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.