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  1. #11
    Player MiniDiamond's Avatar
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    Sep 2011
    Location
    The Republic of Bastok
    Posts
    28
    Character
    Minidiamond
    World
    Shiva
    Main Class
    DNC Lv 99
    Quote Originally Posted by Xcstasy View Post
    Hello All,

    I'm not sure if anyone will read this but I have played FFXI since it's launch, and I'm a dedicated fan of XI [and the series] and think the game is incredible.

    However, over the year several elements of the game I feel should be addressed/updated. [Also Many people will/may have covered the same thing; I'm just expressing my own opinion]!


    The job Red Mage has become obsolete over time. Both White Mage/Black Mage can perform stronger Healing/Elemental magic and has the same amount of Buffs/Debuffs; etc.

    Proposal #1: Add 'Doublecast' as a job trait for Healing/Elemental Magic:
    [Doublecast: May Cast an additional spell to the one previously casted, does not use MP].

    Add Magic spell Debuffs such as: Confuse, Stop, Berserk & Reflect
    [Confuse: Target may attack itself and cause Damage]
    [Stop: Halts target. Target cannot move nor do Damage]
    [Berserk: Enrages Allies. Increases Physical Damage output of Party Member by a certain amount.]
    [Reflect: Reflects a Magical Attack back to the Castor.]

    ---------

    Proposal #2: Abyssea - Players Only Over Level 75 can enter Abyssea.
    Reason for this is Abyssea has destroyed the Levelling system - It would be good to revive part of that again!

    Proposal #3: REbirth MODE - Players are Once again thrusted into Van'a'diel with a complete new storyline, new monsters, and exciting new rewards to found!. This mode strips players of their Job Levels and Sub-job, the Level-cap is again 99. [Current Job levels are saved in the Normal FFXI - But When entering REbith Mode Job levels are Reset to Level 1. Only Main job can be used. Monster sprites are redone; NM sprites now exhibit a 'Different Colour' from it's normal Counter-part.]

    This is just a few of my suggestions but just wanted to put em' out there!

    Cheers = )
    Everything you mentioned looks Good. But The abbysea. SE wont do that, if they where gonna add a Level-Cap to Abby it wouldve been when it launched.


    Quote Originally Posted by Luvbunny View Post
    Yes there is such thing as rebirth, it's called FF14 A Realm Reborn, they really want us to move there and start playing that game instead.
    Clearly, SE wants everyone to drop XI and move to ARR, and to force that, SE makes "Seekers of Adoulin." Logic.
    (1)

  2. #12
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Quote Originally Posted by MiniDiamond View Post
    Clearly, SE wants everyone to drop XI and move to ARR, and to force that, SE makes "Seekers of Adoulin." Logic.
    I see what you're saying. A new expansion certainly suggests they don't want everyone to just drop XI for XIV. But I never thought it was as simple as that. After all, if they can motivate people to play both SE is better off. My guess is they're purposely making FFXI just unappealing and annoying enough to motivate a desire for something new (ARR), while still offering expansion news to keep XI subscription fees flowing.

    At least that's the thought process that went through my head. I don't enjoy XI all that much now but there are some things I want to finish up if I'm going to play a lot after the expansion. In the ample time I'm not tying up those lose ends in XI, what game do I choose? XIV was a contender for a while so they almost hooked me again, but in the end I decided against it.
    (2)

  3. #13
    Player Kuvo's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    132
    Character
    Kuvo
    World
    Bismarck
    Main Class
    SAM Lv 99
    Quote Originally Posted by Xcstasy View Post
    Hello All,

    I'm not sure if anyone will read this but I have played FFXI since it's launch, and I'm a dedicated fan of XI [and the series] and think the game is incredible.

    However, over the year several elements of the game I feel should be addressed/updated. [Also Many people will/may have covered the same thing; I'm just expressing my own opinion]!


    The job Red Mage has become obsolete over time. Both White Mage/Black Mage can perform stronger Healing/Elemental magic and has the same amount of Buffs/Debuffs; etc.

    Proposal #1: Add 'Doublecast' as a job trait for Healing/Elemental Magic:
    [Doublecast: May Cast an additional spell to the one previously casted, does not use MP].

    Add Magic spell Debuffs such as: Confuse, Stop, Berserk & Reflect
    [Confuse: Target may attack itself and cause Damage]
    [Stop: Halts target. Target cannot move nor do Damage]
    [Berserk: Enrages Allies. Increases Physical Damage output of Party Member by a certain amount.]
    [Reflect: Reflects a Magical Attack back to the Castor.]

    ---------

    Proposal #2: Abyssea - Players Only Over Level 75 can enter Abyssea.
    Reason for this is Abyssea has destroyed the Levelling system - It would be good to revive part of that again!

    Proposal #3: REbirth MODE - Players are Once again thrusted into Van'a'diel with a complete new storyline, new monsters, and exciting new rewards to found!. This mode strips players of their Job Levels and Sub-job, the Level-cap is again 99. [Current Job levels are saved in the Normal FFXI - But When entering REbith Mode Job levels are Reset to Level 1. Only Main job can be used. Monster sprites are redone; NM sprites now exhibit a 'Different Colour' from it's normal Counter-part.]

    This is just a few of my suggestions but just wanted to put em' out there!

    Cheers = )

    I like all those ideas but like what most people have said, none of those would happen. I have always thought that a level cap of 75 in aby would fix a good majority of issues wrong with today's play style and game but SE won't do that either and to put that cap in place now is way too late. The cap, however, i feel would fix some of the following issues; low level jobs or even new players have a chance to learn their jobs and be able to explore the other areas like we did when the game came out. For instance i just started a second character to play full time rather then just a mule. I could esentially wear my starting taru equipment all the way up to the teal set and only focus on buying the highest level of spells and only the ones needed for proc. SE would also have to change book burn parties to be only in a 6 person party instead of alliance.

    Also capping aby would force lower level jobs and new players to actually do missions and quests again, along with finding and exploring the world for leveling areas. Instead of just staying in the mines and nest then right to aby to power to 99. I would love to see the game hold the prestige it used to when you would see people with lvl 75 jobs and kick ass gear for that job. It was more of a sense of accomplishment. Now you don't need 90% of gear (which is why the economy kinda sucks), and seeing someone with lvl 99 means nothing and having multiple jobs at 99 means nothing. Gear, you can perform very well with all +2 AF3 gear which doesn't take that long to get or even that difficult to get.

    The last thing i think the old 75 cap on aby would have helped would be the social skills of todays players. No one wants to even chat. Just kill kill kill and the only thing you need to really say for the entire party is (book burn party do you need it? and "Last page for me, take care").

    Anyway back to the OP, I would love to see the changes but like most ppl that play anymore or are even on these forums I gave up hope in those kind of changes. SE will put what they want in the game and we as players need to adapt to it, accept it, or leave and quit.

    Recently I took a small break (about 2 months) to work on other things in my life and as for gaming wise i started to play other things. Came back to FFXI to find my LS gone and most friends left. Just isn't as fun as it used to be but i've also been playing since NA release, mainly because I'm not a quiter but SE is making it hard for me to stick around much longer.
    (2)

  4. #14
    Player Ranu's Avatar
    Join Date
    Oct 2012
    Posts
    4
    Character
    Ranu
    World
    Bismarck
    Main Class
    BLU Lv 99
    [QUOTE=Xcstasy;370931]Hello All,

    I'm not sure if anyone will read this but I have played FFXI since it's launch, and I'm a dedicated fan of XI [and the series] and think the game is incredible.


    The job Red Mage has become obsolete over time. Both White Mage/Black Mage can perform stronger Healing/Elemental magic and has the same amount of Buffs/Debuffs; etc.

    Proposal #1: Add 'Doublecast' as a job trait for Healing/Elemental Magic:
    [Doublecast: May Cast an additional spell to the one previously casted, does not use MP].

    Add Magic spell Debuffs such as: Confuse, Stop, Berserk & Reflect
    [Confuse: Target may attack itself and cause Damage]
    [Stop: Halts target. Target cannot move nor do Damage]
    [Berserk: Enrages Allies. Increases Physical Damage output of Party Member by a certain amount.]
    [Reflect: Reflects a Magical Attack back to the Castor.]

    ---------

    Proposal #2: Abyssea - Players Only Over Level 75 can enter Abyssea.
    Reason for this is Abyssea has destroyed the Levelling system - It would be good to revive part of that again!


    This is just a few of my suggestions but just wanted to put em' out there!



    I'm sorry, but as far as Rdm is concerned? It's still on the same level as it always has been as opposed to whm or blm. I have no idea why you'd think Whm or Blm can debuff a target like Rdm. Rdm still has a massive leg up when it comes to survivabilty over whm and blm. Idk, maybe it's the fact that I solo more then pt, and can see the wide gap between the 3.

    Another thing, why does Rdm need a stun spell? Enough jobs have a stun spell or move. Are people not going to be happy til Rdm can do all spells and abilities?

    As far as Abyssea is concerned, I kinda agree, but as soon as FoV came out it spelled the end of traditional pt's. Those of us who can remember how long it took to level up in an actually "old-fashioned" or "old school" pt?! Laugh hysterically when ppl whine and complain about anything xp related today. I personally didn't see Abyssea or FoV/GoV as a good thing, when they were introduced. Even barring Abyssea, I can go from 1-99 in a matter of a few weeks, solo. Considering the fact that it took a combined 16 months for me to solo Pup and Drg when I first started?! You can see the massive difference even FoV/GoV has made. They shoulda stopped at the xp boosts(they are worth 4x what they were when I first started) and FoV/GoV, as far as XP is concerned.

    Besides the Abyssea statement, I can only agree that a Reflect spell would be an awesome idea. ^^
    (0)

  5. #15
    Player
    Join Date
    Mar 2011
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    Ru'Lude Gardens!
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    RDMs want stun because of 2 reasons. 1, its a spell we are often forced to have for endgame, thanks to our high fast cast & chainspell we are the best stunners possible, thus, forced into either /DRK or /BLM, as you can tell from RDM history. 2, of all our spell & ability access we lack a stun, and as you pointed out, most jobs have access to stun in one form or another, wouldn't it make sense that RDM get one too?
    (1)

  6. #16
    Player Ranu's Avatar
    Join Date
    Oct 2012
    Posts
    4
    Character
    Ranu
    World
    Bismarck
    Main Class
    BLU Lv 99
    Quote Originally Posted by Kuvo View Post
    The cap, however, i feel would fix some of the following issues; low level jobs or even new players have a chance to learn their jobs and be able to explore the other areas like we did when the game came out. For instance i just started a second character to play full time rather then just a mule. I could esentially wear my starting taru equipment all the way up to the teal set and only focus on buying the highest level of spells and only the ones needed for proc.

    Also capping aby would force lower level jobs and new players to actually do missions and quests again, along with finding and exploring the world for leveling areas. Instead of just staying in the mines and nest then right to aby to power to 99. I would love to see the game hold the prestige it used to when you would see people with lvl 75 jobs and kick ass gear for that job. It was more of a sense of accomplishment. Now you don't need 90% of gear (which is why the economy kinda sucks), and seeing someone with lvl 99 means nothing and having multiple jobs at 99 means nothing. Gear, you can perform very well with all +2 AF3 gear which doesn't take that long to get or even that difficult to get.

    The last thing i think the old 75 cap on aby would have helped would be the social skills of todays players. No one wants to even chat. Just kill kill kill and the only thing you need to really say for the entire party is (book burn party do you need it? and "Last page for me, take care").

    Anyway back to the OP, I would love to see the changes but like most ppl that play anymore or are even on these forums I gave up hope in those kind of changes. SE will put what they want in the game and we as players need to adapt to it, accept it, or leave and quit.

    Recently I took a small break (about 2 months) to work on other things in my life and as for gaming wise i started to play other things. Came back to FFXI to find my LS gone and most friends left. Just isn't as fun as it used to be but i've also been playing since NA release, mainly because I'm not a quiter but SE is making it hard for me to stick around much longer.
    Sorry, but I can only really agree to your last statement. Indeed, it used to be so much more fun years ago, before WotG came out.

    Only thing(s) Abyssea has done to FFXI?! Is ruin the economy by making it super easy to obtain gil, and make it so lazy to level it's insane.

    I don't agree that Abyssea has caused social problems in FFXI, only the lack of skill. I have done nothing but laugh at all these new players whining about having to level up their skills......and they are at level 99.... ; ; Considering they usually have the skill levels of between level 35-70, while they are complaining about having to do it. At least FoV/GoV soloed/duoed maintains a relatively close skill-level ratio. But even FoV/GoV has it's leech parties, at least in Abyssea the leech has to actually do something, in FoV/GoV leech pt's the player just stands there.

    I'd really like to see you proc a mob with level 30 skills.... seriously. Which just leads me back to these new players whining about having to skill up. I think there should be a level 90 cap on Abyssea. That'd solve alot of new players just using this game to say they have done it, instead of actually experiencing it.
    (0)

  7. #17
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    Quote Originally Posted by MiniDiamond View Post
    Clearly, SE wants everyone to drop XI and move to ARR, and to force that, SE makes "Seekers of Adoulin." Logic.
    Here is logic to you. Abyssea add ons were released in Summer - Winter 2010, the same time frame for FF14 original release, with enough months to gauge the success of 14. It was probably designed as a nice swan songs for FF11 players, where we finally have god mode, and be able to do fun stuffs, clearly it was a game breaking so to speak, FF11 on steroids. They probably was hoping for all of us to have our last hurrah then migrate to FF14. When that game tanked badly, SE had to backtrack everything since clearly not many left FF11, hence everything else after Abyssea was designed as hold over, stretched for months to years with RNG and impossible feat and crazy NMs.

    Now with a relaunch of FF14 again, they have to employ similar strategy, create a new expansion that looks interesting enough to hold our attention but not one that is completed already aka Abyssea. This way they can gauge the reaction to FF14 ARR. If it is successful, they will make SoA as a tough grind that defy logic to send us all to the new game, hopefully. If FF14 bombs yet again, then expect SoA to be developed as another filler contents with many RNG stuffs and invisible walls that stretch for a good 5 years similar to WoTG.
    (2)

  8. #18
    Player Ranu's Avatar
    Join Date
    Oct 2012
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    4
    Character
    Ranu
    World
    Bismarck
    Main Class
    BLU Lv 99
    Quote Originally Posted by Demon6324236 View Post
    RDMs want stun because of 2 reasons. 1, its a spell we are often forced to have for endgame, thanks to our high fast cast & chainspell we are the best stunners possible, thus, forced into either /DRK or /BLM, as you can tell from RDM history. 2, of all our spell & ability access we lack a stun, and as you pointed out, most jobs have access to stun in one form or another, wouldn't it make sense that RDM get one too?
    No..... what's the big deal with having to sub Blm, Drk or Dnc for stun? Why does Rdm need to have everything that every other job has?

    Look, I'm sorry, Rdm was my 3rd level 75 job years ago, I relish in what it was/is capable of doing, I just don't get why Rdm has to have everything. I'd agree with you if there were no such things as subjobs, but we do have those.

    Endgame?? There's such a thing in FFXI anymore? Sorry, I just don't get the comparison. Endgame pre-Abyssea was actually something, endgame died a few years ago ; ;
    (0)

  9. #19
    Player Luvbunny's Avatar
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    Mar 2011
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    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    Rdm should be revamped, and given specialty spells and abilities as party buffer and NMs enfeebler. Enhancing and Enfeebling are the two job traits that is RDM strongest capabilities, but in the past 3 years, those are given to Scholars and White Mage. While RDMs melee capabilities are given to Blu and Rune Fencer. Geomancer is in a way taking RDM spot as buffer, a job that is a combination of bard + corsair + smn buffs capabilities. If you look at the list of blue spells, you can see how much it is unfair that the job is getting SO MANY spells that could be given to RDM, for example: plague, removing tp, stronger DOT spells, attack down, melee stun damage spells, magic attack down, magic defense ups, spells that absorb magic attacks, a much stronger blink, a longer refresh + haste, spells that reduce melee damage, spells that absorb melee attack, etc.....
    (3)
    Last edited by Luvbunny; 10-29-2012 at 03:50 AM.

  10. #20
    Player
    Join Date
    Mar 2011
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    Well to put it simple, I don't understand why a job should be locked to a single subjob for a single spell for it to be usable in endgame, which defines RDM in endgame.
    (1)

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