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  1. #11
    Player dartcron's Avatar
    Join Date
    Aug 2012
    Posts
    13
    Character
    Zart
    World
    Asura
    Main Class
    WAR Lv 99

    My suggestions to Akihiko Matsui.

    First I'd like to respond to Akihiko Matsui comment regarding this:
    Instead of saying what you "don’t want," tell me what you "want."
    The problem with telling you what I want often is relates to things your doing that I don't 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.
    (4)
    Last edited by dartcron; 08-21-2012 at 11:24 AM.