Page 16 of 57 FirstFirst ... 6 14 15 16 17 18 26 ... LastLast
Results 151 to 160 of 586

Dev. Posts

Hybrid View

  1. #1
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Enmity NEEDS TO BE FIXED! There is no way for a job like PLD to tank, when so much enmity is accrued by a DD job during even a single weaponskill. Either PLD needs to be able to raise the enmity cap for itself, have a JA that will make the enemy lock hate onto itself for a period of time, or a way of reducing the enmity of all those around them (alliance-wide). Or just raise the enmity cap exponentially so that it can't be reached after just 30 seconds.

    Remember to like this post if you agree!
    (50)

  2. #2
    Player Karbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    4,314
    Quote Originally Posted by Camate View Post
    Good morning everyone!

    I’d like to share a message from Producer Akihiko Matsui:
    ITS GO TIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIME.

    1) Can we please Solidify Thief's Role in a Party outside of being a token Treasure Hunter Member? Here's some simple suggestions

    http://forum.square-enix.com/ffxi/th...ead-Contribute!

    Just a few things from early on. The Most popular consensus, Mine as well, Would be to solidify the job as either a focused Enmity Controller, With more freedom over Enmity, Or to Solidify it with a bit more Uniqueness, LIke the Bombs/Traps Suggestion.

    We don't mind the Solidifying of the Enmity Aspect of the job, You can expand on this by giving us the Ability to Transfer Our Enmity to someone else, a reverse Collaberator/Accomplice. This would allow us to borrow from one member and give to another. An Ability to completely Remove a small portion of our Enmity would be nice too. Since Collaborater/Accomplice use would cause THF to get hate and Die after some time.

    2) Could you make Summoner a bit more Useful in Content? like here:

    http://forum.square-enix.com/ffxi/th...t-this-new-cap

    This would be my top wish list, Increasing BP:Ward Potency, Base it on Skill or level, But I would really like if Summoner could get Stronger BP's, Ward and Rage. As for Rage, I would like if when you release T3 Merits for Jobs, If you do, To add 6 Physical BP's for the Avatars... Like... T1 Merit unlocks BP, Each Additional Merit increases the Physical Accuracy of the BP's by 10.

    Some Examples:


    1) Aeolian Talon - Deliver's a 4 Hit Attack (Garuda)
    2) Inferno Force - Deals Physical Damage (Ifrit)
    3) Gaia Shatterer - Deals Physical Damage (Titan)
    4) Tidal Wake - Delivers a 3-hit Attack. (Leviathan)
    5) Olduum Impetus - Delivers a 5-hit Attack (Ramuh)
    6) Absolute Zero - Delivers a 2 Fold Attack (Shiva)


    Basically - Level 99 Physical BP's that deal maybe 1.5x On Average the 70/75 BPs. Leaving the 75 BP's still top of Magical BP's, but giving us new toys and abilities for Physically weak enemies.

    3) Adventuring Fellow Armor!
    Thats all I can think of off the top of my head.
    (27)

  3. #3
    Player Tamarsamar's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    305
    Character
    Tamarsamar
    World
    Carbuncle
    Main Class
    RDM Lv 95
    Re: Sunrider

    I am in agreement with about 95% of what you say, but I do feel that Enspells II only applying on the first hit is actually a blessing in disguise, particularly in this day and age of powerful effects such as Haste Samba, or Additional Effect: TP Drain. Because (somewhat unfortunately, in my opinion) any serious front line Red Mage will be Dual Wielding, if you still want your pretty elemental damage effect (with lowered elemental resistance!), but don't want to gimp yourself by missing out on these effects (since Enspell will override them), you can very well have your cake and eat it too, thanks to the magic of Enspell II. All the better for Temper to compound these bonuses, too.

    I will agree that damage calculated on each hit instead of on casting is a huge blunder, though, and particularly after what they did to fix Scholar's Accession-Enspell (which was more of an insult to Summoners than Red Mages, IMO).

    If I were to design a set of Enspells III, they'd have the following properties:

    -Damage calculated on cast instead of on hit
    -Activates on only the first hit of each attack round
    -Start at double Enspell damage, gradually increasing attack speed with each successive activation, eventually capping at, say, 10% magical Haste
    -I guess keep the lowered elemental resistance effect, too, as that's actually kind of cool
    (5)
    Quote Originally Posted by Ophannus View Post
    I love back in 2006 when they said Mythics would be the casual-player's alternative to Relic weapons.
    Quote Originally Posted by Armando
    No one at Square Enix has heard of Occam's Razor.
    FFXI Official Forums in a nutshell:

    Quote Originally Posted by saevel
    The stupid is strong here.

  4. #4
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    Quote Originally Posted by Tamarsamar View Post
    Re: Sunrider

    I am in agreement with about 95% of what you say, but I do feel that Enspells II only applying on the first hit is actually a blessing in disguise, particularly in this day and age of powerful effects such as Haste Samba, or Additional Effect: TP Drain. Because (somewhat unfortunately, in my opinion) any serious front line Red Mage will be Dual Wielding, if you still want your pretty elemental damage effect (with lowered elemental resistance!), but don't want to gimp yourself by missing out on these effects (since Enspell will override them), you can very well have your cake and eat it too, thanks to the magic of Enspell II. All the better for Temper to compound these bonuses, too.

    I will agree that damage calculated on each hit instead of on casting is a huge blunder, though, and particularly after what they did to fix Scholar's Accession-Enspell (which was more of an insult to Summoners than Red Mages, IMO).

    If I were to design a set of Enspells III, they'd have the following properties:

    -Damage calculated on cast instead of on hit
    -Activates on only the first hit of each attack round
    -Start at double Enspell damage, gradually increasing attack speed with each successive activation, eventually capping at, say, 10% magical Haste
    -I guess keep the lowered elemental resistance effect, too, as that's actually kind of cool
    The manner in which tier 2 En-spell damage is calculated makes it largely impractical, and thus they don't see much use anyways. So any Red Mage using En-spells are likely using tier 1, and overwriting/being overwritten by the Dancer's Sambas regardless.

    If cooperating with a Dancer or Dancer sub is really that big a deal, I'd prefer to see Samba effects were reprogrammed, such that they co-exist with En-spell effects, rather than overwrite.
    (6)

  5. #5
    Player Keyera's Avatar
    Join Date
    Mar 2011
    Location
    America :O, Bastok <3, YellowCrows (FTW!)
    Posts
    1
    Character
    Keyera
    World
    Shiva
    Main Class
    SAM Lv 99
    I'd like to see some changes in the auto-translate stuff, if at all possible.
    Readjusting the effects of some weapons and attributes for some weaponskills would be great.
    Change the enmity system so tanks are actually tanks.
    Somehow make levels 30~75 somewhat of a challenge again, so new players actually learn how to play the game.
    (1)

  6. #6
    Player Cheryth's Avatar
    Join Date
    Jan 2012
    Posts
    1
    Character
    Scarlette
    World
    Asura
    Main Class
    WAR Lv 90
    RDM needs more Melee capability and/or more weaponskills when Composure is active! I also suggest revamping enspells during Composure to provide certain buffs depending on the element (For example, Enaero could boost evasion and AGI, Enfire could boost attack and STR, etc.) and perhaps adding a physical enspell that, rather than adding additional damage or stats, reduces your weapon delay and improves all weaponskill damage. I also think it would be cool if you gave RDM "red magic", spells that do more than one thing at a time! One example would be a spell that applies Paralyze, Slow, and Blind all at once! Requirements could include having all three spells, and a particular enfeebling magic skill level. Other examples could include elemental spells that induce an enfeebling effect on it's target (a Fire spell that inflicts Burn req. elemental magic skill x) or a Dia+Bio spell that gives an effect equal to both at once (req. divine magic and dark magic skill x). These could also require the use of a new Job Ability that cannot be used at the same time as Composure, in the same way Dark Arts and Light Arts function for a Scholar.

    Another idea I have in mind involves PLD. PLD needs to get provoke on it's own, though I understand the balancing issues that come into play with that idea (Utsusemi ><) so another idea would be to grant PLD a Job Trait that allows them to occasionally retaliate after a blocked auto-attack.

    My final ideas are to either abolish the requirement for assault tags for the old assaults (including Nyzul Isle) or to drastically increase the number of assault tags that can be saved up, starting at 3 and building up 1 per day up to 50 total. Lastly, cutting many old notorious monster respawn times to a reasonable level-- 20 minutes or something for NMs that generally take an hour to respawn perhaps?

    I know I've said alot, so thank you very much for reading and taking these ideas into consideration ^^ You guys are awesome, keep up the great work! Have fun catchin' up, Producer Matsui!
    (10)

  7. #7
    Player Teraniku's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    672
    Character
    Teraniku
    World
    Shiva
    Main Class
    WHM Lv 99
    Matsui-san,

    These are the things I want:

    1. A worldwide Channel in game specifically for forming Parties, completing mission content etc. Think of it as a linkshell where everyone on the server is automatically a member. This channel should and can be configured to be turned off or on through the configuration menus, so you can block it when you don't need it, or to keep lag down.

    2. revisit Campaign to allow skill ups and to be able to upgrade the highest tier armor sets.

    3. Story , story, story! Hope to see more wonderful stories. I want everyone on or past where I'm at to be able to help me, no more linking other content to keep everyone from helping each other like in Wings of the Goddess

    4.I want the enmity system fixed, like a lot of people, it's a big joke anymore. There's no such thing as a tank in the game when everything is zerged unless you need that proc on some mob.

    That's pretty much it for me for now.
    (14)

  8. #8
    Player Ellorion's Avatar
    Join Date
    Sep 2011
    Posts
    18
    Character
    Ellorion
    World
    Phoenix
    Main Class
    DNC Lv 99
    1. show last sold item list when you try to sell an item in the action house
    2. get shield skills like parry /guard ( it's alot easier to "re"skill parry nowadays than shield )
    3. add content /quests where you can choose if you wanna do it alone, lowman or alliance ( should also be doable alone )
    4. more good quests / storyline ( i don't care about any reward, as long as the story is entertaining and doesn't involve in moving from a to b to a every 2 min, just to read a single textline )
    5. i personally would love to see shield skill on blu ^^"
    5.1 ( question ): why does pup have throwing skill and nothing to throw and blu has throwable items but no skill?
    5.2 make it possible for pup to equip ammo while using the animator
    6. h2h weapons with the option to use grips would be nice
    7. spellsets for blu ( or at least something to prevent losing the current spellset when you use blu as subjob ( by accident )
    8. newer jobs don't get relic weapons, maybe a relic puppet? ^^" ( or any sort of new puppets )
    9. a pup attachment which priorizes trigger spells ( mage puppet ) in vw or abyssea
    10. a reraise / resurrection dance for dnc would be handy
    11. enhance the duration of spectral jig ( i know, that jig doesn't aggro mobs as magic spells do as an offtrade, but the mage spells last alo~t longer now )

    that's it for now, hope at least 1 persons feels the same ^^"
    (7)

  9. #9
    Player Dew's Avatar
    Join Date
    Mar 2011
    Location
    MolaMola Enterprises
    Posts
    115
    Character
    Dew
    World
    Bismarck
    Main Class
    RDM Lv 99
    Here is the things I want fixed or changed.

    1.Crafting/Crafting Materials.
    -Make most stack to 99.
    -Allow Singles, 12 stacks, and 99 stacks to be sold on the ah.
    -Revamp the guild to add more materials with higher rank in the craft.
    -Make some materials more available.(Staghorn coral, Penelope cloth, etc.)
    -Make a HQ on cloths, ingots, sheets, threads, and leathers result in more of them.
    -Create a material bag to store only materials in.
    -Add more guild items to improve skillups, HQs, and less material lose.
    -Create Expert and higher guild point items.

    2.Fishing
    -Fix the whole fishing system.

    3.Merits
    -Allow all of the merit weaponskills to be merited.
    -Add more misc merits like Haste, Cure potency, Waltz Potency, Accuracy, Attack, Ranged attack, Ranged Accuracy, Magic attack bonus, Magic Accuracy, Evasion, Magic Evasion, Magic Critical Hit, Critical Hit Damage, etc.
    -Add new merit groups to improve weaponskill modifiers.
    -Add Relic, Mythic, and Empyrean weapon specific merits.(After obtaining Lv.99 version.)
    -Add new merits for spell enhancing.

    4.Delivery Box
    -Allow all items to be transfered between characters on the same account.
    -Make all currency transferable through the delivery system.

    5.Auction House
    -Make new section for currencies to be sold on the auction house.
    -Increase the range of items that are auction houseable.

    6.Inventory
    -Make new mog sacks/sachlets.
    -Increase the inventory max to 160.
    -Allow furniture to be stored in a separate slot for decorating.

    7.Spells
    -Add new job specific spells to jobs with magic.
    (17)

  10. #10
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    What I want:
    * A more defined role for RDM. Any uniqueness has been eroded away since the level cap was raised from 75 to 99, either through subjob RDM or giving other jobs formerly unique RDM spells. Devastating enfeebles, tier III enspells, increase staff skill from H to B+, native sword-staff dualwielding, anything crazy enough to give the job it's unique feel back.
    * Upgrade PUP's Harlequin automaton. It's the first automaton you get, but it scales poorly compared to all other automatons. For example, give the Harlequin Head +1 rank in melee, ranged and magic at level 40+, make it attack with both hands like a monk (1 hit/hand), give it one or two unique weaponskills to set it apart from the mage frames with the same weaponskills, etc.
    * Give players reasons NOT to level a job from 30 to 99 in a few hours just by leeching exp in abyssea.
    (7)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

Page 16 of 57 FirstFirst ... 6 14 15 16 17 18 26 ... LastLast