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Thread: Summoner revamp

  1. #51
    Player
    Savagelf's Avatar
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    Aribeth Lightbringer
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    Behemoth
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    Gladiator Lv 90
    I think summoner should have evlve for the primal of the primal grown stronger be control of them stay under they control

    Job traits should introduce for all jobs

    for summoner the int of summoner add states to they Egi and the Egi form change to. see Egi now as spirt form of primal and it get more physcal form but summoner grown stronger able control it

    for Example Ifrits would go normal Egi to Elder Egi Ifrits.
    (0)
    Last edited by Savagelf; 07-19-2016 at 04:43 AM.

  2. #52
    Player
    Duelle's Avatar
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    Duelle Urelle
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    Diabolos
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    Quote Originally Posted by Savagelf View Post
    for summoner the int of summoner add states to they Egi and the Egi form change to. see Egi now as spirt form of primal and it get more physcal form but summoner grown stronger able control it

    for Example Ifrits would go normal Egi to Elder Egi Ifrits.
    In a world where Dreadwyrm Trance doesn't exist, I could see a cooldown version of Grimoire of Supremacy come into play where you sort of give up something to temporarily upgrade your summoned Egi. The tradeoff would obviously have to be a net gain but the idea could work. Of course, this would require the devs to create and animate a second egi form for all egi in-game.
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  3. #53
    Player
    ChazNatlo's Avatar
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    Mirasa Thume
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    Hyperion
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    Arcanist Lv 85
    Quick question:

    The suggestion of this thread is that Egis don't do enough, and that everything is the caster.

    Why Do a strong number of suggestions involve removing the one Egi skill people actually use? ((Contagion))
    (1)

  4. #54
    Player
    Zhamkyong's Avatar
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    Nizbalial Vegalia
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    Phoenix
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    Dark Knight Lv 80
    Quote Originally Posted by ChazNatlo View Post
    Quick question:

    The suggestion of this thread is that Egis don't do enough, and that everything is the caster.

    Why Do a strong number of suggestions involve removing the one Egi skill people actually use? ((Contagion))
    Because Contagion it seems a skill based on the Smn spell list than a power of Garuda herself as an Egi.
    (2)

  5. #55
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    Venom1443's Avatar
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    Vulcus Molkoh
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    Behemoth
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    Black Mage Lv 70
    Because it makes Summoners chose 1 pet over the other and it really only gives you one choice.
    (2)

  6. #56
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    Tracewood's Avatar
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    Bast-- Ul'Dah.
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    Eugene Tracewood
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    Midgardsormr
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    Monk Lv 92

    [Suggestion] Alternative to Egi glamours.

    Egi glamours seem pretty meh, but I'd prefer them make it to where the egi's "evolve" to glowing miniatures of the actual primals character models we fight in the MSQ... or recycle the XI models if you like.

    Would it be too far-fetched for the development team to make a separate questiline for Summoners to upgrade their egi's into something like that? Have the Au'Ra female with the white carbuncle NPC from the anima quest indulge you about her studies of the egis and found that if you feed them clusters, they will evolve and the change will be permanent. Or just feed them enough clusters and they'll grow.

    They'll have the same attributes, otherwise you'll have the typical "If you didn't upgrade your egi = gimp crowd/no party for you" It's just purely cosmetic.

    Then in 4.0 introduce Shiva, Ramuh, and Leviathan as their more evolved forms, but you still have to them first.
    Shiva =Magical Tank
    Ramuh = DPS multitarget + stuns
    Leviathan = support (on the occasion that BRD or MCH aren't present.) Levi can auto attack ranged for moderate-high damage but at the same time provide party wide buffs.
    (2)
    Last edited by Tracewood; 07-21-2016 at 11:29 AM.

  7. #57
    Player
    Spellbinder's Avatar
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    Chenn Maboroshi
    World
    Tiamat
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    Arcanist Lv 90
    I'll drop my two cents in here with my old post, rather than drudging up the whole feedback thread.

    Warning: The post is long.

    Hello there, fellow summoners.

    It's been nearly two years since I've started a thread on these forums, and funnily enough it's with regards to the same subject matter. It’s been a little more than a month since release. More and more summoners are reaching level 60, mastering our new tool kit, and developing a feel for what's great, and what's not so great about the new and improved summoner.

    There have been a number of great changes for summoner, but I'd like to think there's always room for improvement. As the game continues to receive updates, a job cannot remain stagnant. And after giving it much thought, I decided to create a new feedback thread for arcanists and summoners to start thinking about how we’d like to see the job improved moving forward to 4.0 and beyond.

    Before we get started, I'd like to make one request of all those who come here to post, as I did in my last thread:

    Please keep discussion civil, and be respectful to your fellow posters.

    This thread is for feedback. There are no trolls, white knights, black knights, derps, etc. here. Everyone is entitled to their opinion. It's okay to disagree, but please no attacking or provocative language. If you see a response to your post that seems to be inviting unnecessary arguing, I strongly urge you to ignore it. If you see a post whose ideas seem absolutely preposterous, and you can’t come up with a civil way to respond to it, I strongly urge you to ignore it.

    With that said, I'd like to offer up a few points mostly concerning the Egi, and their relation to the summoner. Warning: Lots of text.

    Aesthetics

    The appearance of the Egi has always been a point of contention even as far back as the beta test when the job was first revealed. There have been myriad suggestions for how to address the issue (for those that consider it to be one). There are also, unfortunately, certain presumptions commonly made when someone suggests changing their appearance. Such as:

    Quote Originally Posted by Anonymous
    SMN can not have bigger/more defined pets/actual Primal summon. Imagine if one summoned a full-sized Ifrit during any Binding Coil Turns.
    Quote Originally Posted by Anonymous
    No one needs giant summons floating around everywhere, and also it would be pretty odd to have giant summons and have them be as weak as they are.
    Quote Originally Posted by Anonymous
    You guys are trying to create a visual nightmare. Please think about these things further instead of just saying oh we need bigger summons.
    Quote Originally Posted by Anonymous
    Person A: "Hey I like the Egi designs! How about you?"
    Person B: "OH MY GOD. THEY ARE DISGUSTING. JUST LOOK AT THE POTATO-EGI, THE CHILI PEPPER AND WET NOODLE."
    Person C: "Oh my god, I know right? They need to change it. Make them bigger!
    Person D: "But lore.."
    Everyone: "SHUT UP YOUR OPINION DOES NOT MATTER. LET US SUMMON FULL SIZED PRIMALS. MRGRGR. SE FIX IT."
    I can't speak on behalf of anyone other than myself, but I would like to make clear that I am not asking for this.
    https://www.youtube.com/watch?v=P5IxbwAyzK4

    Nor am I asking for this.


    I would even go so far as to say this is still too much.



    So what am I asking for? Well, I'm no graphics design wizard, so I can't whip up an amazing photoshop example, but let's start with the benchmark for Heavensward.



    Although that model still seems admittedly too large for practical use (in my opinion), upon seeing this image, many players were excited, convinced that the Egi—or at the very least, Ifrit-Egi—were going to be made larger. If anything, I would take this as proof that it can be done. After playing the game and leveling to 60, however, it's plain to see this supposed change was not true.
    (I'm personally of the belief that they increased its size in the trailer for promotional purposes, but that's a horse of a different color.)

    A personal gripe that I've had with the Egi as they are now, is not necessarily their lack of detail, but the wasted space their design creates. Take a look at the image below.



    My character is just a lalafell, but that model is the tallest lalafell possible, and the character is still able to fit entirely under Ifrit-Egi. That's a lot of retail space that could have been put toward a model, possibly with more detail.

    This next image better sums up what I would have considered closer to ideal in terms of size. I take no credit for its creation, as it was put together by another forum goer during the 2.0 beta.



    Scaling the Egi up slightly, and setting it to float lower to the ground would solve some of the matter regarding wasted retail space, and would at the very least make it less of an obstruction in a party setting. In short, I personally believe something closer in size to a hyur model (NOT a fully sized primal) rather than a lalafell model would have been ideal.

    I'd like to also mention that changes of this nature are not without precedent. Although it happened in the previous iteration of this game, the 1.16 patch in March 2011 increased the size of monsters in the world because people were disatisfied with their appearance. The following month, patch 1.17 increased the size of spell and action effects.

    As for detail? Well, with the glamour system coming there's no telling what they will do, but if I had to make a suggestion, I would look no further than The Navel.



    Bear in mind this isn't in regard to their size, but their detail. Their coloring seems closer to that of Titan, and they have a more gritty, earthy feel to them, which I personally think is more aesthethically pleasing.

    There's no telling what will happen with the glamour system. However, if they plan on adding more than just carbuncle skins, I suppose now is as good a time as any to give the developers ideas, within reason.


    Egi Actions and Mechanics


    Now we've reached the nitty gritty of my post—the Egi and what they bring to the table. Before I begin, I'd like to make clear that, while I have always been a proponent of making meaningful changes to the Egi, I am not in favor of a system akin to Final Fantasy 11 where the summon does all of the work, or any previous iteration of Final Fantasy where the party stands back for a five minute cutscene, eating popcorn while a deity of unfathomable power lays waste to the squirrels of Black Shroud. I also do not see a need for more pets.

    Quote Originally Posted by Anonymous
    It's not about pet quantity as much as it is about pet quality. I don't care how many pets I have as long as I have more than one to choose from where each is viable in most fights.

    The pet needs more interaction with the player.
    Quote Originally Posted by Anonymous
    Why do people use Ifrit over Garuda when the boss is mainly stationary?

    He deals more damage.

    There's no complexity, at all. Right now we have 3 pets: Titan, Garuda, and Ifrit. Titan tanks things and is largely useless in everything that isn't solo content (except Ramuh EX before they changed it). Garuda is a ranged DPS that....... does damage from range. Ifrit is a physical DPS that...... does damage from melee.
    Quote Originally Posted by Anonymous
    Why do we have 2 DPS pets when they just give each other competition? Either have the DPS pets specialize in something or make 1 a support pet instead.
    Quote Originally Posted by Anonymous
    I actually want the pets to get better and have new abilities while improving the job itself by giving more power to the caster. The more power you give to your pet the less your gonna get in terms of control.
    A few excerpts from the myriad back and forth discussions on the subject of summoner around these forums, but I feel the encompass my thoughts on how the Egi function in tandem with the player. Or rather, how they don't.

    The summoner itself is in a good place right now with the addition of the skills gained after level 50. The Egi, while they did receive a number of much needed adjustments (receiving the effect of foods and potions, accuracy changes, etc.), I feel their ability to compliment the summoner has been neglected. After hearing that they intend to take summoner in a different direction, one that focuses on abilities given to the caster and not the pet, I wonder how far they will go to sweep pets under the carpet and retune summoner in coming updates and expansions.

    But let's say, hypothetically, they want to give the Egi a little love in 4.0. What can be done to improve the quality of pets? I imagine they would need to do at least two things:

    1. Give the Egi more specialized roles (not necessarily adding more Egi).
    2. Improve the ease with which we can switch between Egi in a given encounter.

    Please note that none of the ideas I suggest here are to say, "I want these changes right now!!!" But if there comes a time for Egi to have serious adjustments, these are things I think would make things more interesting.

    Defining Egi Roles

    So let's take a look at the Egi as they are now, and how their roles could be defined a bit more.

    Titan-Egi
    + Higher HP than other Egi.
    + Two attacks with increased enmity to take hate.
    + Has one cooldown to increase defense against enemies.
    - Has difficulty taking hate when summoned mid-combat.
    - Has difficulty keeping hate on multiple targets taking area damage.

    Titan is obviously meant to be the meat shield of the three pets. When used at the start of a fight, it's quite easy for Titan to keep hate on a single target using its two enmity building attacks. However, its inability to quickly take hate mid-combat, or to hold hate on multiple targets would lead me to suggest adjusting Titan to specialize in keeping the attention of a single target.

    Suggested Skill Adjustments
    ・Change Mountain Buster from a weak area attack to a provoke skill.
    Mountain Call
    Gesture threateningly, maximizing enmity in target.
    Recast: 60s

    ・Add increased enmity to Landslide, maintaining two attacks with increased enmity.
    Landslide
    Deals earth damage with a potency of 70.
    Additional Effect: Stun
    Additional Effect: Increased enmity
    Recast: 40s

    Naturally, Titan's stats would need to be adjusted in such a way that, while it can reliably take the attention of a single target, it's not desirable to the point where it can replace an actual tank for prolonged periods in a party (e.g. tanking Ramuh Extreme). As summoners continue to grow in strength, more reliable single target enmity would also help when soloing for those rare occasions where you burst enough to take hate away from Titan. These are by no means simple adjustments, but they would go a long way to making Titan a more specialized tanking pet.

    Garuda-Egi
    +Attacks from a distance.
    +Has an area attack that's relatlively easier to target with than Ifrit's (although their radius is the same)
    +Can increase the duration of Bio, Bio II, and Miasma by 15 seconds.
    -Has a knockback attack that can become bothersome in party play.

    Garuda is usually the go-to Egi when dealing with groups of trash mobs, with its easy to target Aerial Slash and contagion to extend the duration of DoTs to be used in conjunction with Bane. I honestly have no real qualms with the way Garuda functions save for its Shockwave skill (knockback). Not only is the cooldown incredibly long, but knocking back an enemy is generally disruptive to party play, even if there is benefit to interrupting an enemy attack. How can we adjust this one flaw in an otherwise good Egi? I was scratching my head on this for the longest time, but then an answer dawned on me, and Neverreap confirmed that it can be done. If we want Garuda to interrupt enemies, do they have to be knocked back?

    Suggested Skill Adjustment

    ・Change Shockwave from knockback to knockup and reduce the recast time.
    Shockwave
    Deals wind damage with a potency of 50 (reduced from 90).
    Additional Effect: Knock-Up
    Recast: 60s (reduced from 90)

    In this example, I opted to reduce the potency of Shockwave in the spirit of making the Egi more specialized. Since Garuda lends itself to helping with area damage, it's only fair that it's single target attack is meant more so to support than to be offensive. Nevertheless, changing the knockback to knockup would allow players to dust off this skill and use it more often in the same manner that players use stun.

    Ifrit-Egi
    +Attacks at melee range.
    +Radiant shield now helps the party reflect physical damage.
    -Has trouble keeping up with mobile targets.
    -More prone to taking area damage than garuda (i.e. cleaves and point blank area attacks around the target)

    While its role as the go-to Egi for single targets is refuted by some, I think it's fair to say that with Garuda being a clear winner for assisting with area damage, Ifrit should excel at single target damage. Furthermore, it would help to give Ifrit a way to overcome its difficulty in following mobile targets.

    Suggested Skill Adjustment

    ・Adjust Crimson Cyclone to become a gap closer for Ifrit.
    Crimson Cyclone
    Rushes target and delivers an attack with a potency of 105.
    Range: 20y (increased from 3y)
    Additional Effect: Stun (unchanged)
    Recast: 40s (unchanged)

    ・Change Flaming Crush to a potent single target ability.
    Flaming Crush
    Delivers an attack with a potency of 105.
    Additional Effect: Sears the flesh of enemies infected by Bio, Bio II, and Miasma, dealing additional damage with a potency of 95 for each effect.
    Recast: 60s (changed from 30s)

    As always, these are just personal opinions and ideas, but I think a gap closer akin to monk's Shoulder Tackle would greatly improve Ifrit's ability to keep up with enemies, which is the reason for my suggested change Crimson Cyclone. Flaming Crush, however, is an idea that came to mind based on Garuda's Contagion ability. As many of you already know, Contagion increases the duration of Bio, Bio II, and Miasma on an enemy by 15 seconds. With the server checking these statuses for damage every three seconds, this gives an extra 200 potency to Bio, 100 potency to Miasma, and 175 potency to Bio II, resulting in an extra 375 potency over the course of 15 seconds. Damage over time is summoner's forte, but there comes a time when you need damage "right now." In the case of a single target, it seemed fitting to essentially give Ifrit the inverse of Contagion. Of course, it would be strange to have an attack that potentially does no damage, so I left the base of 105 as is. With Bio, Bio II, and Miasma on a target, however, Ifrit would deliver an attack with 375 potency, essentially making Flaming Crush a frontloaded Contagion.

    Earlier I mentioned it would also be beneficial to have a way to easily switch between Egi during a given encounter. As I’m sure they’re not going to change any of our current skills (I’m looking at you, Tri-Bind), I’d like to suggest a new skill that could be introduced in 4.0.

    Primal Calling
    Summon, Summon II, or Summon III can be cast immediately at reduced cost.
    Cast: Instant
    Recast: 30s

    The utility of this skill is pretty self-explanatory. Having the ability to switch between Egi without taking a serious hit to MP could potentially allow for more interesting gameplay, depending on how Egi are changed in the future, if they’re changed at all.

    4.0 and Beyond: The Future of the Egi

    To wrap up my ramblings on the Egi, I'd like to consider the possibility of new Egi actions (note: not new Egi, just actions). The suggestions above, or anything remotely like them, are not something I would expect to see prior to the next expansion. With that said, one cannot help but wonder what will become of the Egi in light of Yoshi-P's statements on the direction they want to take summoner. That being, that it would be more interesting in the long run if they fleshed out the actions of the caster rather than add new Egi.

    I'm going to make the assumption, if only for a moment, that in some strange fantastical bizarro universe they decide to add on to the Egi in some fashion. A number of players (not necessary some invisible majority or minority) were convinced that the Egi would receive new abilities in 3.0, and unfortunately that was not the case. While I was not surprised at the lack of new abilities for the Egi, it is my belief that, with the current system, it isn't possible to add new Egi abilities that function like Flaming Crush, Contagion, Mountain Buster, etc. The reason for this is the use of the Pet Hotbar.



    While it is possible to make a customized hotbar with pet actions on them, the actual pet hotbar is very limited. The actions and commands on it cannot be rearranged. Furthermore, all pet actions are on a shared cooldown. The only exception to this is the trademark skill of the Egi triggered by Enkindle, but even those all share Enkindle's cooldown. These trademark skills cannot be activated directly, but Inferno, Aerial Blast, and Earthen Fury can all be found within the Pet tab of the Actions & Traits menu.

    If we are to see new Egi actions, I believe one of two things needs to happen:

    A. Any new Egi skills introduced must have an intermediary skill (e.g. Enkindle) to activate them.

    B. The Pet Hotbar needs to be revamped to allow some degree of customization.

    Adding actions via option A is pretty straightforward, so I'd like to share a few thoughts on hypothetical option B. I think revamping the hotbar would allow for more interesting play in the long run. As I said earlier, I'm no photoshop wizard, but I do have a knack for powerpoint.

    Imagine, if you will, that the Pet tab of the Actions & Traits menu was divided up into sections like so:



    General Pet Actions

    - Here you would find the auto attack for each Egi, and possibly their basic commands (e.g. Sic, Obey, Away, Place, etc.)

    Additional Pet Actions 2, 3, and 4:

    - In these subsequent sections, you would find a list of actions for all Egi that would have to share cooldowns within each category as they do now.

    Additional Pet Actions 2, 3, and 4:

    Using Garuda-Egi as an example, let’s say it receives three new non-auto attack actions, giving it a total of seven: Auto-Attack, B1, B2, C1, C2, D1, D2.

    The goal here is to let players choose which Garuda-Egi skill from each category of actions they want to use. The result is several possible combinations of actions.

    Auto-Attack, B1, C2, D1
    Auto-Attack, B1, C1, D2
    Auto-Attack, B2, C1, D2

    I think the idea here is pretty clear.

    This setup is under the assumption that the developers would find it too unbalanced to change the shared cooldown. As new Egi skills are introduced, players would have to choose three skills—one from category 2, 3, and 4—to customize their Egi. If they're adamant about keeping the hotbar as it is, this would at least help us circumvent the restriction of the pet hotbar to a small degree, while also offering players a bit more customization with the Egi.

    While still on the topic of customization, I must mention one last pipe dream: the ability to choose which skills are and are not used when using the Sic command. With pets as they currently are, for example, it would be a boon if you could set Ifrit to not use Radiant Shield unless instructed to manually, while still using its other attacks as soon as they’re available.


    Summoner Actions and Traits


    This section will be brief since, honestly, I think the way summoner performs is pretty perfect as it is.

    The only thing I would consider adjusting, if anything, is the duration of the Aethertrail Attunement effect. This is purely with regards to playing through dungeons, but nobody is perfect, and there may come a time where it's not possible to stack up three Aethertrail Attunement to blow through Dreadwyrm Trance and Deathflare before a group of enemies are defeated and you move to the next group. Or perhaps you’d rather save it for the next group.

    My only suggestion would be to adjust the duration of this effect, as removing the timer would likely be too overpowered.


    I had other ideas, but if I had spent too much time pondering them this post would never make its way to the interwebs.
    Feel free to pick apart my ideas, or supply some of your own and we’ll get the ball rolling. If you know of any bugs, or anything that doesn’t seem to be working as intended, feel free to add it and I’ll update this post. Hopefully we can give the developers some good feedback to improve on summoner in the future.

    Miscellaneous Summoner Issues
    ・An issue wherein Enkindle “misfires,” wasting the three-minute cooldown.
    ・An issue wherein DoTs do not display when more than thirty status effects are placed on an enemy. This can also happen when “Display only detrimental effects you inflict.” is enabled.

    Unconfirmed Issues
    ・Stat scaling with the Egi. (I’ve heard there is an issue with scholar fairies.)

    Useful References / Discussion Threads
    Connecting the DoTs: A Summoner Guide
    The 3.0 Summoner - An Extensive Guide by Hai Hai (Reddit)

    Original Thread (English): (Un)Official Arcanist/Summmoner Feedback Thread
    Original Thread (Japanese): 召喚士に関するフィードバックを書くスレ


    (Un)Official Summoner Feedback Thread [3.0 Edition]
    (0)

  8. #58
    Player
    TAS's Avatar
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    Darius Cole
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    Brynhildr
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    Samurai Lv 90
    Quote Originally Posted by Duelle View Post
    It's still a step above arbitrarily changing skins of a pet for no reason, which is what Egi glamours are.
    I wish they wouldn't implement glamour egis. Traditional FF summoning has always been tailored to calling forth a summon in order to utilize the abilities exclusive to said summon. Being able to change the appearance of a egi to look like another cheapens the idea of summoner imo...
    (2)

  9. #59
    Player
    Hasrat's Avatar
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    Hashmael Lightswain
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    Zalera
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    Black Mage Lv 90
    Quote Originally Posted by TAS View Post
    I wish they wouldn't implement glamour egis. Traditional FF summoning has always been tailored to calling forth a summon in order to utilize the abilities exclusive to said summon. Being able to change the appearance of a egi to look like another cheapens the idea of summoner imo...
    Traditional FF summoning has also been completely unnecessary for anything but boss fights.
    "Traditional" summoning just doesn't fit so well with MMO-style play.
    (1)

  10. #60
    Player
    Shurrikhan's Avatar
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    Tani Shirai
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    Cactuar
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    Monk Lv 100
    Quote Originally Posted by ChazNatlo View Post
    Quick question:

    The suggestion of this thread is that Egis don't do enough, and that everything is the caster.

    Why Do a strong number of suggestions involve removing the one Egi skill people actually use? ((Contagion))
    Prior to the Ifrit buffs especially, and even now in any situation where it could synergize with Bane or other CDs, it pretty well forces you to use Garuda. I'd rather see different balances, personally, as I don't mind how Garuda is sort of a wind / malady hybrid, but it doesn't especially matter to me. I'd rather it be an option, rather than core gameplay, but that has as much to do with balancing now as that suggestion would with ability adjustment.
    (0)

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