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  1. #51
    Player Tenkage's Avatar
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    Mar 2011
    Posts
    10
    Instead of dual wielding swords and daggers Cors should dual wield guns ^^
    (0)

  2. #52
    Player
    Join Date
    Mar 2011
    Posts
    18
    Yes but that would be twice the amount of bullets .
    (0)

  3. #53
    Player Zirael's Avatar
    Join Date
    Mar 2011
    Posts
    259
    Character
    Zirael
    World
    Ragnarok
    Main Class
    THF Lv 99
    [dev1004]

    This was already done with BRD (empyrean instrument), but when COR hits 11, that roll could become unrewritable and allow for an extra roll to be cast. So if you have 2 rolls on you active and one of them is 11, you can put third roll up and have three buffs on you/party. Not sure if it would break the game, but to spice things up, extra roll could be available for each 11 you have on you. So if you got two 11's active, you can buff up with 2 more rolls and have 4 active at the same time. I know this idea would need some tweaking to make it work and not be a pain to use or game breaking.
    (0)

  4. #54
    Player Seha's Avatar
    Join Date
    Mar 2011
    Posts
    327
    Character
    Sehachan
    World
    Valefor
    Main Class
    COR Lv 99
    I disagree with the idea of 11=3rd roll. As much as I think we deserve a 3rd roll option, that should be a trait gained at a certain level, not something that you have to throw in there now and then and that would mess up cycles(also, if you do two 11 in a row, the second one would be pointless and we're back to the start).
    I also disagree with cor-only buffs. I love QD potency, recycle, etc, but those are separate things. PRwise it's not how the cor is meant to be. We buff the party, everyone should benefit from an 11, not just us.
    Don't confuse things like JA/traits/new rolls you'd want for the job with the PR bonus.
    (0)

  5. #55
    Player Straadin's Avatar
    Join Date
    Mar 2011
    Posts
    3
    Character
    Straadin
    World
    Asura
    Main Class
    MNK Lv 99
    Arkley

    I think a bonus for the whole party, and little something extra for the COR is the way to go.

    My suggestion: XI rolls last 10 minutes, and become a separate buff effect - no longer part of the 2 roll limit. There's no limit to the number of XI roll effects the COR can have up at once, which will push CORs to really shoot for XIs.
    For most CORs, this won't make much difference. It'll just be a really nice bonus that pops up from time to time. But for those who really try their luck, it could produce some incredible results. It'd be nice to see this, because it's such a simple addition, and it's a much more original alteration than just slapping additional buffs on all the rolls.

    Lastly, if the COR hits an XI, the COR will receive an 11% bonus to Quick Draw damage until the "Double-Up Chance" effect wears off.
    I really like this idea.
    (0)

  6. #56
    Player
    Join Date
    Mar 2011
    Posts
    35
    Working on cor 11 is a cool idea but over all its not going to changes the cor job all that much the big problem is that cor buffs are no longer needed at best they are nothing more then a novitiate this is true with the other buff jobs. Atmas is cor main problem atm these atmas give way too much for example 10 mp / 3 sec destroys the smn roll and in general every atma gives such a high buff that even if cor's rolls where giving a big boots the game will be so that a person could afk during most of the fight. What is needed now is a changes to make the cor job more support or a over all changes to atmas. 11 on a roll is not going to happen that often its cool when it dose but now that cor's buffs are so unneeded the 11 is meh.
    (0)

  7. #57
    Player Alobont's Avatar
    Join Date
    Mar 2011
    Posts
    11
    Character
    Alobont
    World
    Quetzalcoatl
    Main Class
    COR Lv 90
    Abyssea and atmas arent lasting forever people get out of that mentality.
    I proposed the same idea of 11 giving access to a 3rd roll on alla and i believe that to be one of the best solutions.
    (0)

  8. #58
    Player Mirabelle's Avatar
    Join Date
    Mar 2011
    Location
    DeadParrotSociety
    Posts
    354
    Quote Originally Posted by Alobont View Post
    Abyssea and atmas arent lasting forever people get out of that mentality.
    I proposed the same idea of 11 giving access to a 3rd roll on alla and i believe that to be one of the best solutions.
    Nope but they are certainly where the game is at right now. Ignore that fact and it might be too late to revive the job. I'd rather have them focus on making COR better for what the game is like now. And atma and abyssea are likely to be relevant for some time at least. The PR XI buff is nice thing for SE to consider but its not getting my LS leaders to invite me into Abyssea as a COR. And believe it or not, I like playing COR. I don't like being utilitarian and playing jobs I'm not fond of simply because they are more desirable.

    Personally we should get three buffs anyway as well as 3 QD charges. QD should be alternate for yellow proc with BRD threnodies and Hot shot should be on red proc list. And then Se can do whatever the hell they want with PR XI's. I like the jackpot animation and random gil to the party.
    (0)
    Yo Ho Yo Ho, a pirate's life for me!

  9. #59
    Player Bersty's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    24
    I would like to see the beneficial effects, like people had mentioned, not be effected by whether or not the specific job is in party (even though the new rolls seem to be "jobless" in terms of that aspect). Also, it would be nice if an 11 is rolled, if we had the ability to immediately put up another roll, vs. waiting the rest of the minute to recast. (perhaps the phantom roll recast may be something to be looked at in T3 Merits?)

    Just a thought,

    ~Cap'n Canada
    (0)

  10. #60
    Player Cruxus's Avatar
    Join Date
    Mar 2011
    Posts
    23
    Character
    Cruxus
    World
    Cerberus
    Main Class
    SAM Lv 99
    One idea that I was tossing round my head when hitting lucky 11 would include a new job ability:

    Loaded Dice: Upon expending a die charge earned from hitting Lucky 11, the user's next phantom roll will automatically be rolled as the individual roll's lucky number. (E.G. Corsair uses Loaded Dice and uses Samurai Roll, roll automatically is set at number 2)

    Cool Down Timer: 5 minutes

    Max Charges: 3 Charges

    This will not only grant the effect of the Lucky 11 effect, but also grant the Corsair the ability to expend the additional benefit (a Loaded Dice charge) at a later time which may prove to be more effective and useful to the party. Initially, the Job Ability is active with 1 charge given to the Corsair, while others must be earned (1 charge may be retrieved from using the Job Ability: Random Deal, if there are no current charges earned).

    Given a 5 minute timer will also limit the abuse of constant "forced" lucky numbers for individuals who are constantly attempting for 11 when they may bust, creating detrimental "down time" on corsair buffs. This also opens the window of possible reduced reactivation timer, or even initial charge merits that could be implemented down the road.
    (0)

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