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..

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