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  1. #23
    Player
    Bourne_Endeavor's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    5,377
    Character
    Cassandra Solidor
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by bswpayton View Post
    Id really like to know what kinda changes you guys want exactly
    These are my own personal improvements.

    - Apply the overall design philosophy from PotD to dungeons and expand upon it; necessitate priority mobs DPS need to focus down, the potential for mobs to break aggro, thus preventing tanks from just spamming Overpower/Abyssal Drain to easily maintain hate. Continuing along these lines, each dungeon has multiple pathways that are randomly generated per instanced. This attempts to keep the design fresh longer since it wouldn't be the exact same hallway for three months.

    - Increase heal checks by a noticeable margin. Healer DPS should be a rewarded for experienced players, not something you do because you're downright useless otherwise. Obviously, the severity of these checks range based on content level.

    - Consider changing the tomestone restriction to a per job basis. Therefore, you can gear multiple jobs at once but progression remains limited enough to prevent farming everything within a few weeks.

    - Include a third tier difficulty for raiders meant solely for challenge purposes. These can be any fight currently in the game, albeit buffed to exceptionally high levels.

    - Add a twelve forsaken-glamour log. Seriously.

    - Overhaul Crafter Specialists to simply be a higher stat increase (more so than now) and unlock all cross skill abilities regardless of those jobs' respective level; scrap recipe restrictions and red scrips.

    - Scale open world hunts according to player participation. Each interval of eight new players registering attacks increases the boss' stats/recovers HP to accommodate. Perhaps tie hunts to our relic progression in some capacity for more incentive.

    - Allow for more varied and consistent ways of progressing said relic. If initiated early, the light step actually has potential, albeit with some restrictions to discourage farming one practically piece of content.

    - Introduce more varied stats like Mastery from WoW. And for the love of the twelve, clearly label precisely how they contribute to your overall damage/healing potency/aggro management/whatever. Some examples being skill speed having a more meaningful impact, possible ways to adjust TP or resistances. Put another way, give us some sort of decides that do not always boil down to "Crit > Det/Spell Speed.

    - Allow players to queue under multiple roles with the caveat being you may potentially be forced onto a role should other players queue on a single job. An example being, I queue as both a DPS and healer. If no one else queues as a healer when the dungeon pops, I am automatically switched to whatever healer I registered once we load into the instance.
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    Could probably cover a few more, but those are some off the cuff ideas.
    (5)
    Last edited by Bourne_Endeavor; 04-28-2017 at 12:42 AM.