Blms would very much like to be able to force critical elemental magic damage on a 20-30 minute timer. Thank you.
Blms would very much like to be able to force critical elemental magic damage on a 20-30 minute timer. Thank you.
In our wake will be smoke fire and burnt charred remains of those that have fell before us, We will not remember their names, as they are no more, the next challenge, the next horizon is what we strive for and Demand it be met with Ferocity, We Grin at the Possibility of death, Fear no Mob that walks Vana'diel or it's Realms, there is no tomorrow, there is only now, For pride, for honor, for Glory We are The Knights of Pegasus.
Please do something about the difficulty of obtaining a WOE oriented weapon..... Which this won't happen untill you take a very close look into WOE itself. I understand the ongoing debate about the difficulty of getting a Empy/Relic/Mythic, but WOE weapons should not take longer to make than their Empy counterparts.
Magic Critical Hits should not just add MAB. They should give +10% magic damage base and the additional +MCrit damage should add on to it.
Also, if you are going to keep them as they are then you should remove the 40 MAB cap.
___________________________________________________
___________________________________________________
Allow other dragon species to aid if wyvern is KO'd.
This trait may be unlocked through a quest or job merit category 3.
When your wyvern is KO'd in battle, a random dragon species will come to your aid. The amount of merits spent raises the chance for higher quality dragon species. For example: Wyrm > Wyvern > Puk. 5/5 Merits prioritizes a wyrm comes to your aid while 1/5 would see more Puks to your aid with Wyverns being middle tier.
The dragon leaves after 20 minutes or shortly after your Call Wyvern timer is back up. The purpose of this job trait is to keep the dragoon from being handicap while the pet wyvern is down. To prevent abuse of this trait, a cool-down timer is associated with it.
*Note: The wyvern and wyrm would be scaled down in size and not cause the ground to tremble.
__________________________________________________
__________________________________________________
Add Elemental Breath II for Dragoon's wyvern
Give dragoons Tier II elemental breaths for their pet wyverns. These Tier II breaths shall be stronger damage-wise. Make this available through a quest or merit points.
*Hydro Breath II
__________________________________________________
__________________________________________________
Add Removal Breath
You have already given us "Smiting Breath" and "Restoring Breath" under Pet Commands. "Removal Breath" can further a dragoon's utility by not having to have a mage sub job in order to remove status ailments with their wyvern. Like Smiting Breath and Restoring Breath, Removal Breath would also be on a one-minute timer.
__________________________________________________
__________________________________________________
Add a pet status screen for Dragoon, Summoner and Beastmaster.
As with Puppetmaster, allow DRG, SMN, and BST to view their pet's status such as attributes, HP/MP, job traits, skills, attack, accuracy, critical hit rate, etc. With the upcoming UI update this would seem like the perfect time to implement this.
___________________________________________________
___________________________________________________
That is all I have for now. Thank you for taking the time to read this.
Last edited by Tanama; 08-23-2012 at 03:37 AM. Reason: Un-spoilerd the screenshots
THAT should have been drg's new 2hr :/
edit: or atleast be like Areuhat and transform into a dragon
What is binder? I'm not talking about binding G keys, you can write macros to have those fire without any other software. I'm talking about displaying character status, spell recast timers, map position, and other good things that with a little love from the developers they could let us access. I'd love to turn that beautiful 800x600 touch pad on the Switchblade UI into a display that shows where you are on the map at all times.
The greatest trick the devil ever pulled was to convince the world he didn't exist.
First I'd like to respond to Akihiko Matsui comment regarding this:
The problem with telling you what I want often is relates to things your doing that I don't want.Instead of saying what you "don’t want," tell me what you "want."
for one regarding this post:
http://www.ffxiah.com/forum/topic/32...-job-abilities
A majority of them seem like they are very good. All though I still have a few suggestions for them.
For one the Thief 2 hour is suppose to be a super trick attack, and all 2 hours thus far have been able to be used solo and in groups and can be fairly useful in either situation. So the problem I have with the Thief 2 hour is the possibility of not being able to use it solo when a huge amount of Thieves game play comes from playing with few numbers or alone. What I suggest to fix it is to make the ability a boosted Sneak attack and trick attack ability in one, (two in one), so it could be useful and be used paired with bully or it could be used as a preemptive strike alone if needed and thus still be useful.
Secondly, the Dragoon 2 hour ability to me it seems like it couldn't even be used realistically. Being as anything that's higher level[110+] anything a dragoon fights with his wyvern will probably die due to area effect damage, so this ability will realistically keep it alive for another 10 seconds maybe?
So, that's why I think that this should be reconsidered making the dragoons 2 hour ability into a pet invincibility and magic based invulnerability because a Dragoon's wyvern dying is it's biggest problem and the ability your suggesting to help it seems ineffective.
Maybe instead you could have the dragoon's two hour ability grant his wyvern a high potency regen, in addition to the other effects you have listed plus, have all the other dragoon abilities timers reset. Thus you could keep it alive a bit longer and you would have more use with the ability but, ultimately I think it needs to be a invincibility for the wyvern.
Okay, so the next suggestion I want to tackle has to do with some of the latest information Camate and Okipuit provided, which I read here:
http://www.ffxiah.com/forum/topic/32...pyrean-weapons
Basically they stated that if we wanted to add more jobs to relics then, the relic weapons themselves would have to be adjusted for balance, and the same goes for empyrean weapons. Also, I think it was stated that you wouldn't want Runic Fencer or Geomancer to be on any empyrean weapon as it would seem having players on these jobs at release with a super powered weapon like Calabolg, would be bad for the game.
I think simply allowing Geomancer and Runic Fencer to use empyrean weapons will get more players interested in playing the jobs, and who really cares if these two jobs are effective at release. Who in there right mind would want to play these jobs unless they were moderately effective. Also I must ask the question, are you planning on releasing Empyrean, Relic and Artifact armor for the 2 new jobs? Because every other job in the game has sets of armor from these different areas to give the player options. For example, I don't necessary have to go to abyssea to get some good level 90 armor. As I can get some in dynamis currently for any job.
So, I think it would be better to have Runic Fencer be allowed to use Calabolg, and Geomancer should be allowed to use Hvergelmir and possibly you should make a Empyrean Bell for Geomancer inside abyysea,(it would probably be the a similar quest line as Ochain), Also I am assuming bells for Geomancer's will be simular to a Bard's Instruments, Or a Puppet Master's controlling device.
The reason why I think both jobs should be added to empyrean weapons, is because currently each job has a magian trial weapon they can make, and denying them of that quest line is the same of denying them in any other content of the game and this to me says you want the game to be more like World of Warcraft and that you want all the players to play the latest expansion. I can understand the second part, but I like how Final Fantasy XI has almost never outdated its old content and even then it has constantly updated it and that is a part of what I love about the game. If you take that away your making the game more similar to world of Warcraft.
Also, Magian trial weapons is essentially a free weapon for a lv75+ player that would want to dedicate time into a given job, and they share the same quest line as empyrean weapons so, if your denying the latest jobs a empyrean weapon then you'll also be denying them access to trial of magians weapons.
In conclusion, I can agree with not having Runic Knight and Geomancer on relic weapons however; I think they should be placed on a empyrean weapon each and, they should be given their own line of Relic, Empyrean and Artifact armor and their +1 and +2 equivalents.
Anyways the game seems to be in perfect condition currently. I love how it currently is, so I would just like to ask for things to continue to be good.
Thank you.
Last edited by dartcron; 08-21-2012 at 11:24 AM.
One thing I'd like to see with SoA storyline is for the ability to complete a majority of the main missions solo or duo. Before anyone says anything, yes I do realize this is a social game. Reason being is that there has always been a mad rush for everyone to finish story content within days of its release (case in point: the first wave of add-ons back in '09). Those who may not have had the time within that first week or so or those who took an extended break from the game may find themselves hard-pressed to find others in order to tackle some of the tougher fights.
Perhaps there could be rewards for taking on some of the battlefields in a party and having the enemies within scale in proportion to the number of people. What you could do is award a key item (of varying tiers depending on the number of people that participated) to the victor(s) of the fight that could be traded in for an item with a better quality item for the higher tier KI's.
In short, make it so people don't have to tear their hair out finding help for mission content while giving people incentive to party up for it at the same time.
Zeocat ~ Sylph
I would love to have the workings of treasure hunter explained once and for all so that THFs can stop pulling their hair out in frustration from not knowing.
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.
Edit: others have pointed out that this post is too long so I've condensed it here. But I do think it's worth looking at the reasons why I've brought these things up, especially for point #1.
Hi Mr. Matsui,
For starters let me just say that I think it's great of you to come out and ask this of the player community. There will certainly be a mountain of replies to go through so I hope that each individual's response gets an appropriate amount of attention and review.
I have three points that I would like to address. The first of these is something I have brought up on these forums once before and it seems to have gone largely unnoticed. However, I feel that it is a very serious problem with the game's interface so I will repeat it here in hopes of reaching some more ears.
#1. Some of the chat filters are badly in need of refining. Specifically, we need to have separate chat filters for actions performed BY a group and for actions performed ON a group (of course, by "a group" I mean one of the following: you, party, allies, foes, others, and NPCs). As it stands now, the chat filters are only for "actions performed on/by (a group)." My perspective on this issue is that of someone who frequently (almost always) plays WHM, but I expect the chat filters cause similar problems for some other jobs as well. Here is why this is a huge problem:
In circumstances where you are playing with an alliance (or even potentially more than one alliance, as in Einherjar) there is an absolutely absurd amount of spam generated by everyone else's actions. However, if I want to see all the actions of whatever happens to be the mutual target of these alliances, I have no choice but to see all of this spam.
For example, suppose my alliance consists of three parties fighting Monster X. If I turn off the chat filter "actions started on/by party" I am able to see the actions of Monster X on my party (party 1, say), with the trade off that I have to see all the actions (spam) of everyone else in my party. If Monster X instead uses a special action on party 2 or party 3 I cannot see it. However, even though the action is not directly on my party, I still have an interest in seeing what it is. This last statement is, I think, obvious, since I am certainly (at least as a WHM) interested in seeing if Monster X is using any actions with an area of effect; indeed, these moves will still hit members of my party, but it will not show in my chat log since the action was started on a member of a different party. There is also the point to make that, even if the action does not affect any members of my party, as someone who takes WHM seriously I still want to help members of other parties whenever my own party isn't in need of help.
The only way to get around this problem is to turn off the chat filter "actions started on/by alliance" (and also "actions started on/by others," in events where more than one alliance is present). This forces me to see the actions of up to 36 other people if I want to be aware of what the monsters are doing at all times. This makes it virtually impossible to even see anything in your chat log since a whole bunch of irrelevant stuff just covers it up, and this completely defeats the purpose of utilizing the chat filters in the first place.
On the other hand, there are situations when I would like to also see the actions started by my party. One natural reason I would want to see them is because, if I know what everyone else is doing, then I can minimize the redundancy in my own actions (such as curing someone who somebody else has already started curing). But if the group you are playing with is too big, there is far too much spam to try to worry about such a thing, and I would therefore, if it were possible, turn ON the filter "actions started by the group" and turn OFF the filter "actions started on the group." The only solution can I see to this problem is to separate these things into different filters. I suppose another (less satisfactory, in some regards) solution to this could be to at least allow us to put them into different chat windows with the launch of the new interface.
Another chat filter which could use some refining is "damage taken by party." As a WHM, I always keep this filter off because there are some status inflicting moves, such as Bio and Dia, which inflict damage but do not provide a message such as "Player X has been afflicted with Bio (Dia)." The only way to see which character is in need of a such a status cure is to either observe which character takes damage, or to look and see which person the action's animation happens on (obviously not always possible, and for that matter many people play with spell/action effects turned off to reduce lag, not to mention that the character may have shadows or dodge the move entirely so that no action is required, but you can't tell whether or not this is the case by only looking at the animations).
The main issue here is the fact that some monsters have spikes. Every single time someone in my party swings their weapon at such a monster, I will get a message for it - another mechanic which generates an even more absurd amount of irrelevant spam. Therefore, it would be great also if it were possible to make separate filters for damage taken by spikes and damage taken by other sources. Otherwise, it would be nice in the first place if all status inflicting moves said they inflicted the status as long as the filter "effects received by the group" is off, so that I would not necessarily have to even bother with trying to see the damage taken by my party (it would also be very beneficial to healers who do not have memorized all of the various statuses inflicting capabilities of every monster's TP moves), but this is not the case as things are now.
If for whatever reason we can't make it so all status inflicting abilities provide a message for what they've inflicted, I would love to at least be able to tell when Ice Spikes inflicts paralyze. As of right now there is absolutely no way to tell except for guessing, waiting for someone to tell me, or just waiting to see if someone's action gets interrupted. As a healer who tries hard to nip problems in the bud, this doesn't sit well with me. And to other players, it might appear that I'm slacking off if they've had paralyze for a while and I haven't removed it because I simply don't (yet can't) know about it.
#2. While on the topic of status affliction, I would like to say that it would be awesome if, in the new interface, it were possible to view all the status effects which are currently affecting other players. I would say that this might not normally be necessary for experienced healers who are familiar with monsters' capabilities, provided they are paying enough attention (let's face it, not a lot of healers have enough experience anyway to have all the necessary information memorized). In any case, no matter how good the healer is, some things are bound to slip through the cracks; nobody is perfect. There is also the fact that some monsters inflict so many status effects at once that it can be hard to keep track of which ones you've removed and on which people. To be able to simply view the status effects would be tremendously helpful in situations like this.
A similar system might be helpful for buffs, such as for monsters with mass dispel where it can be difficult to keep track of who has lost which buffs.
#3. I would like to bring to attention Bayohne's post in the following thread:
http://forum.square-enix.com/ffxi/th...l=1#post215640
I realize I am beating a dead horse here, but please do bear with me, as I believe I have some points to make that have not been adequately presented by the others speaking on this issue. With Neo-Salvage allegedly just around the corner, why have we not seen these adjusted drop rates happen yet? To be honest this adjustment is already almost two years overdue and I can't imagine why it should be all that hard to implement. When I saw this post I was given a bit of hope, but it's just turned into more and more disappointment with every single update that has failed to mention anything about alexandrite whatsoever. Instead, with the introduction of Neo Nyzul Isle, the situation has been made even worse than it already was, spiking the prices of alexandrite by a very significant amount.In regards to the availability of alexandrite, we do believe that alexandrite will be easier to obtain after our renewal of Salvage, but we also understand that something needs to be done regarding alexandrite before that happens. Thus we plan on adjusting the drop rates of alexandrite in Salvage...
Neo-Salvage will certainly rectify, at least to a certain extent, the problem that finding people who actually want to do Salvage in the first place is almost impossible (Salvage gear as it is being nearly useless, providing absolutely no incentive for anyone to spend any amount of time in Salvage). However, I do not feel that this is in itself an adequate solution to this problem. I suppose it would depend on how much alexandrite is available in Neo-Salvage, and how accessible the new content is. The developers should consider the fact that even if one can find help with Salvage, it's not all that likely that these helpers will take kindly to the idea of giving up their share of alexandrite to help someone with their mythic. If memory serves me, it was stated recently that Neo-Salvage will be designed to be cleared with 6 (or so) players. So I think we can reasonably proceed based on the assumption that whatever alexandrite is dropped will typically be divided evenly among 6 players. Therefore, even if the amount of alexandrite in Neo-Salvage is 6x the amount per run as one can aquire in regular Salvage, we can expect that someone doing Neo-Salvage every single day will take about a year to get 30,000 alexandrite.
Now, I'm not a developer so I can't say with certainty whether or not the amount of alexandrite yielded by Neo-Salvage will not be at least 6x that of regular salvage, but I can say that I seriously doubt it will be anything even close to that. I suppose the prices could go down with more supply, but I imagine there will be a proportional amount of increased demand with Neo-Salvage, at least if Neo Nyzul Isle is any indication, and I'm not convinced that we can reliably expect the prices to drop to a reasonable level. I think this is a good illustration of the magnitude of the alexandrite problem, and I think it is a problem that SE has seriously underestimated. I think, given the amount of alexandrite that is required, it would do well to give serious consideration to the possibility of creating a means of getting alexandrite by oneself, without having to be at the mercy of everyone else.
We should also keep in mind that alexandrite is only one aspect of creating a mythic, of which there are many others which are also tedious, incredibly time consuming, and require a lot of help from other people which gain nothing in return for their assistance. I understand if SE wants to maintain the exclusivity of mythics, but what it is now is far too much for just that, and I suspect that it still will be with the introduction of Neo-Salvage. If nothing else, please don't make us force other people to suffer so much if we want to make a mythic. And if we must force others to suffer with us, it would do wonders to simply allow for the bosses of Salvage to drop a linen purse 100% of the time. I don't think this would be too much; it would still be incredibly difficult to acquire a mythic with this small adjustment, but at least it would allow us to keep some of our sanity.
The entire situation is just incredibly absurd considering many of the relic and empyrean weapons are as good or better than their mythic counterparts.
Thanks for your consideration of all these matters. I think they are all serious issues with the game but I would be very happy to see even one of them addressed.
Last edited by Nezea; 08-22-2012 at 02:52 AM.
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |