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Thread: Third Tier

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  1. #1
    Player Glacont's Avatar
    Join Date
    Aug 2011
    Location
    San d'Oria
    Posts
    88
    So far you've made two post in this thread directed at Myself to generate some type of response. If your posts was more on the level of constructive criticism I would engage you in a civil debate, however, the face expression on post #70 and your openning rude comment on post #88 has earned you nothing more than an ignored list. Replying to this very post will serve no purpose since I won't be able to see it, but I know you will try, just the same.


    I appologize to everyone from distrupting the main topic at hand. Please continue to share whatever thoughts you may have. The Dev Team are trying to hear us out. I grateful for at least that much
    (0)
    Last edited by Glacont; 11-06-2011 at 04:00 AM.

  2. #2
    Player Lokithor's Avatar
    Join Date
    Mar 2011
    Posts
    202
    Character
    Lokithor
    World
    Shiva
    Main Class
    THF Lv 99
    I can't believe the amount of cynicism and qq'ing I'm reading in this thread. 90% of the posters are either just +1'ing or whining. Camate has given us a glimpse into the Developers' strategy - how about posts that now try to fill up this thread with useful suggestions that fit the strategy instead of "do this thing instead" or "SE doesn't get it" whining?

    I attempted to do this in my posts about useful things that could be added to existing 2 hours in a new Group 3 category.
    Quote Originally Posted by Lokithor View Post
    I'll start the speculation off.

    Let's assume that Group 3 is ONLY about 2-hour strengthening. (The wording can be interpreted that way, although the 2-hour thing may only be one element of group 3).

    Each group normally has 4 or 5 choices, each choice can have 5 levels with a max combination of 10 through the group. This would allow several different "original 2 hour" buffs you could apply, mix and match, various levels, to totally customize your 2 hour.

    Let's try a couple out.

    Ranger: Eagle Eye Shot

    1. Increase damage by 1 per level (EES is now effectively 5x hit). 5/5 would double the damage. Bah, make it 2 per level. We rngs deserve it.
    2. Increase accuracy in 5 steps up to guaranteed accurate.
    3. Increase range up to 2x current range over 5 steps
    4. Decrease enmity in 5 steps up to max of zero enmity
    5. Decrease recast timer by 20 mins, 10 mins per step thereafter for max 1 hour reduction.

    Thief: Perfect Dodge

    1. Increase duration of effect 5 sec per step. Max would be 55 sec from current 30
    2. Add chance to dodge ranged attacks. 20% per step to max of 100%
    3. Add chance to dodge magical attacks. 20% per step to max of 100%
    4. Increase enmity when used so at level 5/5 it is equal to (unmerited) invincible
    5. Decrease recast timer by 20 mins, 10 mins per step thereafter for max 1 hour reduction.

    Anyone else care to be constructive?

    2. Raise the maximum limit for merit points
    I agree with other posters regarding what I hope this means. The BEST thing SE could do with existing merit groups is to remove ALL combo limits so that people could max out each and every item.
    (2)
    Last edited by Lokithor; 11-05-2011 at 10:55 PM.

  3. #3
    Player
    Join Date
    Aug 2011
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    1,749
    If one of the Category 3 merits is a very, VERY, VERY potent reduction to recast that will pretty much save the new category from being a let-down.

    As usual, the outcome of this will depend on whether the development bros put on their thinking caps or their horrible mistake Spider-man underpants.
    (1)

  4. #4
    Player saevel's Avatar
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    Apr 2011
    Posts
    2,350
    It'll be bad, not because it's a bad idea but because this is SE we're talking about, if it can be screwed up then they'll screw it up.

    There is entirely too much potential to make useless abilities. Their thinking about creating not one but 20 new super abilities, abilities that are so *awesome* that you can only use them once per two hours. Then their talking about create 40~60 (2~3 per job) new merit point items for those *awesome* new once per two hour abilities. A tweak here or there I'll give them, but that many new items is just asking for screw ups. And once it's screwed up they'll just move on to the next item on the list and ignore the screw up.
    (0)

  5. #5
    Player Xellith's Avatar
    Join Date
    Apr 2011
    Posts
    245
    Character
    Xellith
    World
    Shiva
    Main Class
    SMN Lv 95
    How about adding new Merit Abilities that are powerful (not dumbed down versions) that can be used based on your available merit points. You could even go as far as allowing every job to use every other jobs 2hr but restricted to your current subjob.

    Example:
    BLM/RDM can use chainspell but the chainspell will drain 10 Merit Points.
    NIN/WAR can use Mighty Strikes but will drain 10 Merit Points.
    WHM/BLM can use Manafont for 10 Merit Points.

    Could even allow other jobs abilities over the current /subjob cap which are merit abilities.

    For example:
    WAR/SAM can use shikikoyo for 3 Merit Points
    WAR/SAM can use blade Bash for 2 Merit Points

    Can change the point values around all you want. But it would allow people to make use of merit points once you get capped on everything you would ever need - would give people a reason to want to exp for even a little exp - wouldn't be overly overpowered since it would be dependent on your sub job and your speed at getting merits and their use would be limited as I said dependent on how fast you can get them. In abyssea this would be kinda fast depending on how good you are at keeping chains but outside abyssea it wouldn't be that common to get massive exp going.

    Just tossing around ideas.
    (0)
    Quote Originally Posted by Frost
    Eleven Fajin boots!
    We did Voidwatch today and Eleven Fajin Boots dropped!! Yay! Thank you Square Enix Incorporated! The Three People that got them today were really happy

  6. #6
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Xellith View Post
    Example:
    BLM/RDM can use chainspell but the chainspell will drain 10 Merit Points.
    NIN/WAR can use Mighty Strikes but will drain 10 Merit Points.
    WHM/BLM can use Manafont for 10 Merit Points.
    Not that I am endorsing or saying this is a good idea, but I can just relish the thought of Scholars getting severely upset at a White Mage popping Tabula Rasa for Embrava, even if the Embrava from it was half potency (it would already have gimpy duration considering the lack of strats/gear for that). I don't think it is going to happen, although I will give you kudos for creativity.
    (0)

  7. #7
    Player
    Join Date
    Mar 2011
    Posts
    139
    Merit 3's sound very underwhelming if it's just going to be 2hr based. I'd much rather have more merits like Merit 2 with new abilities or traits rather then a gimmick you can use every 2hrs. I hope when they adjust Merit 1/2 they will add more abilities to them that are only accessible at lv 99, least then there's something to look forward to when said merits are adjusted. Though as it stands now hearing that Merit 3's are nothing more then 2hrs just feels like a big letdown.
    (1)

  8. #8
    Player Lokithor's Avatar
    Join Date
    Mar 2011
    Posts
    202
    Character
    Lokithor
    World
    Shiva
    Main Class
    THF Lv 99
    Well, if nobody else wants to play my game, I'll try solitaire to make some more suggestions to SE regarding what they can put into the new group 3 that might be useful.

    Black Mage: Mana Font

    1. Increase duration by 20 sec. Each additional merit increase by 10 sec for total of 2 min duration at 5/5.
    2. Increase all elements damage affinity by 2 for each merit. Total 10 at 5/5. Each point of affinity, by the way, = 5% damage increase.
    3. Increase all elements accuracy affinity by 2 for each merit. Total 10 at 5/5. Each point of affinity +10 accuracy increase.
    4. Decrease enmity in 5 steps up to max of zero enmity for duration of 2 hour.
    5. Decrease recast timer by 20 mins, 10 mins per step thereafter for max 1 hour reduction.
    (4)
    Last edited by Lokithor; 11-06-2011 at 05:47 AM.

  9. #9
    Player Prothscar's Avatar
    Join Date
    Apr 2011
    Location
    San d'Oria
    Posts
    634
    Character
    Prothescar
    World
    Valefor
    Main Class
    BLU Lv 99
    BLU:

    Enhanced 2hr:
    Azure Lore
    Extends duration by 5 seconds and imparts a 5% damage bonus to every spell used in a skillchain or magic burst for every merit spent, up to 5.

    New 2hr:
    Immortal Incertitude
    Take on the form of a soulflayer for 3 minutes. All physical spell potency is doubled, magical spell potency is multiplied by 0.5 and reduced in cost by 50%. Grants a 25% resistance to all forms of damage and enfeeblement. Unlocks entire spell list*.


    T3 Merits:
    Azure Acumen: Grants TP from every spell cast, equal to 5% of the MP cost. (+3% per merit)
    Containment: In an attempt to contain your bestial abilities, you lose control. The power of the next physical spell cast is multiplied by 5% in addition to an accuracy bonus 5 per merit.
    Relapse: The beast inside hungers. You gain the ability to drain TP, HP or MP with each physical spell for 30 seconds (+5 per merit) up to a total of 5% of the damage done.
    Alienation: Your powers have torn you apart from the social structures of the world. When you are not in a party or an alliance, you gain an accuracy, attack and critical hit rate bonus (5% -> 2% -> 1% -> 1% -> 1%).




    *Additionally, imparts the spell "Tentacle Raep"
    (3)

  10. #10
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Prothscar View Post
    *Additionally, imparts the spell "Tentacle Raep"
    LOL why doesn't that spell already exist?
    (0)

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