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  1. #71
    Player cadant's Avatar
    Join Date
    Feb 2012
    Posts
    2
    Character
    Cadant
    World
    Lakshmi
    Main Class
    BST Lv 99
    It's been said multiple times already, but I would like the enmity system in the game reworked so that a tank job can actually tank. Paladin is near worthless aside from solo or extremely specialized situations. With a new tank job coming out in the coming expansion, it would be nice for it to not be worthless right out of the gate.

    Also I would like for the rampant cheating at Neo-Nyzul to be taken care of >.> If this is not doable, rework the battlefield so people can win without having to use cheats.
    (33)

  2. #72
    Player Modoru's Avatar
    Join Date
    May 2011
    Location
    There is only Zuul~
    Posts
    229
    Character
    Foxfire
    World
    Siren
    Main Class
    RDM Lv 1
    TELL ME THE SECRETS OF TREASURE HUNTER.

    That is all. For now, I need to actually think this through.
    (31)
    Opinions are opinions. Keep 'em that way.

  3. #73
    Player Tamarsamar's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    305
    Character
    Tamarsamar
    World
    Carbuncle
    Main Class
    RDM Lv 95
    I feel quite underqualified for summarizing the past two years for the new producer.

    I'm confident in saying that everyone (myself included) wants less luck-based content, less random drops with obscenely low percentages that do nothing but waste the players' time, and more content that provides a definite sense of progression and reward, such as the earlier Trials of the Magians.

    Furthermore, please allow us a text command to save and recall multiple different sets of gear. For example, if I were to type something like, say, "/equip set 01 save", all my current equipment would be saved to "set 01" for me to equip again later with something like "/equip set 01". In essence, we want it so that we can change every one of our equipment slots to a predetermined piece of equipment using only one macro line.

    Someone fill free to repost the previous paragraph for themselves instead of liking if you disagree with my next paragraph, because I'm about to go as selfish as all get-out over here (at the producer's specific request, mind you).

    ----

    As for me specifically, I have a concern that dates back to slightly more than two years ago, but it's similar to a more recent concern that other players share. It concerns a subject known to the players as "tanking," where one (sometimes two) players hold a monster's attention through accrued enmity, and manage its attacks so that it does not kill someone not equipped to handle it. This has become something of a dead art, as players, substantially more powerful now than they were at the 75 cap, find themselves hitting a cap in enmity, which is difficult for a dedicated tank to hit first, and impossible for the tank to supercede. This is a concern that development claimed to have plans to address with the release of Seekers of Adoulin, and the purported new tank job Rune Fencer.

    I, however, am a Red Mage. My request comes from just shortly before the decline of the tanking role, and will help to add a variety of more than a handful of job combinations to it (assuming, of course, the role begins to flourish again after SoA): undo the reduction of enmity applied to Black Magic Enfeebles, and remove the Job Trait "Tranquil Heart" from Red Mage. Before the Black Magic Enfeeble "nerf" (reduction in effectiveness), players were permitted to try various interesting job combinations for the tanking role, including PLD/RDM, NIN/DRK, and the admittedly somewhat overpowered RDM/NIN. This all changed with the raising of the level cap to 80, where single-target Black Magic Enfeebles were given a sharp reduction in generated enmity, and as if to spite PLD/RDM in particular, Paladins were given the spell Phalanx natively at level 77 (and, later on, Reprisal and Enlight). Several tried to defend the update as a beneficial one for those who play dedicated Back-line jobs, but this was obviously not the intent, as the large accrued enmity values on Sleepga spells were left unaffected. At that point, the options remaining for tanking were largely reduced to just PLD/WAR, NIN/WAR, and the occasional PLD/DNC. Instead of giving players more options, the developers instead decimated the ones they had. If tanking is to be revived, I want it to be revived in full; you claim to want more tank role jobs to be added with the introduction of Rune Fencer, but your actions need to match your words. (As a side note, I would be very excited for Rune Fencer if we could make a useful subjob out of it.)

    Speaking as a Red Mage, I personally find it laughable that among our many purported "trades," tanking is not permitted to be among them, despite having more endurance available to us than nearly any other job in the game! This is further exacerbated with our extensive array of self-only Enhancing Magic: we can make ourselves a relatively large (if slow) threat to a monster's well being, but it's partially put to waste if the monster never pays us any mind. (This happens to also be why Red Mages tend to have a reputation of performing very well solo.) On this note, remove the Tranquil Heart Job Trait from Red Mage, since it serves no purpose but to run salt into wounds. Replace it instead with Fencer, or if not, at least change the name of "Fencer" to something that doesn't sound like it begs to be on a Red Mage (and not something like Bard . . .). Give Red Mage more ways to allow us to more ably contribute to our party while on the front lines--not just raw damage (though we could use a bit more of that . . .), but I can't think of a more fitting use of all our talents other than directly ensuring that an enemy doesn't kill other party members by going face-to-face with it and reducing it to a crippled mess.

    On that note, give Red Mage more unique Enfeebles. The Enfeebling update is welcome, but a Red Mage's Enfeebling talents don't stand out nearly enough compared to that of other mages. Consider making RDM-only spells, such as a "Confuse" spell that, similar to Paralyze, occasionally prevents the inflicted from acting, but unlike Paralyze, inflicts recoil damage, and stacks with paralysis; a "Mute" spell, that acts as a more potent Silence that can affect a wider array of enemies (to account for the large level gap in-between the two spells); an Enfeebling spell that somehow inhibits monster special attacks--even if they can't be preemptively prevented outright for whatever reason, at least give us something that inhibits monster TP gain (similar to Yurin: Ichi) or, better yet, doubles the TP required for the monster to use a special attack; a spell that increases the rate of Critical Hits inflicted upon the target; a Terror spell, because seriously, you guys gave Jettatura to Blue Mages at freaking level 48. There are plenty of ideas for Enfeebling Magic that you have every reason to make Red Mage-exclusive.

    Oh! And speaking of Blue Mage, by the way, I would greatly appreciate it if you guys would stop with the blatant favoritism concerning the gigantic variety of gear that you allow Blue Mages. To wit, nowhere is this more obvious than the fact that Blue Mage can use both the Homam and Nashira gear sets, as well as all of their upgraded forms; the Adhara Manteel even had freaking Blue Magic Skill added on to it, for crying out loud! On a related note, if you could start including Red Mage on more "medium" armor sets (equipment that is neither mage-specific armor nor heavy armor), that would be much appreciated. I can understand if you don't let Red Mage have every "medium" armor set in the game (we don't have many complaints about not being able to use the Skadi's Cuirie set, for example), but when you take the pieces of our artifact set (Chapeau, Tabard, Gloves, Tights, and Boots), and use them on a medium armor set, and then prohibit us from using it . . . actually, that brings me to my next point:

    Please stop trolling (that is to say, treat poorly for no reason beyond provoking reactions) Red Mages. If you don't understand what I mean, I provided two examples were development has trolled Red Mages in this very post already: making a Job Trait called "Fencer," which has been a title thematically appropriate for Red Mages over the years (for example, see the screenshot of the "Fencer's Ring" in my signature), yet not only not giving it to Red Mages, but having the audacity to give it to Bards instead! And, of course, as I just mentioned, the Athos's Armor Set, which is little more than a retouched, Green-and-Gold variant of the RDM-specific Duelist's Armor Set, except it actually provides worthwhile melee stats, and Red Mages can't use it. You request that I tell you what I want instead of what I don't want, but how about I give you both: stop teasing Red Mages, and start letting us have stuff that there's little reason for us not to have.

    Oh, and back to the subject of equipment, you know the Morrigan's Robe set, and how it, along with all the other pieces of Salvage-exclusive equipment, is set to receive some upgrades some time soon? Please do not neglect to enhance its melee attributes. I would not be putting this here were it not what happened to the Goliard Saio set when it got "upgraded" to the Nares Saio set, and all the relevant melee stats on the set, such as Haste and Accuracy, were wiped away. This was not a kind move and I do not wish to see it repeated with the Morrigan's Robe set.

    I think that I am done venting-with-polite-language for the time being, but for now I simply have one more request: as a San d'Orian, I hugely regret missing out on the opportunity to obtain the Harpsichord item, and the more recent Spinet item was not a fitting consolation. May we please have another chance to attain it?
    (14)
    Last edited by Tamarsamar; 08-16-2012 at 10:12 AM.
    Quote Originally Posted by Ophannus View Post
    I love back in 2006 when they said Mythics would be the casual-player's alternative to Relic weapons.
    Quote Originally Posted by Armando
    No one at Square Enix has heard of Occam's Razor.
    FFXI Official Forums in a nutshell:

    Quote Originally Posted by saevel
    The stupid is strong here.

  4. #74
    Player xbobx's Avatar
    Join Date
    Mar 2011
    Posts
    575
    Character
    Shuffles
    World
    Ragnarok
    Main Class
    PUP Lv 99
    Give a quest where once you have an Emp. or Woe weapon, you can unlock the Weaponskills for all weapons. Some of these weaponskills define the job, without them you might as well sit on the sidelines. With those weaponskills unlocked, you are stuck with the one weapon, so if you introduce more in the expansion, they will go to waste.

    Seriously do something about WOE weapons, they are impossible now, either made some fluxs instanced and soloable-trioable so that people have a chance to upgrade even when WOE becomes popular again. This is I believe the fourth time it has died.
    Stick to a smaller party setup for content. Most of us been grew up in the game and we just don't have time for 18 man content. many have left because of this, and if you go back to this setup, you will lose many more.

    And the big thing, which I mentioned in a previous post. Think before you act. Look at the repercussions of your actions, you don't do that now, and never have. Geodes in recipes is a prime example. Take the blinders off.
    (12)

  5. #75
    Player scaevola's Avatar
    Join Date
    Mar 2011
    Posts
    728
    Character
    Scaevola
    World
    Cerberus
    Main Class
    THF Lv 99
    Uncap merit categories. Let me max all stats, all combat skills, all merit WSes and Group 1s/2s for all my jobs, the works.

    As I get older, I find myself continuing to come back to FFXI because of the split-focus gaming opportunities it provides; I really, really enjoy grinding in FFXI, not the least because of all the other audiobooks and TV series and movies my wife has no interest in I can consume while I do it. Uncapping merit categories means I could basically just grind forever, which I have to admit sounds more appealing than pretty much all the neo-nyzuls and aldouins in the world.

    I think the fact that we all play FFXI is enough of a collective endorsement of grinding, so come, Matsui; let's have a little fun.
    (14)
    tandava crackows + chocobo jig + animated flourish = prouesse ring

  6. #76
    Player Lienn's Avatar
    Join Date
    Jul 2012
    Posts
    26
    Character
    Lienn
    World
    Shiva
    Main Class
    PLD Lv 99
    Well, what i want for XI is:

    a) HD graphics even to FFXIV (or at least even to character creation graphics).

    b) jobs adjusted to run multiple roles, like PLD having DD support (or healer support) just like war, dnc and mnk have tank support. If needed it could include job-exclusive abilities similar to afflatus jas.

    c) Enmity adjustments based on 85+ damage output so tank jobs can start tanking again.

    d) Changes to abyssea to put an end to EXP/cruor leeching. A minimum lv to enter also would be good.

    e) Adjustment to jobs that can equip relic/empyrean weapons to include new jobs.

    f) Balancing besieged and campaign for lv99. Maybe adding bonus accuracy and damage to monsters against targets that have multiple monsters targeting it

    and...

    g) Have no mercy of FFXIV. Have no holding back on development and/or upgrades of FFXI just because FFXI and FFXIV are sharing the same playerbase and it will draw players from there back to FFXI. ^^
    (8)

  7. #77
    Player Pentiki's Avatar
    Join Date
    Aug 2011
    Posts
    8
    Character
    Pentikiki
    World
    Leviathan
    Main Class
    SMN Lv 80
    As a summoner, i've been living with a few things broken with the game.
    One of the most frustrating, which also affects beastmasters and puppetmasters, is the canceled ability bug.
    When your pet uses an ability which takes a while to prepare, and the pet's current target dies while the ability is preparing, the ability is lost, and the timer for the ability is consumed.

    Another frustrating slight to summoners is the level 65+ physical bloodpacts. Prior to these bloodpacts, summoners were able to (and still are with lower level abilities) produce skillchain effects, adding considerable richness to the job. However, no physical bloodpacts after level 50 (Shiva, Double Slap) are capable of producing skillchain effects.

    Aside from the summoner job, there is a feature of the UI that has always gotten my goose. As a PC user with a significantly larger screen than the game was intended for, a number of elements continually are overwritten or superceded by other windows. Using the main menu causes the alliance member windows to disappear, the combat menu eclipses the super-useful compass, radar, and weather area of the screen. A few gui options to resolve this (possibly already in the development pipe-line) would make the game experience richer.

    The auction house is also very limited. I can understand the database strain from allowing players to place an unlimited number of items onto another entity (the auction house in this case) but is this worse than the server load from huge numbers of players staying logged in to bazaar? The bazaar system is handy and all, but the whole economy could benefit from an even more consolidated and comprehensive item exchange system.

    Lastly, i think the level cap system is great, but there's a hint that it could do more in the way the game works. Most notably, if you are under level sync, and you summon an avatar (not sure if this works for other pets) and then you lose the effect of level sync, the avatar is still under level sync effect, but has all of it's abilities for whatever level you are without level sync. It would be great to apply this to all higher level characters, perhaps with a little balancing thrown in. Granted, refresh shouldn't be full power at level 10, but can't it give the same 1/tick mp refresh that the book does? This is partly a gripe as a summoner, but other mage jobs suffer the same decrease in abilities as a result of level sync (and level sync effects, like bcnms).

    I also agree that relic and mythic and empyrean weapons should be difficult, but is months really necessary? You have to exercise some serious influence (or manipulation) to get the manpower and time required to polish one of these off. I'd personally like to see these be the result of less farming for "money" items and more battle story to accomplish them (or other quest-chains).

    Autotranslate needs to be brought at least current with new abilities and abyssea terms. It'd be great if auto-translate also included more phrases ("Can i lot?", "Time for bed", "We need to change our strategy", etc)

    I promise to finish here, but crafting needs an overhaul. A level 100 crafter (which i am not, but close, several ls members are closer yet) shouldn't be able to fail a craft for a level 10 cap item. The ramp for HQ should similarly be adjusted. Wouldn't it be more realistic for high level crafters to more regularly HQ low level items? Perhaps HQ rate can be managed by a different "skill" area than crafting skill alone, giving the opportunity to increase the number of level 50 pieces of gear made by level 100 crafters that are currently nearly impossible to HQ. (Austere Robe as an example vs. the Penance Robe)

    I'll end the ramble, though there are number of other areas that could use help, I've got a wall-of-text going already.

    TL;DR
    Pet abilities during target death, Bloodpact skillchains, UI overlapping elements, auction house 7 item limit, relic/mythic/empyrean weapon grinding, auto-translate, high level crafting
    (6)
    Last edited by Pentiki; 08-16-2012 at 10:24 AM.

  8. #78
    Player Lyberty's Avatar
    Join Date
    Aug 2012
    Location
    Japan
    Posts
    42
    Okay, thats what I want:

    - please, please, please... Let us buy arrows/bullets from NPCs at a resonable price...
    - more macro lines... What we have now its not enough, and if you dont belive me try it yourself to see how painful it is hitting 3 macros to ws or to cast something specifically.
    - RNG: make eagle eye shot relevant again... Any ws hits harder than it.
    This new 2 hr ability should be a 10 min JA... All it does is to save us ammo... I want something like a "mercy strikes" for ranged attacks only with no emmity gain for at least 1 min.
    - COR: I know that this job is luck based but at least when I 2 hr I dont want to deal with such a thing, so basically what i ask is that wildcard gives us at least rolling number 5 benefit, and for the new 2hr gives us straight XI for the 3 rolls.

    Thanks for taking your time to read ^^
    (6)
    My friends make this game even better

  9. #79
    Player Smeggles's Avatar
    Join Date
    Apr 2012
    Posts
    36
    Character
    Smeggles
    World
    Carbuncle
    Main Class
    BLU Lv 99
    1. PLEASE let us set gearswap macro's easier - Either let us predefine X "Gear Sets" in each macro book so then our macro lines will simply read:

    /equip "WS set"
    /ws <t>
    /equip "TP set"

    or make macro's 16 lines (I would prefer gear sets)


    2. Please uncap merits. Completely. The argument for balance is moot when all players have access to uncapped merits then it will be balanced.

    2a. At the VERY least let me merit ALL of the weapon skills. I can do ALL of the mythic weapon skill quests, yet I can only ever know 3 merited ones.
    (33)

  10. #80
    Player Lisotte's Avatar
    Join Date
    Mar 2011
    Posts
    76
    Character
    Lisotte
    World
    Sylph
    Main Class
    PUP Lv 99
    Some way to make up for the damage PUP loses by using manoeuvres every 20 seconds. When compared to MNK, SAM, etc. PUP has to stop dealing damage for 2 seconds every 20 seconds to put a new manoeuvre on.
    (9)

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