Also while still on game balance topic i would like to propose a couple more things. First off to reverse the order of the capacity point bonus the job points gifts are given to us, right now this value starts on a low 5% and the last bonus at 1355 jp give us over 30% i belive reversing the order of those would be much more welcome in the long run because it can be kinda unfair for people that have low jp on a job, to ilustrate yesterday i had a party with a friend that we stoped once i had obtained 110 jp , i had already the 1355 gift while he was an fresh corsair at the same amount of time he obtained only 20 jp wich is an extremely low number for the time we went in there i feel that reversing the gifts bonus order would help to aliviate this issue alot (and i belive i am not the first person sugesting this as well).
While still talking about gifts i belive that some gear progression issues on the game can be solved by then as well, right now the diference from a job master rune fencer and a fresh one is only 46 acc, if i take into account that rune fencer has around 1000 acc this means that the same rune fencer leveling on apex mobs in sih gates canot hit at all apex monsters in inner rakznar court wich by comparision need over 1300 acc even when he reaches master, this also means that it canot hit nms with around the same level of evasion to farm for better gear, so i belive that all those gifts should recive a boost so that the total extra acc (and you can also include attack, evasion , pet buffs and magic buffs as well (exept magic attack and magic defense)) should be at least somewhere in between 150 and 200 on a job master. This way the job point progression is more meaningfull while also keeping the current gear relevant enough to ease the both the job point and the gear progression.
Changing subject a bit the next big one would be the ultimate weapon update, i feel a lot of people have been disapointed with those and i have a simple fix for then, the way i see all the ultimate weapons had an proupose in mind since their release in the game (mythics are the job specialization weapon (altough the new superior 5 weapons are fighting for that spot) , aeonics the skillchain / magic burst weapon, relic where originaly the lvl 3 skill chainer finisher untill empyreal came to be and outclassed it) and the aguments should reflect that. With that being said the +30 acc on aeonics could be changed to +30 skill chain bonus / magic burst bonus (and yes i know that the aftermath also improves on that but this extra should help it even further), the +30 acc on mythics should be changed to acomodate one powerfull effect of the superior 5 path c weapons with an extra % on then (for exemple the pupetmaster mythic should have automaton special attack +30%,sam should have sekkanoki:weapon skill damage +110% and so forth), wich would help it solidify their niche as well as not completly outperforming the superior 5, As for the empyreal weapons i would keep the same aguments exept that on the last one i would add an extra weapon skill damage +15% together with the status boost. And last but not least the relic weapons i think it would be more interesting that if instead of changing their aguments you gave then an really powerfull afterglow effect (something like -25% Damage taken to all party or + 50% fast cast something really impactfull), this way they would fill a new role and became more atractive.
As for job adjustments here i have some personal requests, first one is for beastmaster, please allow reward range to increase to at least repair range, reason is that if i run from an meteor that leaves my pet at very low hp i might not be able to get close enough to heal him before the monster auto attacks him to death and this is very frustating, and while in the range topic(and i know this one is most likely to be denied but...) is there also a possibility that the range of the ready/sic gets improved only while under the effect of unleash? specially since summoner astral conduit does exactly the same thing i think it shouldnt hurt too much throwing this out for bst specially since they tend to do only half the summoners damage.
Next one is probably for monk, i see alot of complains in regard to boost, focus and dodge new effects, the last two is about their duration being too short and the first one is about it completly breaking the auto attacks maybe if boost was changed to only affect weapon skills (its effects wear off after 1 min or the first weapon skill) and the duration on focus and dodge gets improved should be a good call.
Well that is all for now,i belive that those adjustments togheter with an reversal of the weapon skill damage to their bugged state would probably make the game more healthy on the long run (altough this might mean that the enmity generation mechanics would need to be adjusted once more to acomodate the new damage output from the DDs).
Once again thank you for your time.

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