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  1. #31
    Player Ohji_Lunartail's Avatar
    Join Date
    Apr 2011
    Location
    The shadow of the moonlight
    Posts
    35
    Character
    Moonlightespada
    World
    Bismarck
    Main Class
    MNK Lv 99
    Idk I'd live easier to make ammo, around each level cap I'd spend about 1-2m on ammo cuz it skyrockets . Think at the 85 cap a single steel bullet pouch was around 120k -.- ended up haven a friend make a bunch of tin ones for my cor for the 90cap lol so yea alot of people whould appreciate easier to obtain ammo. Maybe knees purchased with cruor? Not like thats scarse ATM lol
    (0)


    Ohji Lunartail, the Moonlightespada- Bismark

  2. #32
    Player Saefinn's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria - Asura
    Posts
    259
    Character
    Saefinn
    World
    Asura
    Main Class
    COR Lv 99
    Speaking as a Corsair, bullets make me cry - I love the job, but it IS expensive to maintain and I am one of these COR who subs RNG and loves using Ranged Attack. So I go through ammunition pretty quick. Normally I find myself using Bullets and Iron Bullets because they're cheaper to buy from AH and once I've finished levelling my crafts, I'll be able to craft them cheaper too. But they're low level and inferior, but I use my Chaos Roll and Ranged Attack Stats to try and compensate somewhat. I'm all for encouraging people to craft, after all a lot of weapons and armour are crafted, but I think it needs to be done at lower craft levels and to be cheap enough to be worthwhile.

    My suggestion would be to have higher level bullets for lower level craft. Higher level craft would then be used to make ammo with extra stats so high level crafters and people willing to spend extra don't lose out.

    So at level 80 you've got Oberon's Bullet:
    DMG: 77 Delay: 240 Ranged Attack: +6

    Why not have say a level 80 bullet (for RNG/COR) that's:

    DMG: 70 Delay: 240

    Prolly made using 50 Alchemy and 35 Smithing with cheaper materials. And similar types of ammunition to account for the jobs that use Ranged Attack. Perhaps people will be less put off the price/craft required to level RNG or COR, because really, they are great jobs.


    [Edit]
    As Oberon's Bullet is so expensive, perhaps slap on some extra stats.
    (0)
    Last edited by Saefinn; 07-07-2011 at 08:37 PM.
    Saefinn on Asura
    Main Jobs: Corsair: i117, Scholar: i117, Monk: i117, Summoner: i117

  3. #33
    Player Catsby's Avatar
    Join Date
    Mar 2011
    Location
    Cat!
    Posts
    396
    Quote Originally Posted by Malamasala View Post
    Nah, haste is the sole and single game balance breaker out there. A severe nerf to it is the best way to bring back mages and ranged attackers. That or make them the only trigger jobs for important things, like they did with spells and TE chests.
    that and a smoother /ra. right now it goes through several phases before damage is done.
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  4. #34
    Player Mirabelle's Avatar
    Join Date
    Mar 2011
    Location
    DeadParrotSociety
    Posts
    354
    I certainly think ammo is one of the big reasons no one plays RNG anymore. It's kind of like Music. In the old days you saved your money and bought $20 LP's and CD's for one or two good songs. Then MP3's came out and people started pirating and sharing music and now no one wants to spend money on CD's and that market is essentially dead.

    In the old RNG days, we were the top DD and paid pretty steep prices (Kaburas were frequently in the 30-40k/stack cost). Then the nerf came and then the melee buffs came and then Abyssea came. Now people get great gear at virtually no cost other than some time and can outdamage most RNG's. So no one playing or considering playing RNG wants to spend money on ammo enymore when other jobs can provide equal or greater damage at little to no extra cost.

    I hope SE has some brilliant ideas in mind because I really like playing the ranged attacker. But I rarely get asked to bring out my COR or RNG anymore to events and they aren't the best solo jobs out there, that's for sure.
    (0)
    Yo Ho Yo Ho, a pirate's life for me!

  5. #35
    Player Atomic_Skull's Avatar
    Join Date
    Mar 2011
    Posts
    1,248
    Character
    Bjorne
    World
    Fenrir
    Main Class
    MNK Lv 5
    Quote Originally Posted by Malamasala View Post
    Nah, haste is the sole and single game balance breaker out there. A severe nerf to it is the best way to bring back mages and ranged attackers. That or make them the only trigger jobs for important things, like they did with spells and TE chests.
    Nerfing haste would cast THF and DRK down even lower than they already are (which is pretty low). Meanwhile Ukon WARs and Kannagi NINs would still be the top DDs in the game by a gigantic margin haste or no haste because Ukon and Kannagi are just plain hax and removing haste isn't going to make them any less overpowered. The only real effect nerfing haste might have is to reverse the positions of Kannagi NIN and Ukon WAR on the totem pole because DW would now be the superior form of haste available and NIN has the largest amount of it. SAM, DRK or any other job that uses JA haste to try and keep pace with WAR and NIN would be pushed even further down.
    (0)

  6. #36
    Player Oddwaffle's Avatar
    Join Date
    Jun 2011
    Posts
    69
    Character
    Yummypie
    World
    Leviathan
    Main Class
    WHM Lv 99
    Before this thread derail into nerf and haste and all that jazz, I'll state again that cheaper and more accessible ammo should be 1st priority. This is not going to fix Rng or Cor. It will, however, make it so those who wish to play it will not have to cough up more gil than they can count or jump through hoops and bend backwards trying to get their ammo.

    How cheap should a stack of top tier ammo be? I'm not too sure. I'm thinking of 4k~7k a stack for top tier and around 2k~5k for the second rate.

    What should be the skill level be required to make ammo? I'd say top tier ammo shouldn't go higher than lv60 in any craft. This should include all the materials. What's the point of having ammo recipe at lv40 while the materials require lv80 of some other craft? How about lv1~20 ammo = 1~10 craft level, lv21~40 ammo = 11~20 craft level, lv41~60 ammo = lv21~30 level, lv61~80 ammo = 31~40 craft level and lv81~99 ammo = 41~60 craft level?
    (0)
    Last edited by Oddwaffle; 07-09-2011 at 12:34 AM.

  7. #37
    Player Catsby's Avatar
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    Mar 2011
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    Cat!
    Posts
    396
    Quote Originally Posted by Oddwaffle View Post
    Before this thread derail into nerf and haste and all that jazz, I'll state again that cheaper and more accessible ammo should be 1st priority. This is not going to fix Rng or Cor. It will, however, make it so those who wish to play it will not have to cough up more gil than they can count or jump through hoops and bend backwards trying to get their ammo.

    How cheap should a stack of top tier ammo be? I'm not too sure. I'm thinking of 4k~7k a stack for top tier and around 2k~5k for the second rate.

    What should be the skill level be required to make ammo? I'd say top tier ammo shouldn't go higher than lv60 in any craft. This should include all the materials. What's the point of having ammo recipe at lv40 while the materials require lv80 of some other craft? How about lv1~20 ammo = 1~10 craft level, lv21~40 ammo = 11~20 craft level, lv41~60 ammo = lv21~30 level, lv61~80 ammo = 31~40 craft level and lv81~99 ammo = 41~60 craft level?
    Shamelessly plugging my thread in the ranger forum but there needs to be more variety in ammo too. Higher level versions of status/element ammo instead of just higher base D.
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  8. #38
    Player Malacite's Avatar
    Join Date
    Mar 2011
    Posts
    228
    Acid Bolt II? Or "Corrosive Bolts" perhaps? Would be nice. Saintly/Sacred Bolts would be neat :3


    Not sure where anyone's getting the notion that people don't like Synergy... Synergy is at least somewhat closer to FFXIV's crafting system in so far as you actually have control over the potential outcome. With synthesis it's entirely random with skill helping somewhat. At least with synergy you can actively attempt to HQ a product.
    (0)

  9. #39
    Player Catsby's Avatar
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    Mar 2011
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    Cat!
    Posts
    396
    Quote Originally Posted by Malacite View Post
    Acid Bolt II? Or "Corrosive Bolts" perhaps? Would be nice. Saintly/Sacred Bolts would be neat :3


    Not sure where anyone's getting the notion that people don't like Synergy... Synergy is at least somewhat closer to FFXIV's crafting system in so far as you actually have control over the potential outcome. With synthesis it's entirely random with skill helping somewhat. At least with synergy you can actively attempt to HQ a product.
    In my opinion it just came too late. By the time they introduced it the market was already ravaged by poor itemization, faucets and drains.
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  10. #40
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    I'd just be happy with the ability to synth quivers/pouches without involving synergy, as things like Boltmaker are currently useless since forcing a synth of 99 invalidates any HQs. Now, if I could make 3/6/9/12 stacks of a bullet in a single synth, not only are you alleviating the strain on materials, you're cutting the cost by a least 2/3.

    So, say a synth looks something like this:
    Silver Bullet Pouch: Alchemy (52) Goldsmithing (24) Leathercraft (11)
    Fire Crystal
    2x Sheep Leather
    1x Bronze Scale
    1x Rabbit Hide
    3x Silver Ingot
    1x Firesand
    NQ: 3 Silver Bullet Pouches
    HQ1: 6 Silver Bullet Pouches
    HQ2: 9 Silver Bullet Pouches
    HQ3: 12 Silver Bullet Pouches
    (0)

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