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  1. #21
    Player
    Esp's Avatar
    Join Date
    Aug 2015
    Posts
    689
    Character
    Espikes Darkwind
    World
    Behemoth
    Main Class
    Dark Knight Lv 100
    I have no problem changing the tomestones system. It's nice to be somewhat up to date but there has to be other ways besides it. I am kinda tired of the same formula, same cap, and now with running 2 to 3 other things just to upgrade 1 piece of gear every 2 months or so...

    Not sure about the overhaul of stats however.
    (1)

  2. #22
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    More than 2 dungeons in the ex roulette and removing the "Unique" off of rings. That's about it.
    (3)

  3. #23
    Player
    Khemorex's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    558
    Character
    Khalindra Nela
    World
    Cerberus
    Main Class
    Gladiator Lv 90
    im not sure what u guys except from this , or do u all want rng all over again? or do u want to collect apples instead of tomestones ^^
    (0)

  4. #24
    Player
    Esp's Avatar
    Join Date
    Aug 2015
    Posts
    689
    Character
    Espikes Darkwind
    World
    Behemoth
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Khemorex View Post
    im not sure what u guys except from this , or do u all want rng all over again? or do u want to collect apples instead of tomestones ^^
    Not if those apples cap and to upgrade I had to collect oranges xD

    Seriously, anything else is better. It might sound horrible with the current loot tables, but going back to actually getting gear from dungeons and doing something else for our weapons would be a nice change of pace, even for a while.

    Can keep other weapons from Primals as they are though, but LOWER THE DAMN 10 TOKEN COST!
    (1)

  5. #25
    Player
    zosia's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    581
    Character
    Zosia Twinrova
    World
    Cactuar
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Khemorex View Post
    im not sure what u guys except from this , or do u all want rng all over again? or do u want to collect apples instead of tomestones ^^
    How about a trinket slot?

    Weapons that have proc effects!

    Gear set bonuses, you know like the level 30 GC vendor gear has?

    How about being able to reforge stats like WoW?


    There are so many good features that could be added.
    (1)

  6. #26
    Player
    NaesakiAshwell's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    696
    Character
    Naesaki Ashwell
    World
    Odin
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Khalithar View Post
    removing the "Unique" off of rings.
    I've still never understood why this is a thing to be honest, its like you can never have the best of everything in every slot in this game, there will always be that one ring slot that you just look at and weep.

    Quote Originally Posted by zosia View Post
    How about a trinket slot?

    Weapons that have proc effects!

    Gear set bonuses, you know like the level 30 GC vendor gear has?

    How about being able to reforge stats like WoW?


    There are so many good features that could be added.
    Honestly I'd love for the off-hands to be utilised for the jobs that don't use them currently.
    (3)
    Last edited by NaesakiAshwell; 06-20-2016 at 02:58 AM.

  7. #27
    Player
    Esp's Avatar
    Join Date
    Aug 2015
    Posts
    689
    Character
    Espikes Darkwind
    World
    Behemoth
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by zosia View Post
    How about a trinket slot?

    Weapons that have proc effects!

    Gear set bonuses, you know like the level 30 GC vendor gear has?

    How about being able to reforge stats like WoW?


    There are so many good features that could be added.
    I have always had this idea that taking advantage of our sad little soul crystals and improving on it from new class/job quests. You could do a quest that would increase the ilvl of your soul crystal and add a slot to it. You could then earn certain traits that would augment your abilities, which would be different for each job. Over certain number patches, new quests would be available to add a additional slot and another slight ilvl increase.

    It would also give us a reason to once again revisit those guilds or job NPCS and further those story of everyone's favorite job. Least, that's my dream anyway ^^
    (5)
    Last edited by Esp; 06-20-2016 at 03:03 AM.

  8. #28
    Player
    zosia's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    581
    Character
    Zosia Twinrova
    World
    Cactuar
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Esp View Post
    I have always had this idea that taking advantage of our sad little soul crystals and improving on it from new class/job quests. You could do a quest that would increase the ilvl of your soul crystal and add a slot to it. You could then earn certain traits that would augment your abilities, which would be different for each job. Over certain number patches, new quests would be available to add a additional slot and another slight ilvl increase.

    It would also give us a reason to once again revisit those guilds or job NPCS and further those story of everyone's favorite job. Least, that's my dream anyway ^^
    I only wish we had something like that and it makes sense in the context of this game/lore.
    (2)

  9. #29
    Player
    FeiXue's Avatar
    Join Date
    Mar 2015
    Posts
    18
    Character
    Fei Xue
    World
    Malboro
    Main Class
    Ninja Lv 60
    Biggest gripe I have is how they handled the relic. I'd prefer to have it taken away from casuals and make it into our nonexistent midcore content. Make it require some level of competence to get, whether it be via harder and more difficult content that still isn't on savage tier or whether it be through class trials of some kind.
    (1)

  10. #30
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    While I do want some serious overhauls, there are a lot of changes that simply feel neutral until packaged with numerous more. What's worse is even when developing with a certain intention in mind, and even when willing to flesh it out—to really build those new systems or gameplay feels—we might not know exactly how to do that. I'd say the things I want are definitely on the "change" side, but I'd have to advise that such proceed with ambition and foresight (rather than, say, caution).
    As for the stats themselves, I feel like some very simple rebalancing is all that's needed at this point. I think Skill and Spell speed should be merged, both should affect Attack Speed instead (including therefore AAs), should scale higher at lower amounts as to be closer to a percentage of the remaining GCD, keeping a more linear weight from very low to very high amounts, and that Attack Speed should reduce animation lengths, as to prevent the loss of double-weaving by even moderate amounts of Speed, while TP replenishment (natural and bonus) are instead given at 50 per GCD, and MP refreshes are buffed by Attack Speed.

    The extra stat usability felt really great as a character development tool during the "build your own job" system of pre-Yoshi, but doesn't have as much a place now. Where it might, it'd largely be repetitive and less precise, Dexterity for instance replacing Accuracy, Critical, and/or Speed, while previously Dexterity classes started making use of Strength, Intelligence, Piety, Mind, etc., each to a certain point for certain priorities differing only slightly in niche and small changes to optimal gameplay paths. (A Bard might gain accuracy from both Dexterity and Piety (Piety also having an evasion-penetration effect, or granting accuracy regardless of enemy RNG mitigation), Attack Power from Dexterity, Strength, Piety, Intelligence, and Vitality (all contribute to some extent to abilities like Second Wind), Attack Power to damage multipliers from Dexterity, Strength, Piety, and Intelligence (Dexterity being your strongest generally, but Strength greatly increasing your Full Draw [Wanderer's Minuet] multiplier, and Intelligence strongly increasing your elemental and Sidewinder damage), etc.

    That might seem interesting enough at first, but even if differing advantages in burst vs. sustained damage or single-target vs. cleave vs. AoE allowed for different viable builds, each would have only one optimal gameplay style. The only major effect would be that player experiences are less directly translatable over to each others. In some ways, that might be a good thing, but it'd be all that harder to advise someone's playstyle, and whatever niche differences do exist will quickly be seemingly drawn out of proportion as you enter high-level play, quite possibly revoking those differences.

    All in all, I'd rather see stats mostly remain the same, apart from some balancing, unless accompanied by widespread related changes to class, job, and character development. Until such a time as those changes fit into a larger shift in design philosophy, I just want to see fine tuning with the skills themselves to allow for a couple more viable variants of gameplay per spec (for instance, a new rotation for DRG at some higher level of skill speed, no longer barred by its TP drain and animation clipping).
    (0)
    Last edited by Shurrikhan; 06-20-2016 at 06:02 AM.

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