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Dragoon gained buff in 2.4 and is getting yet another buff in future. Will bard get some improvements too to avoid the job falling too far behind in damage?
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An interview with yoshi-p said that hunts will be left untouched in 2.4 but may be adjusted in 2.5 and heavensward. Are we going to expect that hunts will give very minimal rewards in even numbered patch and abundant rewards (2.3 farm) in odd numbered patch from now on?
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Even though you have mentioned enhancing dragoons, their utility in raids is not as good as monks in due largely to Dragon Kick. This skill is near mandatory for most turns in final coil especially Turn 13/Turn 4.
Would you please consider giving the -10% int debuff to drg/nin so that raids actually have a choice of which melee class to bring, if they only have one.
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BRD's are currently the only physical DPS class that cannot self-buff their own damage. (MNK's have dragon kick / DRG have disembowel / NIN have dancing edge), because of this and the fact that a lot of groups may not run with a DRG, would you please consider giving the -10% piercing resistance debuff to BRD's.
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Given that the implementation of Rogue and Ninja can be considered a test to see how the players will react to a new set of playable classes, what feedback has the development team taken on board from it that they will consider for future additions to the playable class selection?
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Mudras can be very unresponsive and inconsistent due to the variability of latency and the general design of player abilities, which can make them very difficult to use without error. Will you please do something to make Mudras more responsive and consistent?
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Regarding Quality of Life
Will you please consider adding a feature that will allow us to blacklist people who send friend requests?....ya know, rmt.
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Could you consider adding a resume craft option, to be used in case of disconnections and/or Duty Finder's Duty Ready?
As suggested in another thread, you could give out a set number of daily "resume-up-tickets" to be used by each players only when a very valuable Synth is being performed (thus not having to track every single Synth performed on the entire server); could as well let only Master Crafters the allowances, to reduce even more the amount of tracked data.
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Will crafting requiremenst for earlier tiers be eased?
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* On Endgame Crafting *
In the new 3 and 4 star recipes which came with 2.4, there is an emphasis on requiring ingredients from numerous aspects of the game (fishing, gathering, desynth, Ixal dailies).
Although this is good in that it fosters some degree of cooperation, many of the items required are very rare (Mastercraft), or heavily time gated (Sealant).
This, in addition to the continued increases in recipe difficulty, which with 3 stars have noticeably passed our own rate of crafting stat increases, along with the need to HQ everything for it to be useful, has resulted in endgame crafting revolving around RNG based rotations, fishing for good/excellent conditions, and reclaiming if the result did not have a high HQ chance.
The questions (all related to the current and future states of crafting):
- Is the current difficulty of endgame crafting what was desired by the developers?
- Will there later be recipes with "variable ingredients", such as 1 Mastercraft OR 10 Fieldcraft 3 for instance, or replacing 1 Sealant with 5 Terminus Putty?
- Will there potentially be more recipes which CANNOT be made HQ? Presently it is HQ or Restart, as NQ is typically inferior to drops or HQ's of significantly easier recipes. This could be alleviated by having recipes where you must simply meet the stat requirements to make the item, and the result would be equivalent to similar tiered items.
- If the above cannot be done, perhaps introduce a (NON-RNG-BASED) way to take a HQ-able item, and via a generic crafter process using "mostly common" ingredients, make the item into HQ, or partway HQ, such that it takes several (no more than 10) iterations to complete.