Page 30 of 59 FirstFirst ... 20 28 29 30 31 32 40 ... LastLast
Results 291 to 300 of 581
  1. #291
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Add the following spells to RDM (Red Mage) (NOT SCH, WHM, GEO, BLU, SANTA etc....)

    Faith
    Self-target
    Duration: 5 minutes
    Grants increased magic attack bonus and accuracy, also grants a Refresh effect. (Refresh I potency)

    Brave
    Self-target
    Duration: 5 minutes
    Grants increased attack and accuracy, also grants a regen effect. (Regen II potency)

    To balance it: only one spell can be active at a time.

    I realise this wont be added, but it would go quite a way to pleasing both the anti and pro melee crowd.

    ---

    Also please adjust RDM's merits, I'm thinking along the lines:

    Group 1:
    Convert Recast: (fine as is, if anything -30 seconds instead)
    All Elements Magic Accuracy: +3 per merit level
    Enspell effect: +3 DMG per merit level
    Phalanx effect: +2 per merit level
    Fast Cast effect: +2% per merit level
    (contemplated) Enhances "Refresh" Effect: +1 per merit level.

    Group 2: (remove the spells and make them scrolls 70~75)
    Enfeebling Magic effect: +2% per merit level
    Enhancing Magic Duration: +10% per merit level
    Double Cast - Duration 1:00 or first spell cast - Recast: 5.00: Cast two spells consecutively (each additional merit reduces MP cost by 15%)
    en Guarde - Duration 5 minutes - Recast: 5 minutes: Grants access to additional weapon skills. Each additional merit increases accuracy by 5

    PS. Make Enspell II potency based on enhancing magic skill on cast like the tier I line.
    (21)
    Last edited by Daniel_Hatcher; 08-18-2012 at 08:23 PM.

  2. #292
    Player Tile's Avatar
    Join Date
    Dec 2011
    Posts
    336
    Character
    Tilemon
    World
    Carbuncle
    Main Class
    SAM Lv 99
    Quote Originally Posted by Okipuit View Post
    There is no need to write a book either. Brevity is just fine, so please try your best to be as concrete as possible.
    is the thread a nightmare to translate yet?
    (4)
    Quote Originally Posted by Camate View Post
    Quote Originally Posted by Akihiko_Matsui
    This goes the same for extremely difficult content. (Naturally it’s not easy since it’s extremely difficult…)
    Quote Originally Posted by Camate View Post
    as long as you don’t have severely bad luck.

  3. #293
    Player Siviard's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    336
    Character
    Siviard
    World
    Shiva
    Main Class
    BST Lv 99
    Quote Originally Posted by Tile View Post
    is the thread a nightmare to translate yet?
    I'm willing to bet there is some rampant use of translate.google.com over at the offices in California right now. I know I use it, even though the translation from English to Japanese isn't 100% perfect (and vice versa) it at least gets the point across.
    (2)

  4. #294
    Player Kaych's Avatar
    Join Date
    Mar 2011
    Posts
    210
    Character
    Kaych
    World
    Asura
    Main Class
    SMN Lv 99
    Since this thread was made to express what each of us want, I won’t bother reading all the posts. I’ll just post what I want and if any of my points have already been said, I think it is worth repeating. I want to talk about certain game mechanics that is driving me nuts and a little about mage jobs:

    I general I want a gear-lock bonus. Which means you need to lock your gear at your MH and you can choose various buffs like double attack, MAB 30 etc. If you change your gear outside the MH, you lose your buff until you go back to the MH again and reactivate your buffs. I want also to not be given these buffs, I want to EARN them via quests and missions (similar to certain Abyssites and & Atma).

    I want a predefined item-list to each job where we can choose to link items to a job. This means when I switch from WAR to BLM, I automatic get all the gear I need for my BLM in my inventory. When I then change back to WAR, I will have all the WAR-gear in my inventory. This avoids manually selecting all the gear I want all the time.

    I want quests and missions to not be repetitive. If I want to raise my fame, I want do 20 different kinds of quests for either one person or many, not 20 times the same quest over and over. This makes the game boring and it becomes more a job you need to do order to have fun later. I want to have fun all the time. That’s why I am playing a game -.-

    I want SE to give specific answers to why they can’t introduce certain things to the game. The good old answers like “Game balance”, “game limitations, “working as intended” etc, just don’t cut it. I want to know specifically why certain things can’t be introduced in the game.

    I want SE to not spend years on “fixing” things that has been implemented. It took them forever to finish WotG and updating all the items to Trial of the Magians. When you introduce something I don’t want a half finished job (or in very many cases, 1/50 finished jobs). I want to be able to enjoy the full content right away when it is released. I get that you might meet some bugs along the way that you need to fix, but when SE don’t even think how much they gimp the rest of the whole game when they introduce abyssea, it is just bad planning. Don’t get me wrong, I LOVED Abyssea, but it destroyed everything else in the game and it took a long time before SE did anything about it. I want SE to plan properly to avoid these annoying and frustrating situations.

    I want a proper mission-seeking system. The search system SE has to find people on the same quests/mission is horrible. I want to activate a mission and make it public to the whole server that I am on that mission and am looking for fellow partner to finish that mission. I really hate the game WoW on many levels, but one of the few things they have gotten right is how you can flag your missions. I want you to check out how their mission system works because SE’s search system is inferior on so many levels compared to this. This will help so many people finishing what they want and it could open up a new system of “points”. If you repeat a mission you can create a new reward-system for veterans who not only help out fellow Linkshellers and friends, but also newbies. These points can be used to get cool and new gadgets. So many people don’t progress in this game because so few want to help them. I see so many shouting for hours just to get passed a lvl cap mission. I want this to stop. I also want to look for party with multiple jobs.

    I want Abyssea cap to be raise to lvl 70.

    I want weponskills to matter for mages. I want them to stop swapping gear. I want them to keep and gain their TP when they use spells and abilities. I don’t want them to just get 1 or 2 TP when the do magic damage, or heal etc, but I want them to get the same amount of TP they would get when they would melee. The amount of TP they would get should be adjusted to how much you heal, if a debuff lands, how much magic dammage you do, how long the spell takes to cast, etc. This would give them the chance to use WSes in parties. I want WSes to be just as useful as spells. I want for instance RDMs WSes to double the length of debuffs, WHMs to have a regen-aoe WS, SMNs to perhaps use a different ability to their pets or summon new avtatars, etc etc. I have so many examples, but I will stick to only a few. The potency of these WSes gets much better the higher TP you have and they should last a very long time like 10 – 30 mins.

    I want the 6-man-parties back… with a twist. I want the mobs to take MUCH longer time to kill. I want the team to really figure out a tactic to kill the mob. I really miss the Weaponskill (WS), Skillchain (SC) and Magic burst (MB)-system and I want this back. I have hardly seen anyone deliberately skillchain since the lvl 75 cap. I want to really feel like I have slain a challenging mob and get a very good amount of exp after. I also want to get more EXP from a mob if the party uses SC and MB on it.

    I want the RDM job to be better at meleeing. They hardly do any damage compared to the melee-DDs. They should have access to better swords and I think all of the en-spells should become better and do more damage as you level up. I also think they should have en-debuff spells, like enBlind, enParalyze etc. They should also get TP as they land a successful debuff spell. I think they should get significantly better debuff-accuracy when they wear daggers/swords than when they wear staffs. In my opinion RDMs should never wear a staff. I want them to have a permanent high bonus when equipping Sword or Dagger.

    I want a “charge system” for SCHs. SCHs in other Final Fantasy games didn’t have MP (I don’t know if this is the case in all FF-games, but for the ones I played it was). They had 9 charges of Cure I, 6 charges of cure II, 3 charges of cure III etc. Since MP is already a well-established part for SCH’s already, it would be cool if they could instead give away their charges to other jobs. For instance give cure III’s to the WAR or the DRG so they could heal themselves when they needed to. Give away Regen III to the PLD so he can use it when needed, recover MP to other mages (or himself) so they can recover MP when they need to. When the spell is used it won’t cost any MP and it takes a certain amount of time before it gets recharged. Each spell should be adjusted according to the spell and lvl. This would give the SCH a unique aspect to the game, making each and single job more independent.

    I want the SMN to also be “tactical mages”. They should have the possibility to DD equally to mele,- and magic-DDs. Since their bloodpact (BP) is on CD for so long, they can’t compete in damage to BLMs or melees. I want the recharge on BPs to get lower as you lvl. Being able to only paralyze once every 1 minute is ridiculous. I want a jobability (JA) for SMN that transfers their damage to the pet. This means SMNs could melee much safer and at the same time their pet dies faster if they are not careful. The “sit-back-and-enjoy-the-view” summoner never worked for me, but the SMN should have the possibility to do both and gain different rewards from it. Like if you use many spells and “sit-back-and-enjoy-the-view”, you could get a WS that protects your pet from damage. I want summoners to have Summoning magic A+. If you will not introduce the job Invoker to the game, then I don’t see the point of gimping SMNs with this skill. They are the only ones who can use summoning magic and should therefore have the best possible skill…

    I want WHMs to have Bar-element spells that last longer as you level. I also want them to be able to absorb the spells, causing them to heal instead of taking damage. This absorb effect depends on the enhancing skill. I want Bar-status spells to be able to completely resist status-spells, again if you have high enough enhancing skill. Since enemies use Sleep I, Sleep II etc, the enhanching skill would need to be higher in order to resist it. It also depends on your MND and the enemy’s INT.

    There is so much I want in this game and I can’t remember everything right away so I will edit my post as I remember more stuff. If you read this far I commend you for going through the wall of text.
    Thank you <3


    EDIT:
    -19 August. Thank you for likes More inventory space please. Upgrade the system if you need to and hire 20 temp-employers if you do not have enough manpower^_-
    -
    (5)
    Last edited by Kaych; 08-19-2012 at 10:46 PM.
    Its sometimes best to agree to disagree ^_-
    -----
    "/sigh factor" is when:
    - You are asked to set your HP when you already have your HP set the place you exit. O.o?
    - You need to repeat a quest a 100 times in order to cap your fame >_>

  5. #295
    Player Sayomi's Avatar
    Join Date
    Mar 2011
    Location
    Titan!
    Posts
    71
    Character
    Wolfeater
    World
    Phoenix
    Main Class
    NIN Lv 99
    Ballista overhall/revamp, why? Because John Madden told me to say so.
    (0)
      /l、
    ゙(゚、 。 7
     l、゙ ~ヽ
     じしf_, )ノ
    United States Postal Service Postmaster

  6. #296
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Okipuit View Post
    Happy Friday!

    Thank you for the large amount of responses thus far! We are doing our best to compile them all, translate them to Japanese, and have Producer Matsui read over each and every request.
    After reviewing some suggestions that have been provided so far, we would like to once again make a request. We have been coming across feedback suggesting to “revamp it!” or “fix it!”, etc. In order for us to properly communicate your ideas, we need specific information, such as how we should fix it and what we should do.
    There is no need to write a book either. Brevity is just fine, so please try your best to be as concrete as possible. Please refer to the requests Producer Matsui made and again, thank you for all of your feedback!
    On that note: Could you please employ a translator at the JP support center? or at least allow the NA support people to handle these accounts? I haven't been able to log onto my JP account that I've had since 2003 for almost a year now because I can't get anyone to help me out there. Just unlink the damn account so I can attach it to my NA Square Enix account >.<
    (9)

  7. #297
    Player Detzu's Avatar
    Join Date
    Aug 2011
    Posts
    13
    Character
    Detzu
    World
    Cerberus
    Main Class
    DRK Lv 99
    I want merit weaponskills 5/5 for all weapons not only for 3.
    (28)

  8. #298
    Player
    Join Date
    Mar 2011
    Posts
    391
    Pretty worried that he said he'd be taking special note of posts with high "Likes", considering the nature of this forum, and more so this thread, most people are just going to post their opinion and at best read a page or two of other peoples, even when people agree they rarely "Like" a post. Seems to me like he could save himself a lot of work by just going "This week I'll take player feedback on X, Y and Z" and getting the community reps to make threads like this in their respective forums. It would take longer but at least it would provide a much clearer sense of our opinions, heck it would probably be faster considering the jumbled mess he must be getting on his desk right now.

    Anyway, SCH suggestions, spoiler'd for length:

    -Native Haste on SCH and Accession Haste for all. Embrava is seemingly the epitome of SCHs Light Arts spells, it provides Regen (Duh), Regain (SCH being the only job that can cast this with Adloquium) and Haste. The logic isn't hard to follow.

    -Modus Veritas is broken and the development team isn't fooling anyone when they say "It's working as intended". I say revamp this whole ability because it has a lot of potential, currently it is meant to enhance the effect of Helices, we cast a Helice on the target and use Modus Veritas on the target, doubling the damage of the Helices DoT and halving its duration (or less depending on merits). Seemingly the only reason this was done was so we could stack the ability with other SCHs, though the only time this was ever done the development team overreacted and gave the ability an massive accuracy penalty, it down right doesn't work on most endgame monsters, effectively making the ability (and merits) completely worthless. I say have it so we use Modus Veritas before casting the Helix, with it retaining the exact same effect. Furthermore, why limit it to Helices? SCH is very much a job about dichotomy with Light Arts and Dark Arts, why do we have an ability which specifically only works on one spell set? Have it work on Regen spells as well (the Light Arts equivalent to Helices), there was also plans for SCH to get a -TP/tic enfeebling spell as well, which would be the Dark Arts equivalent of Adloquium, having it work for that spell and Adloquium wouldn't hurt either.

    -Increase the range on Libra. Simple enough, currently we have to run in range to use this ability while all spells and abilities like Modus Veritas can be used without moving for our standard position. There is absolutely no reason for Libra not to have the same range as Modus Veritas.

    -Add an ability in a similar style to Sublimation for Enmity, which can be used on any party member. When used it starts draining a set amount of the targets Enmity over time up to a certain cap, when used again it transfers the stored Enmity to the new target. Simple.

    -A spell version of the above would be nice as well, I'd say make it a Dark Arts version of the Animus spells though. You cast them on the monster and the spells effect lasts for a short time (10~30 seconds), depending on the spell any Enmity generated or lost during the period of the spells effect is reverted. So you cast the +Enmity version of the spell and any Enmity generated during the duration of the spell wears off with the spell, cast the -Enmity spell and any Enmity lost is regained.

    -Adjust the Animus spells, rather than providing static +/-Enmity stats like they currently do, continue with the theme of SCH being a DoT oriented job and have them remove or add Enmity over time. I'd suggest +VE and -CE over time, I'd hope the developers know what I mean by that (or at least the community reps since they'll be the ones translating this, if at all). To my knowledge CE is static and doesn't decrease over time while VE does decrease, that should be enough for them to know what I mean, right?

    -An ability that allows Stratagems to last for an additional spell cast. Fairly simple, you use this and whatever Stratagems you wish to use for your next spell, upon casting that spell it gains the effect of any Stratagems but the Stratagems themselves do no wear off as they normally would, allowing you to cast an additional spell with those Stratagems. This could be achieved by having the ability used before a Stratagem with that Stratagem alone gaining an extra cast, or (and I much prefer this) you can use this ability and Stratagems in any order, the ability produces a status effect which is used up upon casting instead of the Stratagem(s) allowing the Stratagem(s) to last for an extra cast.

    -A Dark magic skill version of Storm spells. Double weather for SCH is something which has been hotly debated since this site launched, with one side claiming it's a natural progression of SCHs existing spell line and the other claiming it would be overpowered because SCHs apparently don't share weather, I think this should solve any issues anyone has with the idea of double weather. In a nut shell, Storm spells under Dark Arts which you cast on the monster, giving them the weather effect. Lets take a Fire Elemental, cast the Water version of this spell line on it and it gets the negative effects you'd expect from their being Water weather in the area, furthermore anyone casting Water elemental magic on it will gain the same benefits they would from their being Water weather. Since this is cast on the monster and not the players it would provide everyone the weather bonus, meaning nobody can claim SCHs wouldn't share it, while at the same time effectively providing double weather when stacked with the existing Storm spell line. While double weather would provide a small bonus for SCHs not sharing weather (5%) I think the main issue was double Light weather letting SCH do to WHM what it did to RDM, and since you can't enfeeble party members that isn't really an issue.

    -Tier 2 Helices, rather than being 8 spells of higher strength than the existing lot, I'd suggest basing them off Skill Chains, so Fusion Helix (Fire + Light) and so on, with their Skill Chain property when used with Immanence reflecting that.

    -An ability which switches the current Arts effect. I would have much preferred this to Enlightenment since it would be far better for emergency situations, Enlightenment lets you cast one spell from the opposite Addendum (with negative effects applied, something that should also be fixed I guess) without Stratagems, it's not that it's useless, just that it's very rarely useful. Having an ability that switches you from one Arts to the other or one Addendum to the other completely would be far more useful since we'd have no casting penalties, it would last for however many casts we need and we'd have access to Stratagems.

    -Nerf Embrava. No, seriously. Make it (and Kaustra) into a 1:1 copy of Alexander and Odin. Lower their duration and make it so casting them uses up Tabula Rasa. I'd say remove them all together actually, along with Alexander and Odin. If game balance is to be based on two or three jobs having extremely useful 2Hr abilities then it isn't balanced. I'm sure SMNs would much rather have Alexander and Odin as regular summons anyway.

    -A Relic Grimoire, similar in style to what Gjallarhorn is to BRD. I imagine something like this could be done for some of the other jobs which are randomly denied Relics. Should be too difficult to pull off, design the items and add Animated Grimoires to Dynamis. A Relic Frame or Animator for PUP with Animated Puppets in Dynamis, a Relic Bell for GEO with Animated Bells (they'd effectively be clubs but who cares). Not sure about BLU/COR/DNC/RNF but then again I'm not payed to do the developers job for them.


    Now, on to the subject of this games Enmity system (something tied to SCH, considering Enmity control was the plan moving forward from Lv.75, what ever happened to that?). I think the major problem with the Enmity system in this game is that it is solely something for determining which person a monster focuses on, given all the numbers involved it could do so much more and add a whole new aspect to battles.

    -Give every job some means of reducing and generating specific amounts of Enmity, less job abilities like Super Jump and Enmity Douse and more like High Jump, but with clearer workings like Accomplice (to this day do we even know how much Enmity High Jump sheds exactly?). Additional items like Icarus Wings could also be added, but rather than adding TP they remove or generate specific amounts of Enmity.

    -Expand upon jobs like THF and SCHs party Enmity management roles, allowing them to become more efficient at directing party Enmity. I'd also add similar roles to jobs like BRD and COR, though to a lesser extent, I think THF could do with some more work but I'm no THF and SCH could do with a lot of work (some I've already made suggestions for), all Libra is really good for right now is telling people to stop because they're gaining Enmity. While that might be a legitimate tactic in reality, I don't think anyone logs on with the intention to stop playing, if I'm a damage dealer who's enjoying doing damage, do I want to be told to stop doing it because of Enmity? No, I want something I can do, or that someone else can do, that will let me continue playing as I am. A means to rapidly decrease someones Enmity or rapidly raise it would be much better than Pax and anti-Pax.

    -Give every job new abilities/traits/spells which have an "Enmity sweet spot", as well as adjusting some existing abilities/traits/spells to work in a similar way. What do I mean by a "Enmity sweet spot"? Simple. The fundamental idea is very similar to how CORs rolls work, with each roll having a specific number that provided the best results (until the developers decided that 11 should be the only number CORs should remember), but the aim here would be to work with Enmity levels instead. So lets say one ability works best when your Enmity is in the 70~80% range (going off Libras readout), on a damage dealing class which isn't meant to tank this would provide incentive to reduce their Enmity and let the tank tank. It wouldn't have to be attack style abilities like Jump which get this kind of bonus either, stance style abilities like Hasso could have similar effects which would provide incentive to keep your Enmity at a specific level for prolonged durations and of course job traits, for traits I'd just adjust existing ones, Bonus (Attack Bonus, etc.) and Resist traits specifically.

    -Expand this line of thinking over to weapon skills as well. Currently we have at least a dozen weapon skills per weapon, if not more, while only a couple are really ever worth using seriously. By giving certain weapon skills a bonus when used at specific Enmity levels you'd add an extra level of thought to the game rather than the current mentality of spamming the same weapon skill over and over. This has already been done with Atonement if I remember correctly.

    I think something like this would provide a certain degree of skill to the game, anyone can spam their abilities and weapon skills ad nauseum but using hate shedding/generating abilities and items while communicating with THFs/SCHs would at least require more than a single hit of the macro. Rather than spamming the same weapons skills we'd be thinking "Oh, my Enmity is X so I should use Y rather than Z" and as long as there isn't a universal Enmity range for all of a jobs abilities/traits/spells we could be going "I want to keep my Enmity around X for this ability but I can spike it up to Y for this one then have the THF/SCH remove the additional Enmity to put me back down to X". I certainly think it would make fights more dynamic and interesting, though in reality it would probably turn into some awful thing like the Stagger system.

    Obviously it would put a large emphasis on Libra, making it by far the most important ability in the game (as apposed to the most worthless one like it currently is) since it would be important to know your Enmity levels and to that end I'd suggest putting an item in the game which is readily available to all (probably through crafting) which does the same thing. It certainly wouldn't hurt to add something like this, it takes nothing away from the current game mechanics, it just adds a new aspect of battles which provide benefits to the people who try. Rather than the Stagger system you don't have to invite certain jobs for certain abilities since everyone would have some means to control their Enmity (though I guess you could argue THF and SCH would be extremely useful) and it's not rewarding everyone for one persons actions by refreshing everyones temporary items, it rewards the people who take the time to work on their Enmity.
    (9)

  9. #299
    Player ffxititanplayer's Avatar
    Join Date
    Mar 2011
    Posts
    20
    Character
    Dragoonkiller
    World
    Phoenix
    Main Class
    RDM Lv 99
    Thanks for listening to the fan base for once. I basically just want to have RDM put onto the gear BLU is put on, they are on both the mage and melee pieces and i think if both jobs have the ability to melee they should be on the same pieces. Also on a side-note, how about taking a look at SAM ws accuracy? Its horrible compared to all the other jobs, thanks for your time.
    (4)

  10. #300
    Player Sarick's Avatar
    Join Date
    Apr 2011
    Posts
    732
    Character
    Saricks
    World
    Fenrir
    Main Class
    RDM Lv 99
    I want a system that allows me to store more items.

    If you are limited by 80 spaces per page could you please make it so I can have storage designed for specific items on top of standard inventory?

    Here are two examples.

    Mog House will only allow furniture in it's 80 spaces. (Items in the current mog safe will become the mog inventory house) Non-furnature items can be removed just not placed back in this area once the change is made. A new Mog Safe will be created for those items. This will allow people space to decorate their mog houses without the Mog Safe space being consumed.

    Make Separate limited inventories for Linkshells (Link Box) Key's (Key Chain) and (Consumables) Food Pouch, Medicine Bag and Crystal Case. This unlocks space for other items in main inventory. It would also automatically consume items from these areas if they are called in macros.

    I'd also like to see mog house furniture that serves a utility when it's set inside the mog house. Crystal Combiner or Synergy Stove.

    Increase the macro lines or allow us to create sets that remember equipped items.
    (19)
    Last edited by Sarick; 08-18-2012 at 06:24 AM.
    Developers take notice when a post has a lot of likes. Please support your fellow posters if they make good suggestions or comments by clicking the like.

Page 30 of 59 FirstFirst ... 20 28 29 30 31 32 40 ... LastLast