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  1. #1
    Player Zyla420's Avatar
    Join Date
    May 2011
    Posts
    113
    Character
    Zyla
    World
    Ragnarok
    Main Class
    DRK Lv 99
    There's no uber item even mentioned. it's the same items all rolled into one, no improved functionality in any way, shape, form, or fashion. all this will do is negate the need to carry a fuck ton of items that need to be macro'd in for specific shit.

    As far as balance goes, stop talkin out your ass dude, this in no way at all affects the game balance. the ability to carry only 1 staff, grip, and belt isn't in any way going to make any mob in the game go down uber quick. learn what game balance is before you claim a rational solution to a major issue is garbage simply because you say it is.

    obvious troll is obvious, stop feeding him.

    to the OP: this is a solid idea as long as the statistical boosts granted by these items are the same as the original items used to make them. it will give mages at most an extra 20 gear slots assuming 2 of each staff (m.acc. + m.att.) + grips + belts. for melee it'd cut us down to 1 belt and neck for all our melee ws's assuming there isn't a better piece for certain ws's.
    (1)

  2. #2
    Player Robban's Avatar
    Join Date
    Apr 2011
    Posts
    5
    Character
    Robban
    World
    Leviathan
    Main Class
    PUP Lv 99
    Quote Originally Posted by Zyla420 View Post
    There's no uber item even mentioned. it's the same items all rolled into one, no improved functionality in any way, shape, form, or fashion. all this will do is negate the need to carry a fuck ton of items that need to be macro'd in for specific shit.

    As far as balance goes, stop talkin out your ass dude, this in no way at all affects the game balance. the ability to carry only 1 staff, grip, and belt isn't in any way going to make any mob in the game go down uber quick. learn what game balance is before you claim a rational solution to a major issue is garbage simply because you say it is.

    obvious troll is obvious, stop feeding him.

    to the OP: this is a solid idea as long as the statistical boosts granted by these items are the same as the original items used to make them. it will give mages at most an extra 20 gear slots assuming 2 of each staff (m.acc. + m.att.) + grips + belts. for melee it'd cut us down to 1 belt and neck for all our melee ws's assuming there isn't a better piece for certain ws's.
    I can agree about the belts, gorgets, obis and such, since all of them provide the same function, but staves (and by extension grips), even ignoring the lvl 51 staves and only focusin on the magian options, still have a difference, switching weapons wipes tp, this might not matter much to a mage, but still a pretty significant change imo. There's also the matter of the elemental satchels which when combined would essentially give a chance of absorbing any magic attack, which is a big improvement over the original 8 pieces.

    As for the uber items, they are in fact mentioned in the OP. The cor piece i used as an example has combined stats of AF1+1 AF2+2 and AF3+2 bodies.
    Quote Originally Posted by Hawk View Post
    Now another idea that WILL draw even more attention to Limbus, Dynamis, and Abys would be an AF combo system.

    Allow someone who has the AF+1, AF2+2, Emp+2 of any given piece, trade all 3 to an NPC, and you get a new piece with all the stats from all 3 pieces. Since the AF2+2 already breaks the previous amount thought that can be put on a gear, this shouldn't be a problem. If for whatever reason it is, then take the highest def of the 3, all hp/mp/attribute stats (adding them together. ie AF+1 has str+5, Emp+2 has str+10, new piece has str+15), the emp+2 set bonus, the af2+2 trial bonus if done, and then let us pick 5 of the other stats on the pieces to custom make our own.
    (0)

  3. #3
    Player Hawk's Avatar
    Join Date
    Mar 2011
    Posts
    28
    Character
    Hawkhellfire
    World
    Phoenix
    Main Class
    NIN Lv 99
    Quote Originally Posted by Robban View Post
    I can agree about the belts, gorgets, obis and such, since all of them provide the same function, but staves (and by extension grips), even ignoring the lvl 51 staves and only focusin on the magian options, still have a difference, switching weapons wipes tp, this might not matter much to a mage, but still a pretty significant change imo. There's also the matter of the elemental satchels which when combined would essentially give a chance of absorbing any magic attack, which is a big improvement over the original 8 pieces.

    As for the uber items, they are in fact mentioned in the OP. The cor piece i used as an example has combined stats of AF1+1 AF2+2 and AF3+2 bodies.
    They are 2 different ideas. The first was something that seems logical and can be easily implemented (especially with items like Zodiac ring and Twilight Cape in existence). The second would be great for eliminating macro swaps for things like boost, dodge, etc. While I would love to see the af combing happen, I doubt it will. Even still, SE could always make stipulations on how it's done.

    As for your mention of TP with the staves, yes mages would then get to keep TP. I don't see that as overpowered since they are back line anyway. And would be a much greater reward for doing the trial for all 8 elements then -7 inv spaces (if you got all 8). Same with the avatar staffs. Astral Signa, Fay Crozier, and Nirvana all prove that this can work for SMN and wouldn't be overpowered. Would just ease the stress on SMNs if they went through all 8 trials.
    (0)