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  1. #291
    Player Mefuki's Avatar
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    Aug 2011
    Posts
    224
    Character
    Mefuki
    World
    Fenrir
    Main Class
    BLU Lv 99
    Camate, I think it might be important to let Iwagami know that there are a few things that need to happen to ensure that interest in Monstrosity doesn't wane. The two most important ones in my mind are:


    Reward Quality Improvements-Improve the quality of rewards that can be gained from PvP as well as future MONvMON content. Doesn't have to be the best gear in the game necessarily but I think you know the importance of proper incentive by now. Gladiators need reasons to go NM hunting and NM's need reasons to hunt/stick around to fight Gladiators.

    Some of the things you can buy can even be "show off" gear that you can buy once a Gladiator has beaten, let's say, 50, 100 and 200 HNM Monipulators in battle. The same can be applied to Monipulators.
    What about being able to buy a special Monipulator slaying title with Prestige? One that is available, again, once you've been a number of opponents. The same can be applied to Monipulators here too.

    Those are just some superfluous, fringe things that could be made available but, really, I think the heart of it is the gear has to be reasonable good enough to bother working on from the gladiator side. Monipulators need incentives too. Why are we going to stick around to fight other players? What do we spend our Infamy on? May I suggest:

    Quote Originally Posted by Mefuki View Post
    Full TP Movelists: A lot of monipulators are still missing one/some of their TP moves: Floral Bouquet for Rafflesia, Call of The Moon for Gnole, Grim Glower for Peistes, etc etc. Whether we unlock these via spending large amounts of Infamy like we have to to unlock certain sub-species or perhaps from quests of some sort or from reaching level 99 with a particular monster, they're still missing.

    Classic and Modern NM/HNM Traits: I'd like to see En-enfeeble effects, auras, withdrawing into shells (similar to Aspidochelone), absorbing certain elements to heal, Draw-in, summoning additional monsters (Like Alpha Gnole Anders), or other traits that NMs have that make them difficult/tactically interesting. This can really add an extra layer of depth when Mon Vs. MON is released. You could even allow us to mix and match different traits. (Within reason of course. I know it'd be pretty hard to make things like withdrawing into shells available to most monipulators. Things like that could be more HNM or sub-species specific)
    You can make the missing TP moves and NM traits available for purchase for some incentive.


    Mon Vs Mon PVP-So far, the PVP elements have been centred around Gla Vs Mon. I think it's going to be almost impossible to balance job classes Vs Monipulators and you wouldn't really want to balance that much for it anyway because first priority is balancing the job classes with the rest of the game, not Monstrosity. As far as PVP goes, the better one, in my mind, is going to be Mon Vs Mon. We need to get this implemented as soon as possible. Mon Vs Mon allows you to start with more of a blank slate of sorts where you can fine tune less balanced aspects of ability within combatants.

    I want to again emphasize here, like I have in previous posts, that implementing TP moves or NM traits that seem overpowered can actually be used as a self-balancing system, given a few minor tweaks.
    For more information on exactly what I'm talking about, see: http://forum.square-enix.com/ffxi/th...034#post478034.
    (1)

  2. #292
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    Greetings,

    I’d like to respond to some of the comments we’ve received.
    • Songs
      Apologies that this was not mentioned beforehand, but in the January version update we added an instinct that will allow you to utilize more than one song.

    • Paladin monipulators
      Paladin-type monipulators have been balanced with a large HP pool as well as high defense, and there are no plans at the moment to add shield blocks or parry effects.

    • Unique abilities and traits
      The development team would like to proactively add aspects that vary based on gameplay such as the mode change for gnoles. They will have to look into the ideas individually to see if it would be possible from a technical standpoint; however, one example of something they are currently looking into is making it possible for wyrms to take flight into the air.
    (8)
    Last edited by Camate; 02-01-2014 at 11:11 AM. Reason: Correction of information
    Devin "Camate" Casadey - Community Team

  3. #293
    Player
    Join Date
    Dec 2013
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    1,098
    Quote Originally Posted by Camate View Post
    Unique abilities and traits
    The development team would like to proactively add aspects that vary based on gameplay such as the mode change for gnoles. They will have to look into the ideas individually to see if it would be possible from a technical standpoint; however, one example of something they are currently looking into is making it possible for wyrms to take flight into the air.
    Don't forget to let my Adamantoise go in his shell~!
    (1)

  4. #294
    Player dasva's Avatar
    Join Date
    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by Camate View Post
    Greetings,

    I’d like to respond to some of the comments we’ve received.
    [list][*]Songs
    Apologies that this was not mentioned beforehand, but in the January version update we added instincts that will allow you to utilize more than one song.

    [*]Paladin monipulators
    Paladin-type monipulators have been balanced with a large HP pool as well as high defense, and there are no plans at the moment to add shield blocks or parry effects.

    Incorrect. You added 1 instinct. Not instincts.

    And so what if pld mobs have large hp and def. So do wars and mnks have even more.
    (1)

  5. #295
    Player
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    Dec 2013
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    1,098
    Quote Originally Posted by dasva View Post
    And so what if pld mobs have large hp and def. So do wars and mnks have even more.
    Yeah, not only that but HP & DEF would not make up for the lack of Shield Mastery kicking in, I mean the inability to be interrupted while casting and gaining extra TP from getting hit when blocking can't be matched by simple HP/DEF increases.
    (3)

  6. #296
    Player Draylo's Avatar
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    Mar 2011
    Posts
    778
    They should add things like alexandrite, plates and dynamis currency to this so theres some incentive.
    (4)

  7. #297
    Player Vagrua's Avatar
    Join Date
    Mar 2011
    Posts
    191
    Character
    Vagrua
    World
    Lakshmi
    Main Class
    SAM Lv 99
    Hello, for support enhancements from Teyrnon; can you make to where we can choose multiple effects at the same time instead of having to go back through the menu repetitively? Maybe like campaign's way of applying buffs with Sigil. It would be convenient.

    Keep up the good work and I look forward to new monster families added in the future.
    (0)

  8. #298
    Player dasva's Avatar
    Join Date
    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    oh shit completely forgot about support. Hopefully they can make it so it actually works in belligerence too seeing as how a very large portion of monstorsity is spent with belligerence
    (0)
    Last edited by dasva; 02-01-2014 at 06:03 PM.

  9. #299
    Player
    Join Date
    Dec 2013
    Posts
    1,098
    It would also be great if the caps on XP were risen greatly, I find myself selecting them and using them but I cap them fairly quickly which means to get the bonus I have to leave Monstrosity entirely just to get the effect again, it would be awesome if the cap was either risen to a higher amount, there were more choices with higher caps, or they simply removed the caps as an extra selection with a much higher cost.
    (0)

  10. #300
    Player Gameesh's Avatar
    Join Date
    Feb 2014
    Posts
    100
    Character
    Gameesh
    World
    Phoenix
    Main Class
    BLU Lv 99
    Here's an idea I had for a while now: instinct merge.

    You get level 90 and think.. why would I bother getting a monipulator to 99 if there's no reward? Here's where my 'Instinct merge' comes into play.
    After getting a monipulator to level 99, you should be able to unlock a quest in the Feretory. What the conditions are exactly should differ per monsters but it's basically something you have to do as a monipulator out there in the fields (or dungeons).

    After completing the quest the instincts of that monipulator (I, II and III), merge into one new instinct, carrying over all stats from the three basic instincts. You could call this a 'Super instinct'.
    The cost for setting this instinct should be the same as setting a job instinct, 15 points, or perhaps a little above but not more then 20 points.

    This way it will clean up the instinct list a LOT and will also motivate you to get those last 9 levels. And it makes any future monster even stronger! All the more reason to keep working on those monipulators.

    That's just my idea for merging instincts. What do you guys think?
    (0)

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