Page 32 of 57 FirstFirst ... 22 30 31 32 33 34 42 ... LastLast
Results 311 to 320 of 586

Dev. Posts

Hybrid View

  1. #1
    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)

  2. #2
    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)

  3. #3
    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.

  4. #4
    Player Sargent's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    281
    Character
    Sargent
    World
    Leviathan
    Main Class
    SMN Lv 99
    For Summoner in particular:
    - Add a JA outside the new 2-hour to allow for a lower Blood Pact delay, or...
    - Increase the cap on Blood Pact delay- from gear

    - Add some sort of food that's more useful than MP+ food. Something for the avatar would be nice.
    (23)
    SMN99/SAM99/DNC99/PLD99/THF99
    Summoning magic skill: 545
    Hvergelmir 90

  5. #5
    Player Plasticleg's Avatar
    Join Date
    Aug 2012
    Posts
    202
    Character
    Zerichtwo
    World
    Siren
    Main Class
    WHM Lv 99
    yo homeboi, i thought i'd drop on down to your crib and tell ya sum hot tips about how2run this game.

    if ya wanna be my dev, you gotta get with rdm (gotta get wit rdmmmmmm)
    give 'em something useful for alliance playayyyy.(oooh not meleeeaiaiai)

    now it's officially a translation nightmare.
    (2)

  6. #6
    Player
    Join Date
    Mar 2011
    Posts
    87
    I understand summoner is a "powerful job" but please revamp the bloodpact system, get rid of the BP recast time limit or increase the BP dmg by 2x to 3x what it currently is. The fact that I can hop on SAM and do a WS every 2-5 sec (more or less) for more dmg then my Avatars who have to wait 45 sec to attack again is quite disheartening. This is not balanced, if BPs were 0 MP then I could see some semblance of balance but they're a lot of MP and do less then a BLM. Honestly before I even got this game I wanted to be a SMN/BLM but that dream was shattered and now I'd just like to see an increase in damage. I'm not asking to be a top DD, I'm just asking to, at the very least, be considered a DD. Most of our buffs and debuffs are mostly too weak to solidify us as anything more then a slot for Perfect Defense and Stun.

    Before anyone brings up the fact that they are "hate free" Sorry to say, Enmity does not matter anymore.

    With that said, I will be very disappointed if Cait ends up being some gimmicky avatar like Fenrir/Diabolos/Carbuncle.

    Carbuncle: Lower Perpetuation but weak attacks, less HP. Now useless because all avatars are free.

    Diabolos: All his attacks are situational and gimmicky making him nearly impossible to efficiently use. MDB is nice but nearly worthless most of the time. Phalanx still weak and never increased past 75 cap.

    Fenrir: Lower Perpetuation, Higher Attack and Attack Speed, but drastically lower BP dmg overall lower damage and all Buffs/Debuffs are dependent on Moon and quite outdated. Only useful for soloing @75, useless at 99.

    Now lets talk about the Avatar BP Damage Equation.

    This is as close as we've come to understanding Avatar BP damage:
    BASE DAMAGE = (AVATARS LEVEL * 0.74) - MONSTER VIT/4
    Damage = (D+fSTR)*M*PDIF
    M is a multiplier based on the BP, and PDIF capps at 4.2
    fSTR is the Avatars STR vs the monsters VIT

    Now right away you should notice a big issue: The stronger the monster is (the more VIT it has) the lower the avatars base damage is.

    This is a double penalty! Players only have to deal with fSTR that has a min and a max where as Avatars just keep getting weaker the more VIT a monster has.

    To make matters worse, we have basically no way to increase Attack, Accuracy, or Strength. Furthermore on weaker things Crits do not allow us to exceed the 4.2 PDIF cap so Crit gear becomes worthless (the one thing we seem to actually be able to to get a decent amount of)

    I would also like to note that Double Attack does not work on Blood Pacts, it simply adds an extra NORMAL attack. While Players get a Boost of 1.0 to their fTP function we end up with 1 normal melee hit. Our "M" multiplier should go up, this would also make Nirvana a better piece since DA/TA on it would proc on BPs significantly increasing damage instead of adding a couple hundred points of damage.
    (18)

  7. #7
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Please come up with a better system for storage, or at the very least, put the porter moogle inside the mog house (or put mogs near the porter moogle?). Anything to make changing jobs (which you have to do a lot more often nowadays) faster.

    SOme sort of gear set storage system, where you could store all the items for a particular job and swap them all at once, I don't know... something.
    (8)

  8. #8
    Player Siviard's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    336
    Character
    Siviard
    World
    Shiva
    Main Class
    BST Lv 99
    Mr. Matsui,

    I sincerely hope that you ask the playerbase what they want and/or desire more than just once. Perhaps after each major update? That way, it will give us (the players) time to play with all of the new things that were provided to us, and after a time, we can provide feedback to you on how things can be further improved as well as present new ideas (or re-hash old ones) that could possibly be implemented into the game that would be both fun and beneficial to the players.

    I apologize for sounding like a broken record, but once again, I thank you for your time, and consideration.
    (16)

  9. #9
    Player Smokenttp's Avatar
    Join Date
    Mar 2011
    Posts
    105
    Character
    Smokenttp
    World
    Asura
    Main Class
    RUN Lv 99
    Quote Originally Posted by Siviard View Post
    Mr. Matsui,

    I sincerely hope that you ask the playerbase what they want and/or desire more than just once. Perhaps after each major update? That way, it will give us (the players) time to play with all of the new things that were provided to us, and after a time, we can provide feedback to you on how things can be further improved as well as present new ideas (or re-hash old ones) that could possibly be implemented into the game that would be both fun and beneficial to the players.

    I apologize for sounding like a broken record, but once again, I thank you for your time, and consideration.
    This make a forum section especifically for this in all lenguages so you know where to check for feedbacks/sugestions once a month
    (2)

  10. #10
    Player ThaiChi's Avatar
    Join Date
    Mar 2011
    Location
    Bastok//Quetzalcoatl
    Posts
    95
    Character
    Kelga
    World
    Quetzalcoatl
    Main Class
    NIN Lv 99
    Mythic Weapons: Please lower the Alexandrite requirement, one half or one third would be acceptable. The time it takes to collect Ichor, Nyzul Tokens, re-do assaults parallels the time it takes to build a dynamis relic from scratch already, and I haven't even considered the time it takes to collect 100k ichor with 72 hour/6man restriction on Einherjar. And that's just one part of the quest. I mean if people were crazy enough to repeat a mythic quest, they wouldn't have to worry about collecting the 3 AU beastmen kings, captain, etc., but getting started is daunting enough. Whereas an relic entails collecting the base weapon and turning it in with 4-6 100 currency, or an Empyrean Weapon that just requires you to kill some very old NMs. If you're going to make relic class weapons accessible to the common populace, at least let it be done across the board.
    *edit* I'm quite aware of the forthcoming salvage update, but as new nyzul proved, the bazaar prices could go either way.

    Ninja: Utsusemi San. Yes, I know Ninja main already has superior shadows, but the benefit of Utsusemi Ni was as much its casting time as it was the number of shadows you get in regards to Ninja subbed. While shadows may no longer be an acceptable form of defense in today's voidwatch and AoE-heavy atmosphere, I don't think it'll screw up the balance of Ninja in comparison to other jobs. Ninja with just 5 shadows is already untouchable in most low man content. Jubaku Ni would be welcome as well.

    Heavy Metal plates: they should be as common as riftsand, really. If you're going to collect 1500 of these, its not viable to do unless you're actively buying them from bazaars, which I presume was the point. But riftsand is hard to sell and has even less of a use. It's less common to find players making a second pass on a weapon that uses silver mirrors/riftsand than it is to see someone who has two or three empyrean weapons. The 60 Dross/Cinder following the HMP trial is still there to give something to work on as there's only 4 sources in the game that provides those upgrade items.

    Salvage 2.0: Please, please, please, please, please, please, please, please, please, please, no more Rampart NMs. A chance of a chance of getting something is horrendous.
    (17)
    Last edited by ThaiChi; 08-18-2012 at 06:48 AM.

Page 32 of 57 FirstFirst ... 22 30 31 32 33 34 42 ... LastLast