Page 21 of 34 FirstFirst ... 11 19 20 21 22 23 31 ... LastLast
Results 201 to 210 of 338
  1. #201
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Rustic View Post
    I believe the point is you can either have optimal TH or optimal DPS, but you can't perform both roles at once.
    This is actually a common misconception. Thief's Knife exists to severely annoy Thieves just by existing. Originally the method through which Thief's Knife was obtained achieved this goal, and now the profound wretchedness of a level 75 weapon achieves this goal.

    There was a time when neither applied and Thief's Knife was only "mildly off-putting". For the micro-nihilist who designed Thief's Knife in order to watch some small corner of the world sort of smolder just a little bit, those were dark days indeed.
    (4)

  2. #202
    Player Rustic's Avatar
    Join Date
    Dec 2012
    Posts
    468
    Character
    Rustic
    World
    Ragnarok
    Main Class
    THF Lv 99
    Quote Originally Posted by SpankWustler View Post
    This is actually a common misconception. Thief's Knife exists to severely annoy Thieves just by existing. Originally the method through which Thief's Knife was obtained achieved this goal, and now the profound wretchedness of a level 75 weapon achieves this goal.

    There was a time when neither applied and Thief's Knife was only "mildly off-putting". For the micro-nihilist who designed Thief's Knife in order to watch some small corner of the world sort of smolder just a little bit, those were dark days indeed.
    I think the flaw is in that people demand the absolute maximum TH from a THF- because the idea that -1 TH will cause them to lose millions of 100 pieces/uber items and suffer horribly as a result.

    It's why I'd honestly love them to just make a really nice +TH/+Steal/+Despoil H2H weapon and leave it at that. Then if you want the super good shinies drop rate, you're not even going to whine once about the lower DPS while I try and punch that mob with a 300-cap E-rated H2H skill and yoink it's purse for good measure. Putting TH on a dagger just leaves us wondering.
    (0)
    Old-time player, new-time character- Ragnarok server.

  3. #203
    Player Dragonaut's Avatar
    Join Date
    Feb 2013
    Posts
    1
    Character
    Dragonaut
    World
    Cerberus
    Main Class
    RNG Lv 99
    So reading this post, and I thought to myself what items could I see changed?
    The CoP/RoZ/ToUA/WotF earrings/rings upgraded. As useful as they are they need to be upgraded, no one wants to work hard for 75 cap items, and the cap is 99 now
    I'd also like to see Octave Club become an actual kraken club rare/ex. Not some hidden effect bullcrap
    Sea/Sky items upgraded also. You can only do so much with augments.

    In pre-aby FFXI, every area had its purpose. Whether it was leveling, NMs, Farming. HNMs, the list goes on. People were in these areas constantly. Now, all the area serve is as Exploration. With Aby, SE killed old ffxi, Im not saying aby was a bad this because FFXI needed a faster way to level, but should of thought more of upgrading the content to make the whole Vana'diel useful. Lets make all areas have a purpose again.

    But, as SoA approaches, I get the jitters because I know new players are going to get a chance to taste what the old world was made of. If its going to go the way I think its going to go. Players are going to have to be skilled again, no more I can rock perle gear and do as much damage as a well geared counterpart.

    So SE its up to you, upgrade the old contents gear and make it worthwhile, make linkshells come together again. I dont mean augments, I mean the level, make us feel the fire that burned in our hearts once. Bring Vana'diel back to life.
    (1)

  4. #204
    Player BBQueHamster's Avatar
    Join Date
    Mar 2011
    Posts
    1
    Character
    Bbqhamster
    World
    Ragnarok
    Main Class
    NIN Lv 99
    Bait It used to be only stackable to 12, so I get that the crafting of it allows you to make 12. If you HQ1 it, you make 12, not 16 or 24, but 12. If you HQ3 it, you make 12. 12. 12. 12.
    A stack of earth crystals + stack of hare meat + stack of distilled water + san dorian flour = (no matter how many HQs you have) 144 meatballs
    The change I am asking for is the HQ amounts or crafting results in general to change for some of these baits. Insect paste is another example of a recipe that will always yield the same results, weather you are 40 cooking or 110 cooking. Is it possible to change like bullets, to the 33, 66, 99 format? It would be less of a headache to craft or sell. (I put 99 meatballs on the Auction House and now have 45 meatballs left in my inventory? Eh...)

    Ammo
    ArrowsI love that there are elemental arrows, but why do we never use them? It's because the en-spell on them is not enough to make up for the damage a regular demon arrow can do. I could stack on 300 INT and some MAB gear on my Ranger, and the extra ice effect of the ice arrows will only be cool for the sound effects. Could those en-elemental arrows be rebuffed? Maybe add an inherent MAB to them? Require less INT to do more? Have a higher tier version, such a level 80 fire arrow?
    BoltsThese are almost awesome as is, but maybe adding to the status effects list would be a good change. Silence bolts would be wonderful. As it is, on Thief, I only carry acid bolts and bloody bolts, because those are the only two items worth mentioning to make crossbow worthwhile. Sleep bolts don't last very long, and I suppose that could be seen as reasonable. Maybe an addition of a (low chance to proc) Dispel Bolt? When I was a crossbow Ranger, I always saw the advantage of crossbow being in the ability to help do status effects, while doing decent damage. It really isn't that great, damage wise, unless you are a ranger. If you are a ranger using crossbows, you aren't putting out as much damage as you could be if you were using a bow or gun. (Unless you count acid bolt spamming, and adding the extra damage the alliance does as your own.)
    (2)

  5. #205
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Demon6324236 View Post
    Please add RDM to Cuauhtli/Mextli, Ocelomeh/Toci's, Athos, and Thaumas sets. It is a job made to be a hybrid between a mage and a melee job. PUP and BST are both featured on 2 out of 3 sets from the same events as these, PUP is on the Light DD and Mage sets, while BST is featured on the Light and Heavy DD sets. I think it is fair for the 2 hybrid mages to get that sort of treatment, meaning BLU and RDM both getting access to Anhur/Mex, Heka/Toci, Rubeus/Athos, and Nares/Thaumas. This would help balance the jobs as well, and would make RDM a more useful job up close. Currently in optimum gear a RDM does about 60% of the melee damage a BLU does, while both jobs are hybrids of a similar nature.
    Since SoA is very close, I would like to repost this, I would like RDM to get access to this gear to help the job be more productive close up. If nothing else, I would like to be included on new light DD sets coming with SoA, many RDMs fear RUN will be filling even more of our roles, and without this kind of gear it will surely surpass our front line uses. So please add RDM to these types of sets, and perhaps even the previously listed sets, otherwise the jobs front line powers will remain sub-par and jobs like BLU and SCH will keep it... unneeded and sub-par in almost all situations.

    Healing was made better by the changes to Healing Magic, or rather, Cures I through IV. Nuking seems to be getting adjusted in the future, putting it more on par with melee damage, which will again help RDM. The 1-handed adjustments should help RDM as well, same as these other two, but RDM currently has a single flaw when it comes to melee that it does not in the other two fields, gear. RDM has access to all of the best gear for cures and nuking that are not from a JSE set like the Emp+2 gear, but its melee gear is horrid by compare to other jobs, so improve this one area, and with the other adjustments RDM should be a powerful job again.

    RDM is supposed to be the 'Jack of all Trades' but master of none, currently, we are master of none, but we are not as good at melee as we should be, which hurts us more than people seem to realize. People can argue that RDM should not melee, but there is a simple fact those people seem to forget, melee is what makes RDM different than SCH, it is what separates the two more than anything else. This request for the Cuauhtli/Mextli, Ocelomeh/Toci's, Athos, and Thaumas sets is a request I believe would put RDM in a few more parties, and give it a bit more use than it sees right now, as well as helping it live up to its name as a Jack of all Trades.
    (1)

  6. #206
    Player fernando's Avatar
    Join Date
    Aug 2011
    Posts
    63
    Character
    Ferney
    World
    Leviathan
    Main Class
    PLD Lv 99
    do something about VNM hunting!!! i dont mind a mob being hard to kill but having you spam one nm over and over to hope you change your abbysite,then to have it break on tier III nm,now you have to do it all over again and again.........Just my thought's ((hate (hate colorless soul farming)
    (1)

  7. #207
    Player Myo's Avatar
    Join Date
    Mar 2011
    Location
    Gha Naboh Matriarchate
    Posts
    25
    Character
    Myou
    World
    Siren
    Main Class
    DNC Lv 99
    Quote Originally Posted by fernando View Post
    do something about VNM hunting!!! i dont mind a mob being hard to kill but having you spam one nm over and over to hope you change your abbysite,then to have it break on tier III nm,now you have to do it all over again and again.........Just my thought's ((hate (hate colorless soul farming)
    I wouldn't mind the VNM hunting process if it wasn't for the shadow/shadowless T3/T4s, creating a T4 abyssite only to pop a shadowless dragon is sooo depressing.
    (1)

  8. #208
    Player Caketime's Avatar
    Join Date
    Apr 2011
    Location
    Taco Bell
    Posts
    654
    Character
    Anonymous
    World
    Leviathan
    Main Class
    WHM Lv 99
    I wouldn't mind them if they were less of a blatant time sink, but they're so obvious about it that I get fed up after 5 or so kills and have to do something else. If upgrades weren't such a hassle it might not be too bad, but that's just the first thing wrong with them. Tracking is nightmarish at times, it feels like the game is teasing when the mob jumps around a small area and despite the player's efforts the mob won't spawn. This annoying behavior certainly adds time to the overall process, it's kind of sad that the devs decided to suck all of the fun out of this system and replace it with traditional Japanese gameplay, which is both repetitive and exhausting.
    (0)

  9. #209
    Player Yinnyth's Avatar
    Join Date
    Mar 2011
    Posts
    839
    Character
    Yinnyth
    World
    Fenrir
    Main Class
    BRD Lv 99
    Quote Originally Posted by Myo View Post
    I wouldn't mind the VNM hunting process if it wasn't for the shadow/shadowless T3/T4s, creating a T4 abyssite only to pop a shadowless dragon is sooo depressing.
    Depressing would be if Yilbegan could pop with a 0% chance to drop rings, but he didn't let you know via the fact he has no shadow. If every NM outright told you "Hey, 0% chance at that thing you want" or "Hey, 80% chance at that thing you want" every time you popped it, the game would be less depressing, not more depressing.

    Imagine if ADL got changed to Yilbegan's loot forecasting system. 80% chance you get normal ADL who can't drop marrow, if he drops a sword, it's always talekeeper, and his skin is bright pink. 20% chance you get good ADL who drops 5-7 marrows, if he drops a sword, it's always sagasinger, and his skin is it's normal color. Would any ADL group complain about the ability to know immediately that it's simply not worth killing the pop they just farmed?

    Drop rates will always be held back one way or another. Difficulty in killing the enemy, low drop rate, multiple drops required, one drop required but it's only useful when that drop item is HQ'd in its crafting recipe, etc. At least VNMs allow you to utilize knowlege to improve your farming efficiency. Yilbegan has no shadow? Ignore him and spend your time farming a new pop instead of foolishly killing an enemy who has a 0% drop rate.

    Quote Originally Posted by Caketime View Post
    it's kind of sad that the devs decided to suck all of the fun out of this system and replace it with traditional Japanese gameplay, which is both repetitive and exhausting.
    So... which race of people makes the least repetitive and exhausting games?
    (2)
    Last edited by Yinnyth; 03-11-2013 at 08:57 PM.

  10. #210
    Player Caketime's Avatar
    Join Date
    Apr 2011
    Location
    Taco Bell
    Posts
    654
    Character
    Anonymous
    World
    Leviathan
    Main Class
    WHM Lv 99
    I see what you're implying there. The answer is C) None of these.

    Would also like to note that I was making a crack at the VNM system by comparing it to old PC games developed by Japanese companies that were incredibly hard, in the style of Wizardry, just for fun. Implying racism is cool too though, I appreciate that.
    (0)
    Last edited by Caketime; 03-12-2013 at 03:17 AM.

Page 21 of 34 FirstFirst ... 11 19 20 21 22 23 31 ... LastLast