Page 3 of 10 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 99
  1. #21
    Player
    Pterois's Avatar
    Join Date
    Feb 2014
    Posts
    572
    Character
    Pterois Volitans
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Donjo View Post
    The accessory thing addresses imbalances that currently exist with the stat systems and helps to prevent confusion over which accessories one should be wearing. Would you want your WHM wearing a full set of VIT accessories? It also speaks of awful, awful design when the meta for a particular role calls for them not to use the gear that's explicitly assigned to them.
    The kinda of people who benefit largely off wearing cross class accessories are the kinda of people who study (or at least read a little) about the full implications of wearing such gear. Start examining obvious end-game raiders (people who at the moment are wearing FCOB gear) and you will notice that for the most part the gear was created by the same person... which you could also assume they melded it as well... not just willy nilly putz'ing about on the MB and buying all the things cuz their rich... and then max melding them with vit I materia lol. But scaling the RIDICULOUS masterbook II wall and them pushing that gear to its highest level to reach caps.

    Everything you said about these accessories (and even stuff about stats in general) is completely wrong. The people who equip this stuff know exactly which one they should be wearing how to maximize its full potential through melds. Even if you don't use it for that purpose, and want to use it how it was intended then its pretty clear that the tank should wear fending, blm caster, whm healing... And if you are to stupid to figure out anything i just said then you have no place at end game accessories and REALLY hope they dont start designing this game towards them.

    edit: oh and making meld's even more of a gil sink (no 100% spot) would not stop people form doing exactly whats being done already... just piss em off because you dangled that spot in front of them then took it away.
    (3)
    Last edited by Pterois; 03-03-2015 at 05:38 AM.
    "Try not. Do or do not. There is no try."

  2. #22
    Player
    HumsterMKX's Avatar
    Join Date
    Mar 2013
    Posts
    1,252
    Character
    Helinin Landgravine
    World
    Masamune
    Main Class
    Fisher Lv 70
    Will a complete redesign of Lalafells be too crazy?

    Increase head size by 30% body shrink by 25%

    HP replaced by Gil

    MP replaced by F____ given.
    (2)
    Heli's Black Market open for business. Sells black market items for your exotic needs.

    closed for business till further notice

  3. #23
    Player
    Dhex's Avatar
    Join Date
    Aug 2013
    Posts
    1,006
    Character
    Jadus Salaheem
    World
    Ultros
    Main Class
    Marauder Lv 90
    Add a MDT/PDT -% stat.
    Return the direct Enmity (+/-) stat. (v1.0)
    Increasing Skill Speed adds a Regain effect to the natural TP return. (TP Refresh)
    Return gear special effects & bonuses.
    Return gear set bonuses.



    Paladin:
    Alternative 3-step combo. (Example: Fast Blade, Riot Blade, -> Circle of the Round)
    Return -> Holy Succor, Divine Veil, Phalanx (v1.23) - Holy Succor was essentially a Medica that Paladin had that returned 50% of the HP restored to your party members within range to the Paladin, Divine Veil added a Medica II style regen to those around you whenever you were healed, Phalanx was a reactive damage attack & debuffed the target.

    Warrior:
    Return-> Rampage, Might Strikes, Collusion, Antagonize (v1.23) - Rampage lowered Movement Speed but raised Critical Hit & added Counter effect, Might Strikes made all attacks Crits., Collusion stole enmity generated by the specified target, Antagonize essentially worked like Provoke.

    Black Mage:
    Return -> Burst (v1.23) - Burst was a heavy lightning based nuke.
    Add Aspir & Drain spells. (v1.0) - Returned HP/MP respectively to the caster.
    Add 4-step combo -> EX: Flare, Freeze, Burst -> Comet

    White Mage:
    Add Quake, Flood, & Tornado.
    Add Regen II
    Add Reraise

    Bard:
    Additional Songs (???)
    Add Tenuto (Return 50% MP to Bard)
    Add Pianissimo (x2 Song effect on a single target)
    Add Ranged damage Limit Break

    Dragoon:
    Add 2-step combo Jump action EX: Fient -> Heavensfall Dive

    Monk:
    Return -> Hundred Fists (v1.23) - Increases auto-attack speed dramatically.
    Return -> Spinning Heel (v1.23) - Kicking Attacks.

    Summoner:
    Eck too much to go over.

    Ninja:
    Add complex Ninjutsu -> Up to 6 inputs -> Increased effects?
    Add Ninjutsu spells that grant buffs -> Attack Power, Crit. Rate, etc.

    Scholar:
    Sublimation -> Toggle Effect: Store Physick HP per cast as Sublimation bonus -> 2nd use heals party for amount of HP stored up-to 3,000HP
    Sanctus -> Tether grants Refresh effect & 10% bonus healing for self & target while within range of each other.
    (0)
    Last edited by Dhex; 03-03-2015 at 07:04 AM.

  4. #24
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Someone mentioned the skill points materia. This reminded me of another thread that someone mentioned they wanted to use FF9 version of things. Combining them both would make a good starting point, but maybe it's too much?

    Basically you would have gear that had Skill Traits on it "TP Regen II" or such on a piece of gear, use it and eventually you learn the strait to use. Then with the knowledge of the skill you can put that knowledge into material, which would go into a materia skill slot.

    Make high end game gear give some decent skills on gear that could take a while to learn.

    If they are going to insist on making larger crowds of mobs for us to take down, rather than making each job into an AoE machine, some sort of mechanic that lets people participate together and create AoE damage. I don't want to say the FF11 term because that puts everything in that mindset. And I don't know what but something.

    Someone also had a good idea about creating dungeons that have alternate paths, that make the rest of the run and boss fights harder and much more challenging. This would give more things maybe additional chests or higher currency of some sort. To prevent it being over powered though you would have to have an iLV limit or have the boosts to the dungeons scale by some sort with the party iLV avg.

    Hardest part is going to do something that makes every person happy...I wish them luck.

    I guess in terms of QoL:

    1. Make elemental resistance mean something and have it be usable.
    2. Make alchemy items more useful. Not the STR Pot but things that remove silence or blind, reduce those down a great deal in recast time.
    (0)
    Last edited by Leigaon; 03-03-2015 at 06:28 AM.

  5. #25
    Player
    Lethallin's Avatar
    Join Date
    Aug 2013
    Posts
    256
    Character
    Lethallin Ari
    World
    Siren
    Main Class
    Warrior Lv 62
    Quote Originally Posted by Talia_Hailwind View Post
    Making spell speed so that as well as increasing speed of casting, it also increases the speed of DOT ticks and regen ticks.
    This would require a core change of the entire dot system, as dots and hots tick for everyone at the same time, presumably to reduce workload on the server.
    (0)

  6. #26
    Player
    myahele's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    4,644
    Character
    Tonrak Totorak
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    SMN will no longer have battle rez. They'll get rid of egis and replace them with different colored carbuncles
    (2)

  7. #27
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Pterois View Post
    The kinda of people who benefit largely off wearing cross class accessories are the kinda of people who study (or at least read a little) about the full implications of wearing such gear. Start examining obvious end-game raiders (people who at the moment are wearing FCOB gear) and you will notice that for the most part the gear was created by the same person... which you could also assume they melded it as well... not just willy nilly putz'ing about on the MB and buying all the things cuz their rich... and then max melding them with vit I materia lol. But scaling the RIDICULOUS masterbook II wall and them pushing that gear to its highest level to reach caps.

    Everything you said about these accessories (and even stuff about stats in general) is completely wrong. The people who equip this stuff know exactly which one they should be wearing how to maximize its full potential through melds. Even if you don't use it for that purpose, and want to use it how it was intended then its pretty clear that the tank should wear fending, blm caster, whm healing... And if you are to stupid to figure out anything i just said then you have no place at end game accessories and REALLY hope they dont start designing this game towards them.

    edit: oh and making meld's even more of a gil sink (no 100% spot) would not stop people form doing exactly whats being done already... just piss em off because you dangled that spot in front of them then took it away.
    There is, in fact, a severe imbalance existing within the game. SE royally screwed up, mostly with encounter design admittedly but with stats in one major area: most jobs have their main stat and their damage stat being exactly the same. Therefore, maximum potential is achieved mostly by maximizing this one stat. Tanks, however, are the odd duck. Their main stat is Vitality but their damage stat is Strength. This alone, though, wouldn't cause the huge problems we're currently experiencing with what is known as the "aggressive tank". All of the following things make it the case that for Tanks and Tanks alone, one cannot unambiguously reach a maximum potential while maxing their main stat.

    1. The main stat and damage stat are different.
    2. Crafted Accessories allow primary stats(STR, DEX, etc.) to be melded to them in enormous amounts(in relation to their benefit to the character in comparison to the secondaries), which allows Tanks to benefit most from them.
    3. Encounters at the endgame are simply not doing enough damage to Tanks, thus allowing them to trade a disproportionate amount of their main stat for Strength. This is further compounded by the fact that many of them are, at these levels of hp, tanking the bosses outside of their tank stance for 90% of the battle. But, that particular diddle is caused by...
    4. Single Hit Tank Busters are such an awful way to make an encounter "difficult". They directly propagate the logic of "if I can survive this one hit every time, I have enough HP". SE has already shown they can move past this kind of mechanic by providing examples of both multi-hit tank busters(Bahamut's Claw, Sword Dance, etc.) and encounters without busters but high constant damage(Shiva EX). The single hit buster should be eliminated entirely. Additionally, every single buster in the game should be physical damage. This would make encounters more dynamic and somewhat less formulaic in addition to making parry and block procs more useful.

    SE didn't anticipate just how powerful crafted gear was going to become. When people can craft together things on day one of the existence of a raid and meld them to be explicitly better than the stuff the new raid gives, there's a problem with the intended speed of gear progression. Tanks wielding accessories with both STR and VIT on them are the most profited by all of this, which is why I directly targeted them so much in my suggested changes.

    -Accessories are class locked: Tanks can't wear Slaying accessories anymore
    -Main Stat materia is nerfed + no guaranteed slot on accessories: You're right; people will still try to do this anyway. But, they'll literally cry trying and be able to do nothing but max that other main stat, if there is enough room in the first place for it.
    -Vitality determines Tank Damage: Now Tanks are in the same boat as everyone else; maxing the main stat = maximum potential in both mitigation and damage.
    -Unmitigated attacks instakill: Stops tanking outside of tank stances. Buuut, this one is probably overkill considering the change above, unless bosses start doing enough damage to really need the extra mitigation.

    Now, switching damage from Strength to Vitality for Tanks would solve the problem alone. Now they have to use the gear assigned to them like everyone else. It, however, is the "easy" solution. The alternate solution is "if Tanks can have two primary stats that are so important to them, why can't everyone else?", but that opens the can of worms known as "balance". I'd love to try and suss out possibilities for this as it could make gearing very interesting.
    (0)

  8. #28
    Player
    DoctorPepper's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominza
    Posts
    922
    Character
    Doctor Pepper
    World
    Cactuar
    Main Class
    Samurai Lv 70
    Personally would love to see them add unique stats/abilities to hard to obtain gear. Would also love it if they expanded the cross class system so that you can always pick the available abilities from every class so that we can make some hybrid jobs instead of everybody being the exact same.
    (0)

  9. #29
    Player
    Krr's Avatar
    Join Date
    Sep 2013
    Posts
    741
    Character
    Murah Jhida
    World
    Cactuar
    Main Class
    Lancer Lv 50
    Honestly?

    The tank str/vit split is probably one of the best design accidents this game has had. Yeah, it's bullcrap that costs WAY too much gil, time, and effort to make for an unfair reward, but it's a good template for future loot and reward design to give players an actual sense of power over their character's abilities. I want more tanks and healers doing interesting stance-dance "exploits" to maximize their contribution, I want more things like Dragoons and Bards clutch-tanking/kiting in emergencies, where skilled and adaptive play defines success, not the ability to perfectly recreate fight scripts or instantly shut down.
    (3)
    video games are bad

  10. #30
    Player
    Inuk9's Avatar
    Join Date
    Feb 2014
    Posts
    566
    Character
    Cacho'rro Dos'ventos
    World
    Behemoth
    Main Class
    Machinist Lv 80
    we need more "WOW THAT'S SO COOL" abilities. Like WHM Holy or BLM Flare. Like I said, MNK needs a single target super damage and high cooldown ability with a lot of punish (like stop TP regen for 20 seconds or something). A super punch or something would be cool.
    (0)

Page 3 of 10 FirstFirst 1 2 3 4 5 ... LastLast