-Make all EX items that are currently given by non-repeatable quests re-obtainable, either by changing the quest to repeatable or by simple talking to a NPC again. In the case of the Avatar quests, just give all reward options upon each completion.
-Make all EX items that are currently given by non-repeatable quests re-obtainable, either by changing the quest to repeatable or by simple talking to a NPC again. In the case of the Avatar quests, just give all reward options upon each completion.
Hello again, Mr. Matsui!
Old Man Siviard here again, with another friendly suggestion that I would like to make on behalf of my fellow Puppetmasters all across Vana'diel.
This idea had actually been proposed last year in the Puppetmaster Job forum. Unfortunately, it seemed as if none of the Community Representatives caught it, or do not frequent the Puppetmaster Job section of the forum.
Trial of the Magians: Animators
All sorts of weapon types are able to be upgraded via Trial of the Magians. And although a Puppetmaster's AF "weapon" is their Animator, we are not given the option to obtain a base Animator to upgrade through Trial of the Magians.
Just as an example, a Puppetmaster chooses to upgrade an Animator through the "Fire Path" of elemental trials. Starting with a "base" Animator, he/she begins to work through the trials. At Level 99, the Puppetmaster completes his fully upgraded "Blazing Animator". The stats of which could be....
Blazing Animator
STR +11
Automaton: STR +11, Attack +22, Ranged Attack +22
Prevents "Overload" from Fire Maneuver
That's just one example. Imagine the other possible "Elemental Animators" that can be achieved as well. Perhaps even an "Empyrean Animator" for the truly dedicated Puppetmasters to build? The possibilities are vast, and will give Puppetmasters a section of Trial of the Magians all their own.
Once again, Mr. Matsui, thank you very much for your time and your consideration.
Last edited by Siviard; 08-25-2012 at 03:24 AM.
Not sure if it's been mentioned, but it would be wonderful if skilling up summoning magic wasn't so horrendously slow. It seems to be far slower than any other magic skill, especially since the blood pact recast timers are relatively long.
A drive by suggestion:
Please - for the love of all things holy, unholy and of indeterminate alignment, stop synthesis recipes blowing up with material losses when your skill excededs that of the recipe. It serves no purpose other than to infuriate your players and it's hard to express how irritated I feel when it happens, time and time again, for the simplest synths. I'm not interested in how HQ rates can compensate or synergy is a safer method - synthesis needs to be sorted out. If you want to make it so the crystal is lost then that's fine, I guess, though I still don't see the point.
This issue has been the source of more cursing and ragequitting than anything else in the game for me. It needs to be fixed. Please fix it, for the sake of lonely, single beehive chips and the 8/12 stacks of sushi weeping and lamenting at their incompleteness everywhere.
Regarding Relics for post-Rise of the Zilart jobs:
I know the developers stated that there were no intentions of allowing the post-RotZ jobs (BLU, COR, PUP, SCH, DNC, GEO, RuneFencer) to have access to relics.
Quick simple fix: Magian Trials! If there is that much concern that these jobs would be "overpowered" (e.g. BLU with Excalibur, SCH with Claustrum, RuneFencer with Ragnarok), just make different Magian Trials to adjust strength for balance (i.e. gimp).
Example: Excalibur
To avoid "overpowering" BLU, the STR, attack, and/or delay could be adjusted downwards towards the level of BLU's Mythic, Tizona.
The BLU-Specific Magian Trial weapon at 99 could show something such as:
DMG: 68
Delay: 248
Attack: +20
If the weapon skill is "overpowered" (here, Knights of Round), the underlying formula for damage could be adjusted as well.
There are already "fake" Relics out there (here, Corbenic Sword). Why can't we have another option?
Fail Tizona
/echo Being able to Stack 12 on single only items (hides, flour, etc.)
Moooore inventory to 99? Possible?
Ty ty Ty for the cool smashed in one h.q. staff....(anji kicks butt)
And blms would very much like to be able to force a critical magic attack on a 20-30 minute timer.
Thank you again.
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.
I will try to keep this as brief as possible to avoid the wall'o'text effect.
Interface
- Please do something about how many actions we can complete at once with MACROS. There are lots of ideas on this thread, I implore you to implement one of them - allow us to build "gear sets", to chain up to 8 in a row, anything along these lines.
- Please speed up macros so that they swap more quickly. I should not be able to press a macro faster than it can execute.
- Allow us to maintain target lock on players that swap gear. I'm not asking for players not to disappear, I'm asking for that arrow to stay there.
- As a further to the above, please speed up the operation of <stal> and <stpt>. They are slow and cumbersome, especially when lots of graphic effects are going on.
- Please add more colour options to the log view - especially for things such as effects wearing off.
- Please add more information to the log. I want to know when people get effects from Spikes spells, when a TP move absorbs my party's buffs, and when a TP move inflicts multiple status effects alongside damage. There is no point me trying to block effects with barspells if I have to cast spells to remove them anyway just in case.
Summoner
- http://forum.square-enix.com/ffxi/th...ner-Job-Issues - Please fix these.
- Please update our Ward pacts so that they scale with skill instead of capping at level 75 values (or below!)
- Please allow us to further reduce our Blood Pact timers through gear without additional cost - we'll be paying extra to use the abilities.
- Please allow us to rest while our Avatars are out. This will help immeasurably at lower levels.
- Please increase the area of effect of our offensive Ward pacts - our enfeebles and such - as well as pacts like Thunderspark.
- Please make our Empyrean "bracers" and "spats" into actual bracers and spats like those on our AF and Relic equipment.
- Please reconsider making any future Avatar only accessible under Astral Flow. We hate this.
- Please look at Mana Cede. Even with Empyrean +2 "bracers", Mana Cede is not worth it.
- Please split the spellcasting timers of elemental spirits like you did with automatons and increase their offensive and defensive abilities.
- Please grant our avatars a bonus to melee damage, even if it's just a small one. They are ineffective on most decent targets.
- Avatar's Favor is absolutely terrible. Please turn the effects into Blood Pact: Ward abilities and rehash Avatar's Favor into a stance that automatically projects a permenant aura of our current ward pacts so that we don't have to keep refreshing them, for a cost identical to that of the pacts themselves, taking into account extended duration through gear.
Jobs in general
- Please continue working on keeping jobs up to date. Some are lagging behind (Red Mage, pet jobs) and are in need of a little well thought-out attention.
- Please stop giving Scholar spells, abilities and updates that should go to other jobs or be universal.
- In line with the above, grant bonuses to Regen based on skill to all jobs and not just Scholar. Regen is currently nearly useless.
- Please alter Regen so that it "pauses" when the player it is cast on has nearly 100% HP.
- Please alter Esuna so that I don't have to mess around with Afflatus Misery and status effects on myself so I can use it.
- Please make barspells, Protectra/Shellra, Esuna, Auspice etc. castable on party members.
- Please make spells like Blink and Stoneskin increase with power with Enhancing Magic skill, or remove level 75 caps.
- Please make merit spells available a scrolls and change the merits to affect the potency of these scroll spells.
- If the above is not possible, please make Protectra V and Shellra V merits apply to Protect V and Shell V.
Events
- Please look into feedback for new events, specifically Nyzul Isle Uncharted Region and Legion. Events that people openly admit to cheating in and that require Perfect Defence due to time limits are not well designed.
Items and Inventory
- Please stop creating excessively situational equipment such as "Cure potency recieved", "Enhances Cursna", "Enhances Protect/Shell Recieved", gear that activates under charm, etc, or give us ways to convert these effects into key items or consolidate the equipment into single pieces. Inventory issues and macro restrictions do not allow the majority of players to make use of this equipment.
- Please continue working on inventory space issues. Inventory space is a major, major problem for a lot of people. Having to play with only a few inventory spaces greatly reduces my enjoyment of the game as I spent so much time shuffling stuff around. New Mog Sacks would be wonderful, but a new space that we can macro equipment from would be even better.
- Please allow us to combine each "series" of equipment, such as obis and gorgets obtained via In the Name of Science, in a similar way as the new Chatoyant staff.
- Please allow us to combine elemental staves created via Trial of the Magians.
Thank you for listening to all of our suggestions, and for reaching out to us and saying what you need from us. It is really appreciated. I hope wonderful things can come of this dialogue.
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