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  1. #1
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by KitingGenbu View Post
    Very good idea. I would also hope they took rift's idea of also allowing us to get rewards for participating when it completes in the event we have to leave the zone due to hunts or queues popping.
    I think that this might be an infrastructure problem. The game seems to "forget" you FATE progress when you leave a zone and only remembers when you zone back in which will be impossible if you left due to instances. That must have to change if we re to get credit for this.
    (0)

  2. #2
    Player
    KitingGenbu's Avatar
    Join Date
    Dec 2015
    Posts
    740
    Character
    Alex Carver
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Morningstar1337 View Post
    I think that this might be an infrastructure problem. The game seems to "forget" you FATE progress when you leave a zone and only remembers when you zone back in which will be impossible if you left due to instances. That must have to change if we re to get credit for this.
    I dunno how rift does it, but it can be done I'm sure. Trion is kinda all over the place when it comes to coding. Just like I dont get why companions (chocobos) had to be considered as being in a party when wow allows you to have a companion with you all the time.

    Quote Originally Posted by Rhaja View Post
    Instead of adding more stats that will just get the same Crit/Det treatment we currently have, I'd like to see them do more with our current set of stats. Currently the only depth we have to it is more crit means more and stronger crits, and more speed means better dots. Except unless I'm mistaken the weights are too small to invest in.

    Skill/Spell speed should increase the regen speed, Det should go the way of Mastery in WoW, parry should not only scale better but actually return half the amount parried back at the target. Instead of elemental resistance the elemental material should act as raw plus to damage, defense, magic defense, regen speed, and luck.

    Gear sets need to be a thing. The GC sets have it, why do the raid sets not? Add in a bonus to damage, defense, stats, movement speed, hell even add a unique glow if you complete it all.

    As far as combat I think the only thing they could really do to spice it up is add more ways to handle mobs rather than group and AoE. Maybe some are always in a berserk status and can be used to clear out other mobs, others that take more damage while stunned, sleeped, or blinded.

    Another thing I would love to see them add is an actual focus to Leve's, or add mission variants to current dungeons. Such as instead of clearing out Satasha your mission is to escort the maidens out while the Yellow Jackets handle the pirates. Qarn you need to bring back as many randomly placed relics within a time limit. Or retrieving a lost civilian from Tam Tara, but instead of protecting him/her from adds, you also have spawning ghost that tether the civilian and if the ghost isn't killed fast enough the civilian is lost to possession and results in a failure.
    Choices have always been weird in this game, just like I always felt it odd that you could meld crafted gear but not raid gear. And they didn't adjust that until 3.2. So maybe we'll see raid gear bonuses in 4.X....
    (1)