-Random procs- ...Are annoying as heck. They're not by any stretch of the imagination the thing I hated most about WoW, but I certainly hated them. I'm busy enough watching what the boss is doing without having to time my DPS cooldowns to the whims of the RNGs. - Requires nothing on your part with DPS and cooldowns. % chance on hit to cast a shield over the wearer.
MCH Weapon. %Chance to grant exploding auto attack that damages all enemies.
-Multi-hit weapons- I have nothing against this, but... Why? What purpose would this serve? Unless you're talking about weapons that hit multiple enemies.
Again, just for more variety. Extra auto attack here and there. Why not?
-Magical/elemental effects on weapons- Yeah, I could get behind this. The only issue is that, if they implemented elemental weaknesses (what would be the point of elemental weapons otherwise?) we'd probably need a larger weapon chest.
We already only use 1 weapon per job. I don't see a problem and yeah, this would only be useful if they implemented elemental weakness. Elemental weakness is never a necessity though, its always just the opportunity to push things a little further.
-Materia that boosts certain skills- I assume you mean something that buffs a particular ability? (i.e. reduces the cooldown on Blood for Blood?) That might be interesting, I suppose.
-Materia on endgame gear- Sounds good to me.
-trinket w/ random/activated procs- As I said, I absolutely loathe these. Particularly the activated ones. They take up an extra keybind, and if you replace it with an upgrade that isn't activated, you have to relearn your rotation all over again. Repeatedly relearning your rotation until you have Best-in-Slot is bloody annoying.
If it procs, it procs, if it doesnt, it doesnt. All it is, is the option for some variety. Maybe a temporary + Skillspeed or + damage. If it were activated, it would be no different than any other cooldown ability in which most cases its simply best to activate them in a certain order, macro it to one button with all your other CDs and blow your entire load at once.
-merit system- I never played FFXI, so I have no idea what this is.
Its basically a skill tree of sorts... except there is no tree part. You have certain areas you can put points into like critical hit, cooldown timers, enhancing the effects of abilities
-Skill trees- Another thing I despised in WoW. These do NOT allow for customization, they simply force you to look up what the best build is for a particular fight and reassign your traits/whatever that way. Anyone who doesn't follow the cookie-cutter builds is kicked from groups, or at the least treated like an idiot. You might as well be messing up your rotation.
While there are always optimal builds, there was never one specific build that was the master race of all possible builds in all areas of the tree. I often made my own and I hit the top of the DPS counter.
-bombs/grenades- Annoying to restock, burns another keybind, and, in my opinion, is uninteresting.
Final Fantasy has always had items that inflict elemental damage or status effects on enemies. I think a paralysis bomb would be pretty interesting and useful. I don't get the "Takes another keybind" argument. You can easily macro most of your abilities together into one slot on the ability bar (and still play optimal). I have 1 button I press for Hawks Eye, Raging Strikes, Blood for Blood
Bombs and items not really a high priority item for me. Just an idea thrown around with a bunch of other ideas what could make the game more interesting.
Again, just my two cents




