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  1. #131
    Player Drac's Avatar
    Join Date
    Mar 2011
    Posts
    28
    Character
    Draconious
    World
    Quetzalcoatl
    Main Class
    PUP Lv 99
    I know this has been said a thousand times. Combine all Magian Staves. Make Laevateinn, Tupsimati, ~FAR~ exceed them THESE WEAPONS ARE EXTREMELY HARD TO GET AND SHOULD BE WORTH GETTING. They are second rate and should not be.

    Once mages have access to a staff they can use solely. We may even see some weaponskills being used that were designed for Mages.
    (6)

  2. #132
    Player Cyllene's Avatar
    Join Date
    Jan 2012
    Posts
    14
    Character
    Sensui
    World
    Asura
    Main Class
    SAM Lv 99
    Adjust how herald's gaiters are obtained. Whether it's changing Tiamat's and other wyrm's spawn conditions or let the drop from other bcnm type of situations. We have 1 guy on our server who hoards the dragon, "hasn't lost claim since 2011", tells other campers to leave because they won't claim, or leave because we'll 'attract rmt' to compete with his mighty claim abilities and constantly uses them for gil profit. It's very annoying to those who can't play 24/7 and babysit a dragon with such lengthy spawn times.
    (5)

  3. #133
    Player Sabaku's Avatar
    Join Date
    Mar 2011
    Location
    Vana'diel
    Posts
    7
    Character
    Meowzer
    World
    Phoenix
    Main Class
    RDM Lv 99
    I'm on-board with medicine adjustments!
    Here are a few ideas that would be lovely.
    I apologize if they've already been stated:

    1. Medicine (Potions, Ethers) stack to 12 (or 99!)
    2. Remove medicated effect on Potions, Ethers.
    3. Increase amount of HP and MP healed with items.

    Potions are wonderful items. I spend a lot of gil on HP and MP restoring items, but I am limited to only a few items out of the plethora of medications out there simply due to the amount of time it takes to use an item as well as the medicated effect that they cause. This limits me mainly to Vile Elixir, Vile Elixir +1, Hi-Potion +3, and Super Ether +3. These are not always in stock and limited. Additionally, they take up a lot of space because I use a lot of medication.

    This is a bit far-fetched, but I thought of a creative solution to potions and ethers (excluding elixirs):

    Potions
    HP Healed = (Max HP / X)*(1+Y)
    X = Modifier based on the level of the potion (i.e. Hi-Potion vs Super Potion).
    Y = MND based modifier, much like a WSC in WS formulas, also affected by level of the potion.
    Potions would be affected by MND and your Max HP, making healing much more efficient.
    Additionally, make (certain) potions target party members, and make area of effect potions craftable.

    Ethers
    MP Healed = (Max MP / X)*(1+Y)
    X = Modifier based on the level of the potion (i.e. Hi-Ether vs Super Ether).
    Y = INT based modifier, much like a WSC in WS formulas, also affected by level of the potion.
    Potions would be affected by INT and your Max MP, making healing much more efficient.
    Additionally, make (certain) potions target party members, and make area of effect potions craftable.

    Final Adjustment:
    Much like Automaton Oils, add minimum level requirements to use them, like the requirements of EXP pages.
    This way you don't have low level parties spamming high healing items.

    Anyway, that's just my two cents. Hopefully my ideas get those brain cogs turning!
    (4)

  4. #134
    Player Cyllene's Avatar
    Join Date
    Jan 2012
    Posts
    14
    Character
    Sensui
    World
    Asura
    Main Class
    SAM Lv 99
    Quote Originally Posted by doinitrite View Post
    Remove the drop timer on Kindred Seals/Crests/High Kindred Crests/Beastmen Seals and allow them to drop off higher level (in the case of kindred seals/beastmen seals) content.

    There NQ pop items for faf/behe/ada are starting to creep up in price due to most of the content people are engaging being too high of a level to drop Kindred/Beastmen seals. People seeking blackbelt items etc are in an increasingly difficult position with egg being extremely expensive now due to ada/aspid not really providing any other compelling reasons to pop it.

    Assuming you manage to get a Kindreds seal to drop as soon as its possible since the last, it will take you over 8hours for a chance at these items and with a 1/10 drop rate on HQ pops you are looking at over 80 hours. That is assuming you only get kindred seals to drop (won't since it will be diluted by Kindred Crests and Beastmen Seals) and that you can get one to drop every 5mins which won't either.
    I know having a larger quantity of KS/and beastman's would be ideal, but with the excess amount of High Kindred and Kindred that drop I just convert them with the NPC and still am able to get plenty of KS99 orbs that way.
    (1)

  5. #135
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Cyllene View Post
    I know having a larger quantity of KS/and beastman's would be ideal, but with the excess amount of High Kindred and Kindred that drop I just convert them with the NPC and still am able to get plenty of KS99 orbs that way.
    I am sure you have never farmed specifically for them to get HQ pops either. Items like Defending Ring are amazing, but in my opinion they are not worth their current rarity, especially now days when we have so many pieces of gear that do the same thing, their effects are good, but not as amazing as they once were. Farming HQ pops takes a ton of time, as he said, even if you got extremely lucky and got them to drop only KSs every 5 minutes on the dot, you would be looking at an average of 80 hours for a single HQ. For a Dring, its about 800 hours because if I remember correctly the drop rate is roughly 10%. Is a Defending Ring worth what is the equal of a month of non-stop farming?
    (2)

  6. #136
    Player dragmagi's Avatar
    Join Date
    Feb 2012
    Posts
    88
    Character
    Dragmagi
    World
    Leviathan
    Main Class
    DRG Lv 99
    add what the atmas and atmacites actully do in the ki descriptions
    (8)

  7. #137
    Player Ziyyigo-Tipyigo's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,305
    Character
    Ziyyigotipyigo
    World
    Sylph
    Main Class
    PUP Lv 1
    Quote Originally Posted by dragmagi View Post
    add what the atmas and atmacites actully do in the ki descriptions
    A thousand times this!
    (2)
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    No Moogles were harmed in the making in this post. Stars save the Sibyl!

  8. #138
    Player Kittytiffany's Avatar
    Join Date
    Jan 2013
    Location
    myself
    Posts
    10
    Character
    Fluttershymlp
    World
    Fenrir
    Main Class
    DNC Lv 32
    well all i can take of is making more weapons avaible for some classes because for example my favoirt class is dancer its a pain even finding 1 piece of armor or weapon for its class.
    (0)

  9. #139
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Kittytiffany View Post
    well all i can take of is making more weapons avaible for some classes because for example my favoirt class is dancer its a pain even finding 1 piece of armor or weapon for its class.
    Your level 16, once your @99 you have more than enough options.
    (2)

  10. #140
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    184
    Crafting Related

    • Make all craft recipe items stackable to at least 12
    • Revisit recipes for all crafts.
    • Phase out rare ingredients or add them to NPC vendors. It doesn't make sense lore wise that you can't obtain ores and ingots from guild merchants specializing in their craft, when you see NPCs throughout the game wearing armor that uses them as an ingredient...
    • Remove certain skillup ingredient items from the game. Their only purpose is to be ingredients for skillup items, and thus they are only inventory -1
    • Re-examine the pricing of all NPC items. Taking into consideration how NPCs view gil vs players - a jar of distilled water costs 9~11 gil.. why are some crafting ingredients 30,000+ gil..? Unless these NPCs are "cooking their books", they couldn't even afford to pay taxes on those types of transactions!
    • Remove the guild vendor daily replenishment system or revamp it to allow much greater numbers of daily replenishment

    Currency/Gil Related
    • Partially undo the cruor to gil conversion nerf - gear that is only available through a dimensional rift should have SOME resale value to normal merchants - strike a balance between exploitation and uselessness..
    • Implement a guild vendor type system for all types of upgrade currency and items - Dynamis currency, Alexandrite, Heavy Metal plates etc. Items that are low on stack will sell to the NPC for a tidy sum, while items with large quantity will be purchasable at clearance prices - with some type of reasonable daily buying/selling limit to prevent exploitation. This will greatly reduce the stress of buying and selling upgrade items.

    Equipment Related
    • Add all jobs to Dynamis relic weapons
    • Add PUP to most types of light armor - as has been pointed out, PUP has (erroneously?) been added to many mage-type gear despite their lack of a natural magic pool.. they are a physical damage dealer and need more diversity in damage dealing gear
    • Addition or enhancement of pet related abilities, attributes and traits on equipment - on a large scale
    • Combining elemental obis and belts into a single item
    • Scaling the bonuses of equipment rewards for storyline/expansion completion to reflect level 99 stats
    • Revisit the types of swords BLU can use - they are excluded from a fair number of weapons that share a design/form factor of other swords that BLU can equip
    • Broad and sweeping additions to the number and types of jobs that are listed on Magian weapons
    • Re-examine the stats and effects of Empyrean/Relic/Mythic staves and clubs to reflect something.. I can't even say MORE beneficial in some cases.. but beneficial at ALL to healing/support/magic damage dealing jobs..
    (11)

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