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  1. #1
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    Quote Originally Posted by Ophannus View Post
    How does Double Attack, Haste, Triple Attack translate into Refresh for mages? Since CoP, mages have been getting incredible amounts of "Fast Cast" "Conserve MP" "Quick Magic" and MAB gear such that almost every mage can get capped casting speed, which further makes RDM less special(RDM's special trait is Fast Cast but many mage classes can cap Fast Cast too).
    You're right, attack speed and MP aren't exactly equal, if melees had to worry about fatigue, the comparison would be easier to see. The melee may keep attacking so long as he isn't dead, but a caster can stack all the Fast Cast he likes and will still need to take a knee without the aid of special items or atmas.

    The point here is staying power, and while melees have ample equipment to support their specialty (combat), casters don't really get a whole lot keeping them up and casting.

    Since the game's release, Refresh has been treated like delicate glass, and the developers are only just deciding to offer it on more than a few high-end armors. I want to see more equipment that brings in as much MP on a regular basis as is spent.
    (1)
    Last edited by Sunrider; 08-20-2012 at 07:47 PM.

  2. #2
    Player Justinmx's Avatar
    Join Date
    Oct 2011
    Posts
    5
    Character
    Justinmx
    World
    Asura
    Main Class
    NIN Lv 99
    Change the Octave Club and make it exactly like the Kraken Club and get rid of this crap;
    Hidden Effect
    Occasionally attacks two to eight times if your Main Job level is divisible by 8 (level 64, 72, 80, 88, 96).
    Occasionally attacks twice if your Main Job level is divisible by 2 (66, 68, 70, 74, 76, 78, 82, 84, 86 90, 92, 94, and 98 excluding 64, 72, 80, 88, and 96).


    We earned it the same way as the Kraken Club before it was changed, so why should it be inferior?
    (15)

  3. #3
    Player Mirvana's Avatar
    Join Date
    Aug 2012
    Posts
    10
    Character
    Mirvana
    World
    Sylph
    Main Class
    DNC Lv 99
    Because you could dual wield it with regular Kclub and pretty much always hit the 8attacks cap each round. Both are pretty irrelevant nowadays anyway with MINOR exception.
    (1)

  4. #4
    Player Justinmx's Avatar
    Join Date
    Oct 2011
    Posts
    5
    Character
    Justinmx
    World
    Asura
    Main Class
    NIN Lv 99
    Quote Originally Posted by Mirvana View Post
    Because you could dual wield it with regular Kclub and pretty much always hit the 8attacks cap each round. Both are pretty irrelevant nowadays anyway with MINOR exception.
    Even so, not everyone has both. One of the main uses for a K club was for DRK zergs, which is probably obsolete by now due to Embrava/PD zergs. I just thought it would be nice to get some real use out of it, be it skill ups, procs in VW, on RNG or even just using it for fun.
    (2)
    Last edited by Justinmx; 08-23-2012 at 06:09 PM. Reason: Spelling is hard!!!

  5. #5
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    White Mage melee is in a bad spot (similar to Red Mage melee, both need more boosts) compared to the position it had at 75 cap.

    In a party, if you're dropping your healing to take a different role, there is no good reason why you shouldn't be compensated equally to the amount of healing you're not doing to do that role, and White Mage has a lot of healing power to trade.

    White Mage is no longer the undisputed best job at dealing damage with a club. While Hexa Strike has been our go to for years, Realmrazer now does more damage then Hexa Strike does in stable conditions, particularly against higher level mobs, and this is after Realmrazer was nerfed in order to encourage White Mages to use Hexa Strike. This means jobs with better gear options like Warrior or Paladin (which has a higher club skill) can more reliably do damage with a club.

    I'm not really asking for Hexa Strike to be buffed or for Realmrazer to be nerfed - although a new White Mage exclusive damaging weapon skill would be nice - but instead, I ask that White Mage once again is the best job at dealing damage with a club again. Whether this is done with direct adjustments to White Mage such as raising our club skill, adding a new weapon skill, or fixing Afflatus Misery, or with gear options, or in some other way is up to you, but I ask that White Mage is one again the best with the club.

    Can we learn why the magian trial clubs were regulated to wands instead of higher damage hammers? Was this for when Geomancer is added at least?

    White Mage armors aren't being kept up as well as they were at previous levels, and White Mage is left to try to equip for melee setups with the oddball mage pieces, bad sidegrades, or to try to make do with the armor that was amazing at 75 cap. Some of the mage pieces are useful, but there is need for better pieces if the frontline is to even be an occasional option.

    Please keep in mind that double attack rate items might not be the best idea for White Mage either - we wouldn't get enough to have immediate usage, and due to where White Mage is today, White Mage pretty much always does damage better with a multihitter in the offhand, whether it is the poorman's OA2-4 (and other Magian based multihitters), or the ever rare Kraken Club (a replacement for the Kraken Club for White Mages would be nice). This means that while having more melee stats as an option on gear, like haste, attack, accuracy, store TP, critical hit rate, and whatever else will always help our damage, double attack might not always do that.

    Afflatus Misery isn't very useful. This is because White Mage doesn't have the entire Banish line of spells (need higher tier Banish and Banishga spells), the Cura line sucks (Curaga spells are just as cheap and quick to cast, and will always heal a large amount), Auspice got nerfed (the accuracy it gives now isn't even worthy of casting the spell, and the enspell damage not only never was, it interferes with additional effects such as from Mjollnir), and Esuna just feels like a spell gimped to give Afflatus Misery a reason to exist.

    Any time where a White Mage would be served by standing close to the mobs, Solace is the better choice, since you get barspell magic defense bonus boosted, cureskin on yourself if you need a quick HP boost, and Curaga spells are very good.

    Currently, even losing a Holy laser charge from a couple of cures feels worse then getting any of the "benefits" from Afflatus Misery. I ask that either SE fixes Afflatus Misery, or merges all its functions in Afflatus Solace. I've heard a few suggestions about this, such as making the charge from Afflatus Misery build up based on damage taken rather then the last hit, or giving a sizable amount of job ability haste to the ability (like 10%), having it be augmented with gear much like Afflatus Solace is (such as gear that reduces the damage a White Mage takes from AoE attacks under Misery), or other more extreme measures. Whatever is done, I'd like to see Afflatus Misery match up to Solace in the future.
    (8)

  6. #6
    Player Mayoyama's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    338
    I would love to be able to decorate my mog house without having the items clogging up my already tight storage space. As it stands, I have to choose between a beautiful mog house or being able to store gear for one of my jobs, and its not a nice decision to make.

    I posted an idea about making another storage space specifically for furnishings here: http://forum.square-enix.com/ffxi/th...pace-trade-off

    The thread received several positive comments as feedback

    Please allow players to beautify their moghouses more freely. I believe it would also help encourage people craft many furnishings that are not commonly made.

    As balance, you could make it be a reward from a quest, and make it so that the new storage category is only accessible from the home nation (no need to make it available outside really, as the only place you can decorate your MH is from your home nation anyway)

    ----------

    I would like to also ask if it is possible to add wallpaper/wall paint and carpet/tiles? Could potentially lead to some really amazing customisation and individualisation of mog houses!
    (18)
    Last edited by Mayoyama; 08-20-2012 at 08:30 PM.
    As I stand looking out from my mog house window, I reminisce about the old days and the many ups and downs of my adventures throughout Vana'diel.

    It is then that I know achievement.

  7. #7
    Player Sylfeya's Avatar
    Join Date
    Dec 2011
    Posts
    5
    Character
    Sylfeya
    World
    Sylph
    Main Class
    SAM Lv 99
    Make Avatar Mini-Trial Fork quest no longer PENALIZE Summoners for completion.
    Problem: Last time I checked, a summoner can teleport (via NPC) to the appropriate elemental Cloister only if he has NOT completed the mini-trial fork quest. Once he completes the mini-trial fork quest, he no longer gets free teleports to the cloister. Therefore, he is actually *penalized* for completing the quest.
    Solution: At the very least, make it so that a summoner who has completed the quest can still get a free teleport to the Cloister by trading the mini-fork to the NPC. Better yet, make it so that a summoner who has completed a mini-trial fork quest gains access to the relevant "Cloister" spell, teleporting the Summoner and his party to the appropriate Cloister. (For example, beating the Mini-Trial By Fire quest lets the summoner cast "Cloister-Fire" at, say, level 40)

    Enable cosmetic display of ranged weapons.
    Suggestion: Introduce a text command, such as "/showrange", which will hide the character's melee weapons/shield and instead display his ranged weapon, if the weapon in question has an actual damage and delay (bows display; animators do not). While idling out of combat, the ranged weapon appears on the character's back. While in combat, the character idles with the ranged weapon drawn whenever he is out of melee range, and idles with his melee weapons whenever he is within melee range.
    The three settings for /showrange would be:
    /showrange off - hides ranged weapons for all jobs (identical to what we have now).
    /showrange on - shows ranged weapons for all jobs.
    /showrange ws - shows ranged weapons for jobs which have a weaponskill available for the currently equipped ranged weapon (ie. RNG, COR, & SAM with Namas Arrow or Apex Arrow).

    Let Enmity merits be temporarily disabled.
    Problem: Enmity merits are largely useless now, but if they were to have a significant impact would make it hard to change from a tank role to a non-tank role or vice-versa.
    Suggestion 1: Introduce a text command, such as "/enmity", which will selectively enable or disable Enmity merits:
    /enmity up - applies any Enmity Increase merits, and disables any Enmity Decrease merits.
    /enmity down - applies any Enmity Decrease merits, and disables any Enmity Increase merits.
    /enmity off - disables all Enmity merits.
    This would let a character change the use of his Enmity merits mid-fight via text command (such as via a line in a macro), and would make it worthwhile to have both Enmity Increase and Enmity Decrease merits.
    Suggestion 2: Tally up all of the characters equipment that adds or subtracts Enmity. If the total is neutral or negative (net is 0 adjustment to Enmity, or reduces Enmity) then temporarily disable all Enmity Increase and only apply Enmity Decrease merits. If the total is greater than 0 (net is at least +1 Enmity) then temporarily disable all Enmity Decrease merits and only apply Enmity Increase merits.
    This would let a character change the use of his Enmity merits mid-fight via changing equipment (such as via lines in a macro), and would make it worthwhile to have both Enmity Increase and Enmity Decrease merits.

    Let Enmity merits affect enmity cap and enmity resets. Increase Enmity decay.
    Problem: Enmity merits are largely useless now because everyone hits the Enmity cap so quickly.
    Suggestion: Let Enmity merits actually have a significant effect on the enmity cap; for example, each Enmity merit could have a 5% or 10% effect on the enmity cap, so someone with full Enmity Increase merits would have an enmity cap equal to 125% or 150% of someone with no Enmity merits, while someone with full Enmity Decrease merits would have an enmity cap equal to 75% or 50% of someone with no Enmity merits. Whenever a character with (active) Enmity Increase merits is hit by an enmity reset move, the character still retains a portion of his enmity based on his enmity merits (so someone with full Enmity Decrease merits would retain, say, 25% or 50% of his previous enmity). Introduce moderate automatic enmity decay for CE (to a certain minimum; won't cause someone to drop off the hate list) and rapid enmity decay for VE, so that constant action must be taken to maintain enmity level. Perhaps only introduce CE enmity decay for characters with active Enmity Decrease merits.
    (11)

  8. #8
    Player Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    2,980
    Quote Originally Posted by Sylfeya View Post
    Better yet, make it so that a summoner who has completed a mini-trial fork quest gains access to the relevant "Cloister" spell, teleporting the Summoner and his party to the appropriate Cloister. (For example, beating the Mini-Trial By Fire quest lets the summoner cast "Cloister-Fire" at, say, level 40)
    Make them BP: Ward abilities for the appropriate avatars! I mean, it makes absolutely no difference really, but it just goes in line with summoners doing almost everything via their avatars. Should probably require people to manually accept it, seeing as you can't cancel a BP that is being readied in case of accidental usage.
    (8)

  9. #9
    Player Sylfeya's Avatar
    Join Date
    Dec 2011
    Posts
    5
    Character
    Sylfeya
    World
    Sylph
    Main Class
    SAM Lv 99
    Quote Originally Posted by Mirage View Post
    Make them BP: Ward abilities for the appropriate avatars! I mean, it makes absolutely no difference really, but it just goes in line with summoners doing almost everything via their avatars. Should probably require people to manually accept it, seeing as you can't cancel a BP that is being readied in case of accidental usage.
    Technically does makes a difference - imagine if Teleport spells were instant-cast /ja instead of long cast-time spells. Could be abused for griefing - or even accidentally mis-clicked in the heat of battle, with no way to interrupt via sitting or running.
    (1)

  10. #10
    Player Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    2,980
    Quote Originally Posted by Sylfeya View Post
    Technically does makes a difference - imagine if Teleport spells were instant-cast /ja instead of long cast-time spells. Could be abused for griefing - or even accidentally mis-clicked in the heat of battle, with no way to interrupt via sitting or running.
    Already covered that with requiring people to accept it .
    (1)

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