Overall:
*Give us events that don't require XYZ jobs to even have a chance of winning. Give players a reason to use the jobs they enjoy and stop elitists from cheapening the experience.
*If there must be an element of luck in the reward system, there needs to be a progressive component that encourages persistence. The game cannot sustain itself otherwise.
*Give people a chance to stop catastrophic TP moves, especially AoE moves (which needs to be more limited in its use). Giving NMs immunity to Stun or making the TP moves instantaneous is a rather cheap means of increasing difficulty.
Jobs:
*Summoner: No need for new avatars. Let's have final level 99 Physical BPs that outclass those of level 70 in terms of damage and accuracy. Give party members a beneficial aura for a certain time after use.
*Red Mage: There need to be a few things done to give back this job's identity. First, give the job some melee-specific Job Traits naturally (Attack/Accuracy Bonus, TP Bonus, etc.) to boost it's fighting potential. Moreover, introduce a Red Mage-exclusive (level 50+, 3 tier) Enhancing Spell Bonus Trait that gives extra Attack/Accuracy/Magic Damage when using Enspells. Secondly, Brave and Faith spells, again exclusive to RDM, would solidify the job's support aspect if it is modeled after the spells in FFXIII. A Pain-type spell would reinforce the job's enfeebling mastery.
*Paladin: I stand by my position to either raise the enmity cap exclusively for Paladin or lower the cap for all other jobs. I would also ask to reconsider the developers' resistance to raising PLDs damage potential through adding offensive job traits naturally. It would also be nice to give the job access to Hexa Strike since PLD has higher club skill than WHM (Sorry, Realmrazer just doesn't cut it as it is right now).
*Thief: Please improve Steal's success rate or just decrease it's cooldown time to 1 or 2 minutes. Other than this, I don't have much to request.
*Bard: More combo instruments would be great to lessen the inventory burden.
ToTM:
*Consider retooling the weather patterns in certain areas to give equal chance for either pattern.
*Allow Scholar's -storm spells to count toward kill quotas as long as that weather would occur naturally in the area (e.g. Thunder in Vunkerl, Gloom in Uleguerand). Also allow the spells to force geode drops while under the spell's influence.
Magic skills:
*Allow spells cast on other players and Adventuring fellows to increase Enhancing/Healing/Divine skill at the same rate as Enfeebling/Elemental/Divine skill when offensive magic is cast on monsters.










