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  1. #531
    Player Elexia's Avatar
    Join Date
    Mar 2011
    Location
    Bastok/Phoenix
    Posts
    666
    • Mythics aren't balanced to obtain - They were originally supposed to be for the "casual base" to obtain compared to relics, which you can do in weeks.
    • Summoning Skill up needs to change, similar to how Parry and Guard was changed to proc more.
    • The cap (tags) on doing assaults/nyzul/salvage is still pretty unnecessary given the state of the game currently. I should be able to do Assaults or Nyzul as the NPC tells me it's not even recognized or Salvage, not choose between the 3.
    (38)
    Dark Knight ~ 90: Yes I actually use a Scythe.

  2. #532
    Player MarkovChain's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    1,429
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    Change the afterglow effect on glowing empy/relic/mythic to "sphere type". Right now it's only benefiting melees that don't use empy, mythics or relics unless they choose not to use the corresponding WSs.

    Change the stats of bad relic weaponskills like final heaven. It has been shown that it is inferior to asuranfists even if you account for the 40% bonus.
    (15)

    Ultimate DPS simulator
    https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit

  3. #533
    Player Lokithor's Avatar
    Join Date
    Mar 2011
    Posts
    202
    Character
    Lokithor
    World
    Shiva
    Main Class
    THF Lv 99
    Remove the loss of TP when changing your off hand weapon. This will: allow dual wielders to approach the damage output of 2 handed weapon users; eliminate the loss of damage suffered by thieves who must switch thief's knife in and out on every battle; encourage acquisition of more weapons (more time with game content).
    (4)

  4. #534
    Player Whitesnow's Avatar
    Join Date
    Dec 2011
    Posts
    44
    Character
    Luministia
    World
    Asura
    Main Class
    WHM Lv 99
    Large Suggestions:

    -Concern: Mythic Alexandrite Stage, not enough Alexandrites in circulation
    -Suggestion: Have a Linen Purse reward as an option from Platinum astrarium, Nyzul Isle Uncharted Area Survey
    -Suggestion: Able to enter Salvage Solo
    -Suggestion: Stagger Salvage monsters for Alexandrites
    -Suggestion: Alexandrite Linen and Cotton Purses drop from Einherjar and Assaults

    -Concern: Empyrean Heavy Metal Plate Stage, not enough Heavy Metal Plate in circulation
    -Suggestion: More Voidwatch monsters drop Heavy metal pouches

    -Concern: Afterglow on All weapons is way too excessive, no one wants to obtain them
    -Suggestion: Lower amount of items needed to upgrade
    -Suggestion: Make better stats on afterglow weapons, something that would affect the wearer

    Medium Suggestions:

    -Concern: Voidwatch Ra/Ex gear drop rate
    -Suggestion: Increase drop rate
    -Suggestion: Add to pool option
    -Suggestion: Add an npc that exchanges kills for ra/ex gear (Ex: exchange 100 Hahava kills for Ganesha Mala) this is to avoid going over so many kills if very unlucky
    -Suggestion: Voidwatch Monster remembers how many kills you have gotten and every time you fight it you will have a higher % chance to get a ra/ex gear (resets once gear has been obtained) this is to avoid going over so many kills if very unlucky

    -Concern: Fishing still ups are excessively too slow, slower then all other skill ups of any kind
    -Suggestion: Increase Fishing skill up gain rate
    -Suggestion: Small chance at skill ups during left and right mini game

    -Concern: Abyssea Dominion doesn't loop
    -Suggestion: Option to make Abyssea Domminion loop to avoid going back to npc every 5~ monsters

    -Concern: Blu in Voidwatch doesn't have a chance to play their job
    -Suggestion: Blu Voidwatch staggers should only have 1 stagger spell per element

    -Concern: Demand for flame geodes is greater then the supply
    -Suggestion: Longer lasting fire weather
    -Suggestion: More areas with fire weather
    -Suggestion: Add geodes as rewards for defeating Avatars

    -Concern: Non stack-able crafting materials, creating pointless stress in a inventory concerned community
    -Suggestion: All non weapon, gear, or rare/ex type crafting materials able to stack

    Small Suggestions:

    -Concern: Ice Wall Blocking path to Enm at (H-8) Uleguerand Range, stays too long
    -Suggestion: Trade in Fire Cluster to melt the wall

    -Concern: Rock Blocking path at (G-9) Kuftal Tunnel map 2, stays too long
    -Suggestion: Trade in Wind Cluster to erode the Rock

    -Concern: Guild Npcs Holidays and Times closed
    -Suggestion: Place a sign instead of an npc (makes no sense that npc is on holiday but still at work)
    -Suggestion: Get rid of holidays and times closed all together

    -Concern: Whm needs hastega
    -Suggestion: Give Whm hastega

    -Concern: Salvage cells that keep dropping even after all party members fully unlocked, causing the loss of gear and alexandrites in the pool due to cell dropping too many too fast
    -Suggestion: A way to lock cells from dropping, npc or ??? in the zone
    -Suggestion: Cells stop dropping if everyone in party has this cell unlocked

    -Concern: Unable to use Portafurnace in many areas
    -Suggestion: Add more areas that Portafurnace can be summoned in

    -Concern: Mog House Furnishings and Space too Limiting, players forced to pick if they want "Safe" space or a beautiful Mog House
    -Suggestion: Upgrade to Mog House Manor with more rooms to decorate
    -Suggestion: Make "Furnishings" a separate space like "Storage" and "Locker", so Furnishings don't take up "Safe" space and free to decorate without fear of wasting "Safe" inventory

    -Concern: Blood Rage wearing regardless of timer left on ability when clicking on a treasure chest
    -Suggestion: Stop Blood Rage from wearing when clicking treasure chest

    -Concern: Loss of all tp when monster is too far away while trying to weapon skill
    -Suggestion: Prevent tp toss when monster is too far away while trying to weapon skill

    -Concern: Tax on Bazaars
    -Suggestion: Get rid of Bazaar tax everywhere, people use trade or zone to other zones to avoid it anyway

    -Concern: Blood Rage gets overwritten by Warcry, even when other players subbing Warrior use Warcry
    -Suggestion: Stronger one should always overwrite the weaker one, so Blood Rage should always overwrite Warcry

    -Concern: Unable to store the +2 versions of relic gear to the Mog Slips unless they have augments
    -Suggestion: Able to store both the augmented and unaugmented +2 versions of relic gear

    -Concern: Alliance can only be formed in the same zone
    -Suggestion: Alliance can be formed from region just like party members can be invited from region

    -Concern: Having to wait till next update to store holiday event stuff
    -Suggestion: Holiday event stuff added to mog slip the same time as event starts

    Other Concerns:

    -Concern: Smn job only have 2 purposes in FFXI, Perfect Defense and Voidwatch staggers
    -Suggestion: Blood pacts have shorter timers
    -Suggestion: Odin 2hour, Kills all monsters (not notorious monsters) in aoe range of 20 malms
    -Suggestion: Avatars with more hp and physical/magical defense
    -Suggestion: Avatars auto attacks do more damage
    (30)
    Last edited by Whitesnow; 08-25-2012 at 10:26 AM.

  5. #535
    Player
    Join Date
    Mar 2011
    Posts
    1,401



    DRG's attack power is very low compared to the other 3 2handed job classes. WAR has berserk, DRK has last resort, SAM has high TP gain thus they usually sub WAR. DRG has neither an attack speed boost nor a an attack boosting stance like any jobs so we need to choose between /WAR or /SAM whereas the other two-handed weapon jobs the choice is obvious, they pick the one the compliments them most(WAR/SAM, DRK/SAM, SAM/WAR) All three combos listed have high attack and high TP gain with good defensive abilities and are very versatile damage dealers. DRG must choose /WAR for Double Attack and Berserk or /SAM for survivability and attack speed. Unlike WAR, SAM, DRK which get attack speed, survivability and attack power combined. Give us a stance that increases attack or attack speed at the cost of wyvern breath potency.

    Also increase wyvern breath accuracy tremendously. On paper breaths should bring DRG up to par with other damage dealers (on typical normal mobs it does 260-350+ but on high level NMs it does 20-40 damage). Since was probably not given strong stance abilities like other damage dealers because the wyvern damage was supposed to compensate but unfortunately on high level NMs, my wyvern hits for 10-20 damage and does 20-40 breath damage, even with Empathy level 5 and parameter boost.
    (12)
    Last edited by Ophannus; 08-25-2012 at 10:43 AM.

  6. #536
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    Let other players in our party become able to trade items to our portafurnace and interact with it. If the furnaces in Jeuno are being used, it would be nice if I could go into Rolanberry and synergize a party member's Rare/EX armor using my portafurnace. Also there's like 4 zones we can use furnace in, it should be allowed to be used in dungeons.
    (8)

  7. #537
    Player Kyte's Avatar
    Join Date
    Mar 2011
    Posts
    84
    Character
    Kyte
    World
    Siren
    Main Class
    BLU Lv 99
    -Add a strong (capped?) blue attack boost effect to Azure Lore

    Or make capped physical attack and boosted magical attack (or affinity) our new 2-hour.
    (6)

  8. #538
    Player Kfox's Avatar
    Join Date
    Mar 2011
    Posts
    16
    Character
    Knightsfox
    World
    Sylph
    Main Class
    BST Lv 99

    Original VNMs Woes

    I know not many folks did the original VNM system. However, my friends have been desperately helping me get the Galdr ring. This has not worked out so well. We are 0/12 on any notable drops on Yilbegan. We have also lost countless Tier 3 abyssites that did not upgrade. Of all our encounters with Yilbegan we have not seen a 'True' version of the Dragon. All our encounters have been without a shadow and it would seem these versions are incapable of dropping any gear. Also after 12 wins against this dragon we have not even earned the title of defeating him due to the false version of this mob.

    These are some possible solutions to this problem. Explain how false and true version of the mob work, is there a way to evoke the true version of the mob after popping? Make false version of the monster restore your abyssite after a successful battle. Simple make it easier to upgrade abyssites. Especially to the black abyssite. Finally, just remove false versions of the mob.

    I know this content wasn't played by a great amount of people but it is incredibly frustrating for the folks that are interested in this content.
    (13)

  9. #539
    Player TMG's Avatar
    Join Date
    Mar 2011
    Posts
    25
    Character
    Themuffingirl
    World
    Bismarck
    Main Class
    RDM Lv 99
    Could we maybe just get an upgraded Thief's Knife? Something with similar stats to the 99 STR magian, at least with the same base damage and a couple extra buffs slapped on there, be it STR or DEX, attack or accuracy, critical hit rate+, something to make it worth using as an offhand weapon for events like Dynamis where full timing the current Thief's Knife really hurts your kill speed and swapping it out every mob really isn't an option.

    Actually here's an idea. How about expanding upon the current magian weapons and adding job specific augment trials for the jobs that can use the weapons. So the THFs with magian daggers can do a trial that will add Treasure Hunter+1 to their current level 99 thokcha, while DNCs could do a trial that would add something like Waltz potency+5%, and BRD can do a trial for Song casting time-5%. Play with the values a bit so that they're all balanced in the end, and either lock the augments to the specific job so someone that plays THF and DNC can still use their dagger on DNC but the treasure hunter effect will only be active if they're on THF. If they want to do the job trial for each job then they have to make another weapon, unless it would be possible to unlock all of the trials on the same weapon without it getting too cluttered and complicated to code. Make the trials different for each job, maybe tie it in with the Mythic weapon skills so people have to actually unlock those and use them a certain number of times on a specific mob. Maybe this is a completely ridiculous idea, but it sounded good in my head at the time.

    It just gets tiring trying to DD on THF but people prefer us to use our maximum available treasure hunter and the current Thief's Knife is terrible. Most serious THFs don't bother to use it because of the loss of TP to switch to a better knife after we hit the mob.
    (20)

  10. #540
    Player Tptn937's Avatar
    Join Date
    Mar 2011
    Posts
    42
    Character
    Warusha
    World
    Asura
    Main Class
    BLM Lv 99
    I want access to all staff ws on BLM/SMN/SCH. Considering I have to tote around about 20 staves in mog sack and inventory on these jobs, I feel like I deserve to be a master of the staff as opposed to WHM/MNK/WAR/PLD
    (22)

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