post to reference the M.Att Food and M.Acc Food ideas. Click and vote if you agree with them!
Also, I would recommend other people refer back to ideas they like if they feel like those ideas did not get enough spotlight. Although, there may need to be a rule about linking your own ideas in a later post. Guess we'll just wait and see.
One last thing:
A lot of people weren't on board with this idea because of its implications on game balance. (Myself included- sorry to single you out TimeMage; I voted for your PUP proposal.) Don't forget that you have the option (at any time) to create a formal Petition Post quoting that idea and labeling it as a petition. So if that particular idea was to get 7 votes, but your petition had more, it would not make the OP until it surpassed the petition in votes.
Corsair: More Quickdraw Charges.
Dark Knight: A "Trick Attack" like ability used with an absorb spell and Drain/Aspir that shares the benefit of the spell with the person between you and the monster.
Paladin & Red Mage: a higher tier Cure spell similar to Cure V, that has different enmity properties, like a "Heal" or "Restore" instead of "Cure".
Red Mage: an ability that allows you to cast your next spell directly out of your HP pool, instead of your MP pool.
Puppetmaster: "Broadcast Antennae" Could be a Headless/Armless Frame, that instead of being a pet, its functionality gives the benefits of the attachments/maneuvers to players within range. Like a portable "Aura Machine".
This is one that should have definitely been separated since they're all very different ideas, but I really like all of them so you got my vote.
Only part I question is RDM getting that same HP restoration spell along with PLD. RDM needs bigger cures but I think that should just be done traditionally.
Here's one for Paladin:
An instant cast spell (the effect/usage of this is very similar to Stun) that can only be cast on self and annuls damage from the next attack. Instant cast, moderate recast (whatever fits in with balance). If well-timed, the PLD could potentially eat big TP moves or maybe even spells if this were to apply to magic.
Ninja tanks can annul damage, essentially. This would allow Paladin to function in some of the situations that require shadows without sacrificing its subjob. So instead of a party full of melee/nin, you might see a normal party with one PLD who knows what he's doing and might be able to avoid getting hit by a particularly nasty special move. Again, this would be used by a PLD with hate very much like another job might use Stun. In fact, I think its recast and casting time could even be exactly the same.
Inb4 doesn't work with accession, though it's basically just a 100% shadow.
Really like the idea though. (Personally, I feel it would bring a use to PLD/SCH, working something like Alexander's Perfect Defense when up against moves like Fulmination, or Meteor. Accession then this spell to null those attacks sounds very very interesting for zerg fights. Furthermore it could be a huge enmity tool. Not to mention the other uses of /SCH, like half recast Flashes, better MP pool usage, etc.)
About this, I wish they were seperated so I could like the DRK, PLD, and RDM (though I think RDM should just get Cure V, even if potency or enmity properties are reduced) ones. I really don't like the PUP one (would basically just be like avatar's favor), though I really really like the DRK one.
Thanks for the support on my Blue Magic Attack Food/Buff idea
I want to take this idea one step further. Instead of MAB or MACC food, I think it would be great (and arguably balanced) to create Magic Affinity Food.Quote:
Likes this, also...
Magic Attack Bonus Food.
They could be the same thing, too. Or different, more stuff to craft!
Magic Affinity Food
For those who don't know Magic Affinity is a unique hidden effect which is currently granted only through Elemental Staves and Trial of the Magian weapons. It boosts your stats towards a certain element whilst decreasing your stats to the opposing element.
e.g. Fire Affinity +1 = Fire Element Magic Damage +10%, Fire Element Magic Accuracy +20, Fire Perpetuation Cost -2
= Ice Element Magic Damage -10%, Ice Element Magic Accuracy -20, Ice Perpetuation Cost +2
The reason I recommend Affinty food rather than MAB/MACC food is because player characters are now so powerful that they're at the point where +?? MACC/+?? MAB bonus' will not have as much of a beneficial effect as they would at lower levels.
It's a similar approach to Melee Attack and Melee Accuracy food. At lower levels, eating +?? food is needed. At higher levels eating +??% food is needed.
This is why items such as Shamshir+2 INT+9 MAB+10 are considered "worthless". Getting that kind of boost, even dual-wielding them, at such a high level isn't as good as a percentage increase.
It's fine by me, not all concepts have to be really popular. I read this concept (or something very similar) either here or in alla and liked the reasoning behind it: Instead of only using GAxe and change our damage type with the theoretical new JA they mentioned, it'd be better if we could, half of the time, use any of the weapons WAR has available to adapt to the situation/mob. So, seeing that no one proposed it, I did it.
I am officially putting my thumb down on you on this one there, Rebecca...
Magic Affinity food is too specialized. Black Mages sometimes need to swap elements, or use the highest tier spell regardless of element.
Which is why you need to "like" my magic accuracy food idea :p
Automaton's Aura
This is a series of Attachments, each with different Auras. The Aura would be in effect so long as a matching maneuver is up; A fire-based Aura would have to have a fire-based maneuver up. The strength of the aura is based upon how many maneuvers are up.
A Dark Attachment could have an AOE refresh effect, an Ice Attachment could have Magic Attack Bonus, a Fire Attachment could have Attack, etc. The main idea to be ratified by players is whether Automatons should get Auras or not. The examples above could change in actual implementation.
This idea is based on the "Broadcast Antenna," except... no headless Automatons wandering around all over the place? I'd like to keep my pup's head affects the Automaton's A.I. and behavior, and what kind of additional attachments it allows you to equip.
Who needs macc food...gimme mab!
We need mage food in general. At 75 cap +7 INT, or +10 MND, up to 95 MP, or -4 enmity might have been a big boost at 75 but... actually who am I kidding here? They weren't even at 75 cap. Other jobs get food that gives them a straight 17% to accuracy (for the best), or up to 160 Defense, or up to 150 Attack, or Store TP +6, among other stats.
At lower levels mage food definitely provides a huge boost (+50 MP at level 1 anyone?) but at higher levels, food hardly makes an impact on anything but your wallet, if you choose to use it. Part of the problem is that melee stats like Store TP, or Accuracy, scale up in effectiveness with level whereas stats like MP+50 become less noticeable.
Against my better judgement (not eating is the ultimate budget move) I suggest that this is changed. New recipes that affect magic in a way that scales up, or are more effective at higher levels should be implemented.
A few suggestions, X and Y being variables subject to balance and NQ/HQ:
Magic Attack Bonus +X%
(A straight number would become less effective at higher levels, or be too powerful at lower levels. Thus, a percentage, based on user's MAB.)
Magic Accuracy +X%
(Could either be the same deal as the MAB food, or a straight percentage to land boost.)
Magic Damage Affinity Y Element +1
(For specific elements, this would have to be on short duration foods, like the 3/5 minute 99 stacking cookies.)
Perpetuation Cost -X on Y Element
(Same as above, short duration foods. For summoners.)
Breath +X%
(For Blue Mages, and the occasional Dragoon.)
Magic Damage +X%
(Instead of Magic Damage Affinity. Would go wonderfully on food with Magic Accuracy +X%. More expensive then specific elemental accuracy foods.)
Buff Duration +X%
(For Enhancing Magic, and other buffs. Ideally on Magic Accuracy or Cure Potency food.)
Cure Potency +X%
(Ideally ignores the gear potency cap so there is actually a food targeted towards curing with.)
Occult Acumen +X%
(Not a large boost obviously, but another side stat that could be slapped on foods)
Conserve MP +X
(Another side stat.)
Blood Boon +X
(Same but for Summoner.)
I could go on, but I keep thinking of suggestions, and I don't want some controversial suggestion make people not vote for the overall topic because they don't understand that they are just suggestions of how it could possibly be done. In fact, I didn't include straight Magic Affinity because this includes a straight bonus to accuracy, and I was very reluctant to suggest Magic Damage Affinity +1 because this is a 10% bonus rather then an X variable that Devs could tweak. Perpetration is also a difficult one to balance against lower levels. If food had latent effects dependent on level, this might be one way to balance stats that don't scale well. Balance is hard work.
Ideally all these effects and more would be available, including some mix and match, including with melee stats, like Accuracy and Magic Accuracy (BLU, RDM), Attack, Magic Attack, Breath Damage (BLU, DRG), or Cure Potency, Accuracy, and Defense (PLD), making it so even classes with only a magic subfocus can utilize them (or a mage looking to do a bit of both).
Thus, not only would this finally fill the lack of good food for non-meleeing mage classes, but also, add a new depth of food options for classes that have a mage component, making it more interesting in addition to being more balanced.
Not Sure if this is the place for this but I have two ideas that I think would be AWESOME to have!
First: Level Sync ---> Alliance Sync target
Over the last few weeks (sense GoV became very popular) I have noticed that while doing GoV in an Alliance it is sometimes difficult to keep each party within the lvl range of the GoV page. It would be helpful for the Alliance leader to be able to designate a sync target for the whole alliance's level to be synced too.
Alliance leader options
1. Able to Add/Remove a member to ANY alliance party
2. Able to move members between parties.
Completely disagree with you on that.Quote:
I am officially putting my thumb down on you on this one there, Rebecca...
Magic Affinity food is too specialized. Black Mages sometimes need to swap elements, or use the highest tier spell regardless of element.
Using your above example, a Black Mage does not need to be able to cast all spells of a certain element at once.
Evidence to this is shown through the popularity of +Elemental Attack Atmas from Abyssea. While these enhancements only increase the damage for one element, because of their large boost (+1 Elemental Attack:2 MAB) they're used often.
In addition, it also reinforces of the practical use of the Elemental Wheel. If you're going into a fight and know Blizzard 5 is going to be your strongest spell, it's not likely you'll be using Aero 5 often. If Thunder 5 is the spell of choice, you're not likely to be using Water 5 often.
For other jobs, Magic Affinity continues to get more and more specialised. If you're on RDM and your duty is to Stun, you can increase your potency towards Dark Elemental Spells at the cost of Light Element. IIRC the only Light Enfeeble RDM has is Dia and that is unresistable.
For BRD/WHM, you can eat Light Affinity food to boost Repose/Lullaby at the cost of Dark Element. That's fine.
For SMN you may damage dealing with Garuda. Use Wind Affinity food at the cost of a weaker Titan. That's fine.
If specific element magic affinity food is an option in any form, it could always be short duration food effects. Three/Five Minute foods exist, but currently don't get a lot of attention. If any effect would be best as a short duration, specific elemental affinity would be it.
NINJA
Jubaku: Ni: Uses the ninja tool, "Jusatsu". Paralyzes an enemy.
Because Ninja already gets Slow II and Blind II via Ninjutsu. Red Mage gets this spell, essentially, so why should this job have it, but not that? I dislike arbitrariness.
Because Ninja gets spell that makes them immune to extremely damaging attacks. What's overpowered about a little more potency for Paralyze?
Because enemy Ninjas of level 61 can cast it, and we'll be 99 before you know it, and we still don't have it...
BEASTMASTER
Ability/Trait Name: BST Party Buff talked about in job roadmap.
-The suggested new ability which would summon a pet to do a party buff should NOT use the call beast timer.
If this party buff uses the call beast timer either it will not be worth using at all ever, or it will mean all bst are there for is to use a buff once every 5 minutes.
BEASTMASTER
Ability/Trait Name: Familiar adjustments
-It would be great if familiar called a beast to fight for us without a jug.
-Pet would only last the duration of familiar so it wouldn't eliminate the need for jug pets altogether
-two hour boxes in abyssea would "make up for" no charms in abyssea
-It would be awesome if there were quests you could do to change your familiar from the standard familiar (maybe a monkey could be standard, since it is the pet used by AF quest BST) to something else - this could open up some more epic pets like drakes and morbol (used by campaign npcs!)
-if having individual familiars would be too hard/complicated - could possible call a random familiar like Maat does for example, as long as whatever you call is near your level
To add on to that, I think it would be interesting if Familiar could be used as a higher level Charm. Instead of just calling a random familiar, it could be used on a mob (especially in Abyssea) and making a familiar pet of the mob you used it on. This way we could have access to mobs we could never Charm. (Beastmen, Morbol, Goobbue, etc.) Although in doing this they would probably have to reduce the duration of Familiar and it wouldn't work on Notorious Monsters. So no Amphiteres or Avatars for us.
Battle Adjust.
Auto-Reraise with Sigil
Finding NPC's in campaign or dying due to AoE is frustrating as hell. Have a Sigil Reraise option for a decent amount of Allied Notes.
EDIT: Other suggestions split into separate posts.
Hi, You might enjoy this: http://forum.square-enix.com/ffxi/th...ght-like-it%29
Did anyone actually read my entire post? D:
Actually my post just needs one more vote to go up on the big bored of ideas. Anyone? Anyone? At least read it and tell me what you think is wrong if you don't like it.
Battle Adjust.
Simultaneous Union registration for Campaign (I know I've seen this in the past, there is no reason not to have this. Utterly annoying to have to open up dialogue again in the middle of beastmen attacking the fort.)
General Adjust.
Repatriation Cost
Lower this cost for both Fields and Grounds Tomes. No reason to have it at 50 when warp/retrace scrolls cost so little. Let us keep hard earned points.
General Adjust.
24 hour item/equipment timers
Reduce these to 18 hour timers, at least then you can use it once a day. There is no reason if you use a Tav ring. at midnight you have to wait 2 days to use it again (if you don't usually stay up late). Let us enjoy our rewards!
General Adjust.
Sigil Staff
Make a staff just like Signet staff's. Old Sigil 'enhancements' can stay active if you used staff before Sigil wears, New Sigil will just give basic Sigil without any buffs.