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  1. #91
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    My suggestions are more in line with current medicines. Most medicines are fairly useless due to their static amounts and the following medicated effect. No one is seriously going to use a pro-ether for MP.

    Ether 20MP
    Hi-Ether 50MP
    Pro-Ether 250MP
    These all need to be changed to a percent based restoration and allowed to stack to 12. No medicated effect. Force user to be unable to do any action for a few seconds after use.

    Ether 12.5% MP restored 20MP Minimum
    Hi-Ether 25% MP restored 50MP Minimum
    Pro-Ether 33% MP restored 250MP Minimum

    Potion 50HP
    Hi-Potion 100HP
    X-Potion 150HP
    Max-Potion 500HP Minimum
    Same as above percentage based restoration with a stack of 12, again no medicated effect. Force user to be unable to do any action for a few seconds after use.

    Potion 12.5% HP restored 50HP Minimum
    Hi-Potion 25% HP restored 100HP Minimum
    X-Potion 33% HP restored 150HP Minimum
    Max-Potion 50% HP restored 500HP Minimum

    These are fine, just allow them to stack to 12. Also reduce their use time to 5s with the same 5s of no action after their used.

    Elixir 25% HP/MP
    Hi-Elixir 50% HP/MP
    These are currently fine as is and represent the instant use emergency button.

    Vile-Elixir 25% HP/MP
    Vile-Elixir+1 55% HP/MP
    (18)
    Last edited by saevel; 01-12-2013 at 11:20 AM.
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  2. #92
    Player
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    126
    Re-visit the additional effects on relic weapons, Gungnir moreso. I'm not even a Dragoon, and the fact it can overwrite Angon to begin with with a weaker effect just turns people away on it and makes it look bad.

    Re-visit relic weaponskills. Some are great (ie: Catastrophe), a lot need to be re-looked into (ie: Scourge, Geirskogul, etc). Did I mention the stat mods make absolutely zero sense? Scourge killshots made me want to scream, MND and CHR.... on a DRK...seriously? That alone is flat out confusing.

    Re-visit empyrean weaponskills, in particular: make Redemption and Rhongomiant not suck. These have to be the worst empyrean weapons because the weaponskills are that awful, literally every other empyrean weapon is more worthwhile and they BOTH come from one of the toughest empyrean weapon paths. There's little reason to ever use weaponskills that ignore defense, you're more likely to be buffed to the core on attack so you can use weaponskills that'll destroy both Quietus and Camlann's Torment regardless of monster defense, making the weaponskills not even usable; they'll be beaten at their best with minimal effort. It's not too difficult to gear for these weaponskills, but it will not be hard for even Guillotine to beat Quietus (And Catastrophe/Entropy blow it out of the water), and it won't be hard for Camlann's Torment to be outperformed, especially since any self-respecting Dragoon has Stardiver, which is infinitely more useful due to its critical hit rate down effect along with its damage which would only end up helping Drakesbane too.

    Think that's about all I got for now.
    (15)
    WAR, WHM, BLM, RDM, DRK, BRD, SMN, BLU, SCH, GEO, RUN 99

  3. #93
    Player Mindi's Avatar
    Join Date
    Jun 2011
    Posts
    45
    Character
    Mindi
    World
    Cerberus
    Main Class
    WAR Lv 99
    Quote Originally Posted by Camate View Post
    Hello everyone!

    Likewise, if there are any item you would like to see changed, improved, modified, etc. please let us know!
    Make CoP-Rings Scale to Level 99. Back at 75 they had 2 stats, at the highest value possible at the time (5, until the VNM Rings came) So they should also scale to level 99

    Not completly following the order, but it could be like this:
    30 - 44 +2 15HP/MP
    45 - 59 +3 20HP/MP
    60 - 74 +4 25 HP/MP
    --------
    75 - 84 +5 30 HP/MP
    85 - 94 +6 35 HP/MP
    95 - 99 +7 40 HP/MP
    (5)
    Last edited by Mindi; 01-12-2013 at 07:12 PM.

  4. #94
    Player Masekase's Avatar
    Join Date
    Mar 2011
    Posts
    78
    Character
    Masekase
    World
    Asura
    Main Class
    BLM Lv 99
    Add bazaar symbol to npcs that sell stuff
    (11)

  5. #95
    Player Sarick's Avatar
    Join Date
    Apr 2011
    Posts
    732
    Character
    Saricks
    World
    Fenrir
    Main Class
    RDM Lv 99
    Quote Originally Posted by saevel View Post
    My suggestions are more in line with current medicines. Most medicines are fairly useless due to their static amounts and the following medicated effect. No one is seriously going to use a pro-ether for MP.

    These all need to be changed to a percent based restoration and allowed to stack to 12. No medicated effect. Force user to be unable to do any action for a few seconds after use.

    Same as above percentage based restoration with a stack of 12, again no medicated effect. Force user to be unable to do any action for a few seconds after use.

    These are fine, just allow them to stack to 12. Also reduce their use time to 5s with the same 5s of no action after their used.

    These are currently fine as is and represent the instant use emergency button.
    I like but why limit these to a tiny 12 stack. Every other FF game allowed them to be 99, while they're at it they should allow others to use potions on party members as well. Limiting them to 12 is a big deal when they'll cost a lot of gil to get full stack. The full 99 stacks people purchase or make will be GOOD for the economy as GIL sinks. It's also better for the severe inventory limitations we have.
    (4)
    Developers take notice when a post has a lot of likes. Please support your fellow posters if they make good suggestions or comments by clicking the like.

  6. #96
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    I like but why limit these to a tiny 12 stack. Every other FF game allowed them to be 99, while they're at it they should allow others to use potions on party members as well. Limiting them to 12 is a big deal when they'll cost a lot of gil to get full stack. The full 99 stacks people purchase or make will be GOOD for the economy as GIL sinks. It's also better for the severe inventory limitations we have.
    Because food and other medicines stack to 12, it's a nice flat number. Also making 99 Hi-potions or Hi-ethers would ABSOLUTELY F*CKING SUCK.

    Also don't want medicines taking over for healing or resource control. Their supposed to act as an emergency item, a DD could pop a Max-Potion in a pinch if the WHM was getting very low on MP. Currently our WHM in neo Salvage goes in with a ton of Hi-Elixirs so that we don't have to stop for resting, and there are many times I wish I had a way of restoring ~750 HP to myself. Then again I'm the crazy bastard who walks around with a stack of remedys and some panacea's at all times. Condoms, preparation and all that jazz.
    (8)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  7. #97
    Player Rooj's Avatar
    Join Date
    Jun 2012
    Posts
    128
    Way more items need to be stackable. Ores, potions, many hides and other crafting items. The list is quite large honestly, perhaps others could provide more input.
    (6)

  8. #98
    Player Crimson_Slasher's Avatar
    Join Date
    Jul 2011
    Location
    San d'Oria
    Posts
    356
    Character
    Grievor
    World
    Sylph
    Main Class
    RDM Lv 99
    I think some of the old abjuration gear needs to be looked at, both in job distribution and in the effectiveness of select pieces. I can go through and look at some particularly, but the best way to say it is some abjuration sets and pieces far outclass others, and some have little to no utility in modern endgame levels. While this is expected, its also disheartening when some of this gear (Crimson/blood scale mail) even with synergy augments as still largely ineffectual. Perhaps revamping some of the pieces that arent so good like the example i gave, or simply, adding stats pre-augment that make them more appealing, might be in order. Largely there is a lot of job distribution on lighter gear though for red mage and lack of melee options for whitemage (when the situation calls for it) outside of the newest body.

    Outside of a few cleaned up abjurations, what about some bleed-overs on voidwatch gear? I know some have been calling for the Toci/Ocelomeh pieces to be granted to redmage, and the Heka/Nefer pieces for Blu. I dont see it as entirely unfair seeing as beastmaster is on both Ocelomeh, and Meikira, not to mention Twilight, aurore, perle, Ogire, Phorcys. With all the gear selections, being put on some of the highest base damage 1hander weapons, with a very respectible merit ws, and their dynamis domination, it does look rather favoritive. Also gear options and sidegrades are nice so people arent forced to flock to 1 event for 1 job for months just to get 1 piece thats relevent for 1 function.

    What else could be changed other than this... Wow i almost overlooked that. Evoliths and armor which they can be junctioned onto. Some of these are brilliant (-3 minutes for SP JA for select jobs, i think i saw triple attack +4% on dagger ws on a machismo...). Others not so much (+8 defense against arcana?). Perhaps take something semi-magian with it, make the evoliths questable, some lesser quality or more common ones buyable, and more universal slot sort of system for armor, so for the ebon/ebur/furia and weapons can be augmented with any 3 non identical augments. Or even if identical, make it scale less, no double attack +4,+4,+4 for 12%. I think some of those weapons with reasonable augments, as well as the armor, could make a comeback.

    In short; Look over abjuration gear stats, augments, and their jobs. Look over job distribution on some gear, particularly voidwatch, and consider revamping and cleaning up evoliths and the equipment they can be etched and fused to.
    (1)

  9. #99
    Player Werewolf's Avatar
    Join Date
    Mar 2011
    Posts
    21
    Character
    Makenshi
    World
    Quetzalcoatl
    Main Class
    NIN Lv 99
    Would be nice to see relics get an upgrade, more specifically make the 2-3x damage modifier activate on more than just the first hit (Empyrean aftermath can already do this) and also make it activate on weaponskills would be nice.

    Update all the relics additional effects, for example Spharai and Ragnarok effects both clearly upgrade from 75 - 99 with the designation II - IV after them; but most of the others don't...
    (8)

  10. #100
    Player Teraniku's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    671
    Character
    Teraniku
    World
    Shiva
    Main Class
    WHM Lv 99
    Quote Originally Posted by Crimson_Slasher View Post
    I think some of the old abjuration gear needs to be looked at, both in job distribution and in the effectiveness of select pieces. I can go through and look at some particularly, but the best way to say it is some abjuration sets and pieces far outclass others, and some have little to no utility in modern endgame levels. While this is expected, its also disheartening when some of this gear (Crimson/blood scale mail) even with synergy augments as still largely ineffectual. Perhaps revamping some of the pieces that arent so good like the example i gave, or simply, adding stats pre-augment that make them more appealing, might be in order. Largely there is a lot of job distribution on lighter gear though for red mage and lack of melee options for whitemage (when the situation calls for it) outside of the newest body.

    Outside of a few cleaned up abjurations, what about some bleed-overs on voidwatch gear? I know some have been calling for the Toci/Ocelomeh pieces to be granted to redmage, and the Heka/Nefer pieces for Blu. I dont see it as entirely unfair seeing as beastmaster is on both Ocelomeh, and Meikira, not to mention Twilight, aurore, perle, Ogire, Phorcys. With all the gear selections, being put on some of the highest base damage 1hander weapons, with a very respectible merit ws, and their dynamis domination, it does look rather favoritive. Also gear options and sidegrades are nice so people arent forced to flock to 1 event for 1 job for months just to get 1 piece thats relevent for 1 function.

    What else could be changed other than this... Wow i almost overlooked that. Evoliths and armor which they can be junctioned onto. Some of these are brilliant (-3 minutes for SP JA for select jobs, i think i saw triple attack +4% on dagger ws on a machismo...). Others not so much (+8 defense against arcana?). Perhaps take something semi-magian with it, make the evoliths questable, some lesser quality or more common ones buyable, and more universal slot sort of system for armor, so for the ebon/ebur/furia and weapons can be augmented with any 3 non identical augments. Or even if identical, make it scale less, no double attack +4,+4,+4 for 12%. I think some of those weapons with reasonable augments, as well as the armor, could make a comeback.

    In short; Look over abjuration gear stats, augments, and their jobs. Look over job distribution on some gear, particularly voidwatch, and consider revamping and cleaning up evoliths and the equipment they can be etched and fused to.
    Just removing the negative stats from the Koenig Schaller would make it relevant (DEF is on par with other endgame pieces but once you upgrade the Creed armet to +1 it becomes kind of redundant and the negative stats on the Koenig (especially the - STR) makes it become less desirable to be used. See look here:





    Just removing the -STR and - DEX would make this piece relevant, and you have a clearer choice on whether you need the extra mp and mp return on the Creed, or the better Defense with the +VIT on the Koenig
    (3)
    Last edited by Teraniku; 01-13-2013 at 04:00 AM.

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