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  1. #151
    Player
    Ama_Hamada's Avatar
    Join Date
    Jan 2017
    Posts
    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by whiteblade89 View Post
    I was thinking the other day that I kinda wish the armory chests could be class specific. Like if I'm playing an alt class like MNK, it would make it much easier to find the gear that I need if I didnt have to rifle through all the tank, healer, and ninja gear I have. Obviously we could keep an all-encompassing armory chest, but expand it by more than what it currently is. And maybe have a separate class-specific armory chest for equipping gear that is specific to the class you are currently playing. This was just kinda off the top of my head when I was pondering this issue the other day. Thoughts?
    What about the right side though? MNK, LNC, and sometimes tanks in limited amounts can use STR right stuff.
    (1)

  2. #152
    Player
    whiteblade89's Avatar
    Join Date
    Jun 2015
    Posts
    374
    Character
    Auron Vale
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Ama_Hamada View Post
    What about the right side though? MNK, LNC, and sometimes tanks in limited amounts can use STR right stuff.
    That's a good point. I've never used slaying accessories as a tank before, but I know a portion of the community does. I suppose the accessories could be exempt from the class-specific armory considering that any class can equip them. I guess they'd have to start making acc class-specific as well for the idea to work. Which might upset a portion of the tanking community. They could always make it to where you can only see the equipment that would benefit your class, but maybe choose to turn that option off? Not sure. Just my two cents. But I agree with you. Inventory is a problem and I don't think an additional 40 slots or however many they're adding is going to help much.
    (0)
    Quote Originally Posted by alimdia View Post
    It really isn't that hard to treat other people like human beings.

  3. #153
    Player
    Ama_Hamada's Avatar
    Join Date
    Jan 2017
    Posts
    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by whiteblade89 View Post
    That's a good point. I've never used slaying accessories as a tank before, but I know a portion of the community does. I suppose the accessories could be exempt from the class-specific armory considering that any class can equip them. I guess they'd have to start making acc class-specific as well for the idea to work. Which might upset a portion of the tanking community. They could always make it to where you can only see the equipment that would benefit your class, but maybe choose to turn that option off? Not sure. Just my two cents. But I agree with you. Inventory is a problem and I don't think an additional 40 slots or however many they're adding is going to help much.
    Healers in PvP opt in a vew vit accs too Reason for this has to do with OP DPS bursts, to help you live though it, and melee lb since it might as well be a range attack
    (1)

  4. #154
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I'd really just rather see most gear become multi-class, so you don't have to buy a "of striking", "of scouting", "of aiming" for the same damn armor class while tanks, casters, and healers are all-in-one. I could understand Dragoon being its own thing some of the time if there'd just been another mail class added between plate and leather, but the scouting/striking differences, when STR and DEX are both identically just raw Attack Power? Make most gear redyable by default as well.

    There you go, now you need significantly fewer slots for glamour.

    Apart from that, I'd love to find some way to facilitate the space requirements for crafting and gathering that isn't just throwing more shit UI retainers at us. For instance:
    • Being able to request (/ provide) or purchase (/ sell) a larger range of materials from guilds and guild affiliates for dynamic prices, given in either general (gil) or guild (favor, basically) currency.
    • Being able to build up additional friendships, favors, rivalries, etc., with guild-mate NPCs.
    • Being able to meet up with said friendly NPC at various locations or ask them to bring you things. (They will soon appear at the/a chosen/relevant location for you.)
    • Can use crafting tables, wherein a small bank of materials are constantly accessible (no extra clicks), and the tasks (and allotments, if any) are shown to everyone using the table, so that different people can process the raw goods, bring more raw goods over, process the intermediate goods, or finish the items.
    • Can assign your retainer crafting jobs from your table, and either can easily add his/her items to the table top or treat his/her entire bank as part of the table top.
    • Having your retainer or a friendly NPC hold onto, auto-buy at guild rates (gil or favors), or send the good to a relevant guild where it's reserved for you and available any time you're near a guild affiliate, storage area, or leve-giver. (Extra free crafting/gathering bank that does not require the extra clicks that a retainer would.)

    If any of the above works, you might do the same for combat guilds, allowing for NPC friendships/favors, and maybe some cross-over in the sense of being able to draw in certain loot from guild missions, leave bulletins requesting certain drops, take on small guild missions (somewhere between quests and leves?), and by which to purchase items via favor currency, etc., and perhaps trade in old items (or gift them to certain NPCs) or provide weapons for your guild from your own crafting.
    (1)
    Last edited by Shurrikhan; 05-06-2017 at 06:15 AM.

  5. #155
    Player Kosmos992k's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    4,349
    Character
    Kosmos Meishou
    World
    Behemoth
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I'd really just rather see most gear become multi-class, so you don't have to buy a "of striking", "of scouting", "of aiming" for the same damn armor class while tanks, casters, and healers are all-in-one. I could understand Dragoon being its own thing some of the time if there'd just been another mail class added between plate and leather, but the scouting/striking differences, when STR and DEX are both identically just raw Attack Power? Make most gear redyable by default as well.
    I don't see why they don't do that already. I mean, yes Artifact gear needs to be unique to the job, but in general, gear by role would seem to be a far more efficient way to dole out gear, and would potentially free up some designer's time to work on the smaller, but more detailed, number of job specific gearsets.
    (2)

  6. #156
    Player
    Naunet's Avatar
    Join Date
    Aug 2013
    Posts
    3,004
    Character
    Mide Uyagir
    World
    Coeurl
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I'd really just rather see most gear become multi-class, so you don't have to buy a "of striking", "of scouting", "of aiming" for the same damn armor class while tanks
    I'd really rather not sacrifice armor appearance variation - especially as I still hold out hope for a more comprehensive glamour system. xD
    (3)

  7. #157
    Player
    Ama_Hamada's Avatar
    Join Date
    Jan 2017
    Posts
    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Kosmos992k View Post
    I don't see why they don't do that already. I mean, yes Artifact gear needs to be unique to the job, but in general, gear by role would seem to be a far more efficient way to dole out gear, and would potentially free up some designer's time to work on the smaller, but more detailed, number of job specific gearsets.
    Because 1 set of 270 gear etc and the fact different classes use secondaries differently, and no one wants parry.
    I want to be able to have each job have its own glam and I have 2 friends that do this, both having all 60s, (well one is all 60s and short PLD, but both have a different glam set for each job)
    (2)
    Last edited by Ama_Hamada; 05-06-2017 at 07:03 AM.

  8. #158
    Player
    Moonlite's Avatar
    Join Date
    Feb 2014
    Location
    Uldah
    Posts
    1,475
    Character
    Midnight Falcon
    World
    Balmung
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by Naunet View Post
    I'd really rather not sacrifice armor appearance variation - especially as I still hold out hope for a more comprehensive glamour system. xD
    In theory you would still see the same amount of class special appearance gear. But generic tomestones or leveling sets would all be the same. Also could mean they use special designs for crafters. It would free up time to put glamours else where.

    Also when we talk about upgrade item X or currency X. They can gate that stuff through a weekly turn in or rep or some wonderful design that I can't think of. Oh no X player has 5000 beast tokens from 2.0. He still needs to get to X rep with the new tribe. They can also make the items unsellable. Also like the custom deliveries no mats needed just a vendor close by. Scrip turn ins and Grand company turn ins could learn a thing or two. No space needed to save when space is an issue. Upgrade items if it is such a big deal to lock players out, lock them out with a weekly npc. I have 500 upgrade items. Oh no he will have a full i270 set on day one. Or they could just have the npc take the one token once a week/day whatever the gate they have imposed.
    (0)

  9. #159
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Naunet View Post
    I'd really rather not sacrifice armor appearance variation - especially as I still hold out hope for a more comprehensive glamour system. xD
    There's no need to sacrifice anything though. From the start, make dungeon gear dyeable. There, you've now got the likeness of the striking/scouting or scouting/aiming distinction in most cases. But atop that, allow for variations of each set. You can have your Noct fending with its silly little shoulder additions, your Dreadwyrm or Creator sets with their buttwings, or not. Similarly, where Scouting, Striking, and Aiming did vary before, you can have a version with the half-cloak added over the side (where that's the only difference between, say, Midas Striking and Aiming), throw a cloak over the whole thing (Creator striking vs. scouting) etc. Same item, quickly swapped appearances. Unless a more comprehensive glamour system also includes cross-class glamours, I feel like that'd add a fair bit more freedom than any glamour revision, and would reduce the item count despite that.

    In the end, it just turns into a question of whether you want to farm 4-5 items (caster-cloth, healer-cloth, melee-leather, ranged-leather, tank-plate, melee-mail), or 7 (tank, healer, caster, ranged; monk, ninja, dragoon). The appearances don't have to be any part of that decision unless you want to cry imbalance if one roll ends up having an extra appearance available than another.

    Quote Originally Posted by Ama_Hamada View Post
    Because 1 set of 270 gear etc and the fact different classes use secondaries differently, and no one wants parry.
    Except a piece of gear doesn't necessarily need to have the same stats when equipped by one job as when equipped by another. It's been the case thus far, but there's no reason why matched stats should be impossible.
    Alternatively, they could balance their secondary stats a bit so it isn't always "Crit is god, except to BLM, where it is merely king"...
    Also, isn't there a larger issue with crossing armor classes in the first place than secondaries? Even if we were to move the added Stamina modifier from the fending gear to the tank classes themselves, we'd still be looking at increased defense on the Fending left-side gear.

    Quote Originally Posted by Ama_Hamada View Post
    I want to be able to have each job have its own glam and I have 2 friends that do this, both having all 60s, (well one is all 60s and short PLD, bot both have a different glam set for each job)
    Ideally, I would think that each glamours should always be applied to the slot, not the gear itself, and on a job-by-job (or class, apart from SCH/SMN) basis. Each job should have, say, 3 images available to each of its slots, with 3 glamour "sets" available for quick swapping/matching. Glamour prisms are consumed to add an item to the bank of 3 images per gear slot per job, or, if those slots are already full, to replace another image. By default, any other images saved on any other job that your current job meets the level and class or job requirements for will be shown in your image slots. (Swap from a glamoured level 40 Warrior to a newly gained Paladin and it's no problem; you'd immediately see the applicable (even if incomplete) sets from you warrior in addition to your native/unglamoured set/look.) Moreover whenever you spirit-bind an item, you have the option via a right-click (notification once out of combat following the spirit-bind) to save its image to your glamour bank (replacing another image if the bank is full).

    If that doesn't give crafters enough to do, then additionally charge a generic mirage prism that any crafter can make (99 stacks ftw) each time you swap sets, rather than having actual on-the-fly freedom to swap between up to 3 images per slot per job, wherein sets are just a convenient function in the same way physical gear sets are now.
    (3)
    Last edited by Shurrikhan; 05-06-2017 at 07:45 AM.

  10. #160
    Player
    Ama_Hamada's Avatar
    Join Date
    Jan 2017
    Posts
    1,210
    Character
    Ama Hamada
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Shurrikhan View Post
    There's no need to sacrifice anything though. From the start, make dungeon gear dyeable. There, you've now got the likeness of the striking/scouting or scouting/aiming distinction in most cases. But atop that, allow for variations of each set. You can have your Noct fending with its silly little shoulder additions, your Dreadwyrm or Creator sets with their buttwings, or not. Similarly, where Scouting, Striking, and Aiming did vary before, you can have a version with the half-cloak added over the side (where that's the only difference between, say, Midas Striking and Aiming), throw a cloak over the whole thing (Creator striking vs. scouting) etc. Same item, quickly swapped appearances. Unless a more comprehensive glamour system also includes cross-class glamours, I feel like that'd add a fair bit more freedom than any glamour revision, and would reduce the item count despite that.

    In the end, it just turns into a question of whether you want to farm 4-5 items (caster-cloth, healer-cloth, melee-leather, ranged-leather, tank-plate, melee-mail), or 7 (tank, healer, caster, ranged; monk, ninja, dragoon). The appearances don't have to be any part of that decision unless you want to cry imbalance if one roll ends up having an extra appearance available than another.



    Except a piece of gear doesn't necessarily need to have the same stats when equipped by one job as when equipped by another. It's been the case thus far, but there's no reason why matched stats should be impossible.
    Alternatively, they could balance their secondary stats a bit so it isn't always "Crit is god, except to BLM, where it is merely king"...
    Also, isn't there a larger issue with crossing armor classes in the first place than secondaries? Even if we were to move the added Stamina modifier from the fending gear to the tank classes themselves, we'd still be looking at increased defense on the Fending left-side gear.



    Ideally, I would think that each glamours should always be applied to the slot, not the gear itself, and on a job-by-job (or class, apart from SCH/SMN) basis. Each job should have, say, 3 images available to each of its slots, with 3 glamour "sets" available for quick swapping/matching. Glamour prisms are consumed to add an item to the bank of 3 images per gear slot per job, or, if those slots are already full, to replace another image. By default, any other images saved on any other job that your current job meets the level and class or job requirements for will be shown in your image slots. (Swap from a glamoured level 40 Warrior to a newly gained Paladin and it's no problem; you'd immediately see the applicable (even if incomplete) sets from you warrior in addition to your native/unglamoured set/look.) Moreover whenever you spirit-bind an item, you have the option via a right-click (notification once out of combat following the spirit-bind) to save its image to your glamour bank (replacing another image if the bank is full).

    If that doesn't give crafters enough to do, then additionally charge a generic mirage prism that any crafter can make (99 stacks ftw) each time you swap sets, rather than having actual on-the-fly freedom to swap between up to 3 images per slot per job, wherein sets are just a convenient function in the same way physical gear sets are now.
    That would be nice if they can do that.

    Adding your post as 8.c
    (1)

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