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  1. #1
    Player
    shintashi's Avatar
    Join Date
    Apr 2014
    Location
    Uldah
    Posts
    93
    Character
    Rydian Cecilson
    World
    Exodus
    Main Class
    Carpenter Lv 50

    PVE Enhanced Actions and Traits An End Game Idea

    Ok, so this is a variation of the "Action Tree" theory many have put forward. Taking the ideas of the Actions & Traits system for PVP, and then making a mechanism to unlock a similar menu through various Main Story Quest, Side Quest, and Class/Job Quest options.

    The idea would provide non-gear related "high level" options to all disciplines of magic and disciples of war, but instead of the unique powers used in PVP, would further enhance existing job/class actions, as appropriate to the average item level of the quests they overcome to unlock them. (currency/points like PVP profile Action Points would also be available)

    Below are some suggested "Enhanced ______" options.
    (0)
    Nothing is quite so boring as nothing.

  2. #2
    Player
    shintashi's Avatar
    Join Date
    Apr 2014
    Location
    Uldah
    Posts
    93
    Character
    Rydian Cecilson
    World
    Exodus
    Main Class
    Carpenter Lv 50

    Sample Enhancements

    Basics:
    Shortens Recast time to 180/150/120/90/60 seconds
    Extends Duration to 15/20/30/ seconds
    Increases Skill/Spell Speed/Speed Reduction to 30%/50%
    Further Increases trait/unit by 2/4/6

    Others:
    Enhanced Manawall: nullifies three/four/etc. physical Attacks
    Enhanced Manaward: nullifies magic damage totaling up to 50%/80%/100% of Maximum MP

    either of these could use Duration enhancements or Recast Time reductions.

    For Bards, Windbite Damage increased to potency 80, or Foe Requiem from 10% Magic Resistance reduction to 12%/15%/20%, etc. For WHM ? Esuna II:Whole Party. Enhanced Graniteskin 24%/30%, etc.

    Summoners might have an enhanced Health for their Tank Summons, enhanced Strength steps for Ifrit, and Reduced recast times for summoning pets.

    These enhancements would specifically not be operational inside PVP. And may be reduced/shut off if the dungeon/event/fate had a lower "level" than the Quest that unlocks it.
    (0)
    Nothing is quite so boring as nothing.

  3. #3
    Player
    Sousoulsu's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    139
    Character
    Kuus Hime
    World
    Balmung
    Main Class
    Conjurer Lv 70
    I'd rather this than needing to level other classes for their cross-class skills.
    (0)

  4. #4
    Player
    lyndwyrm's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    165
    Character
    Poponemu Totonemu
    World
    Malboro
    Main Class
    Conjurer Lv 70
    I might like this. It could be done very well, in a balanced way that allows customization of classes beyond the gear they're wearing.

    The problem is how precisely it is implemented.

    Option A: After completing a quest, players are awarded 5 "Enhancement points"(EP) used as described for strengthening actions and traits. EP are separate between jobs, but only needs to be unlocked once.

    Option B: After completing a quest, players are awarded 1 EP used as described for strengthening actions and traits, there are 5 of these quests, of increasing difficulty. EP are separate between jobs, but only needs to be unlocked once.

    Option C: After completing a weekly/daily quest, players are awarded 1 EP used as described for strengthening actions and traits. EP are combined between jobs, so if you play 3 jobs you'll have to decide which job gets EP spent on it each week.

    Options A & B could also require players to unlock the points on a per job basis, but I won't duplicate all that text to say so. In any of these scenarios, I think something to reset points would be necessary, like those 10k seals items to reset bonus attributes.

    Options A & B would work out like the relic, everyone is expected to have completed them before they attempt serious endgame content. On the other hand, they would end up being "system unlock" quests, and then you would permanently have more customization after that.

    Option C would make it like a lengthened leveling/gearing process, you slowly get stronger and customize your character as you get stronger.

    Personally, I would prefer something like option A, because I think the game needs more customization, and it could use that customization now.
    (2)

  5. #5
    Player
    shintashi's Avatar
    Join Date
    Apr 2014
    Location
    Uldah
    Posts
    93
    Character
    Rydian Cecilson
    World
    Exodus
    Main Class
    Carpenter Lv 50
    take the carbon wire repeatable quest: The Gift of the Archmagus. Now compare that with the Ehcatl 9 Beast Quests. What if the Guy who issued you your job and/or class had some repeatable quests for points that were daily/weekly, but also had something similar to a reputation/quest pool you could achieve that would unlock specific categories of Abilities.
    You might even unlock one category of enhancement at a time, depending on the particular issuing NPC and Quest/Related Dungeon/FATE/Story Arc. So while you could draw from the universal Quest/Reputation Pool to level up the enhancements (which only work as long as you aren't Synced below their technical ability level) you would also have special quests for each unique category, so a Black Mage would have Black mage quests to unlock black mage stuff, while a warrior or white mage would have their own "unlock" quests. Jobs could also have their own "preferred" quests like Grand Company leves vs. regular leves
    (0)
    Nothing is quite so boring as nothing.