Things The Game Can Improve on
General things
Materia – Removing Elemental Resistance Materia.* I am not going to explain why this is so useless, but honestly I think that a company with such creative genius can do something better than this.* I have always been a fan and have always loved the games, and have great love for the game, but I really don't think these Materia don't fit in the game.* They don't really do much.* We don't focus much on Elemental Resistance Materia except in very situational situations.* What you could do to replace this, is making Materia's that buff certain skills, or reduces the mana cost of some abilities but make them well thought out for the players.* For instance, a Materia that reduces the cost of Cure III.* Other games had systems similar to this, which were indeed pretty good, and I don't think they should be forgotten or thrown away, just change to class Materia.
It would be nice to have Materia merchants that put in materia for you for a sum of gold.* People who have houses could have one of these merchants in their house.* Materia could become a thing that players want to get and help crafters and perhaps a materia drop when you disenchant things.* Basically it would help out the economy.**
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Houses – I feel that everyone has a chance to buy a house and I feel that the lack of being able to buy one on your own server is quite disappointing.* I also think that one character has a house, I don't think they should have another on a different character on a different server.* Everyone should have a chance to own their own house.**
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Palace of the Dead – We don't have something like this for crafting.* I really think it would help out certain type of woodland like we do a quest and harvest stuff each floor and level up that way.* I think having more to do than just leves would add an extra spice to the game.
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Duty finder -* I know that you try to encourage to actually use the duty finder but I think we should go further than this.* We don't want players to sit there and wait
a long time just to do a story quest because they need to get it done, but at the same time, why would someone at a max level want to do these dungeons? I think we should encourage it a bit more, by adding a shop in each of the capitals that rewards players for helping other players and by helping other players by using duty player.* The rewards are very high and they can get items such as items two levels lower than the highest gear in the game, giving players another alternative than constantly doing raids.* Adding more options does not take away from your part of the game.* This is for players that don't have enough time to dedicate time to a dungeon or two or help others who need help.* These players need to be rewarded in some form more than they are right now.* A high level character comes down from a level 60 and is level synced to a level 30 or so and your tank is basically a newbie and loses threat all the time.* This should not be accepted.* I understand the concept of helping lower players, but we all want to have fun and people who play tanks want to do it as a tank and feel like they have accomplished something.* I feel that players who come down from level 60 should have their enmity decreased from 70-90% if their level or gear level is so high for that dungeon, it pretty much kills experience for that dungeon.* This means no way in hell are they going to get aggro.* You will always be out aggroed by the tank regardless of what your original item level is.* Level sync always gives you the best quality option at that level. When high level players come from level sync or duty finder into low level dungeons, they try to rush through the dungeon because their character is overpowered, making the person who has to tank feel like there is little point in even being there.* I for one that this type of behaviour should not exist.* They should take this seriously like any other dungeon at their level and focus on getting the dungeon done instead of being a killjoy for other players.* I know what other people are going to say that all you have to do is tolerate it, but one of my Gladiator friends who has just started this game says it shouldn't take 40 levels for you to be actually good at the job you are supposed to do and I think these of things that need to be fixed right away and I would like your imput on this.*
Classes
This is about changing classes and certain types of abilities that only affect a small amount that doesn't really change high level play but it does change low level play a lot.
Buffs and Changes
Savage blade – Delivers an attack with a potency of 150 additional effect : increased emnity.
Combo Action:Fast Blade – Additional effect.* Deals 100 potency to the left and right monster of your original target with the same amount of enmity increase. This is a small cleave which basically takes its single damaging power and makes it into a cleave, basically hitting multiple targets.* I feel that this would be a huge help for players who want to level taking below the level of 40.
Flash Improvement – increases enmity of all nearby enemies.* Additional effect, synergy duration 12 seconds. For each target flash hits it reduces the cool down of these abilities by 1 second.* Rampart, Fight or Flight, Convalescence, Provoke, Awareness, Sentinal, Tempered Will, Bulwark.* This effect only goes on for one pull.* Once you use it once, that is the only reduction you will get because each enemy will have a synergy on them. Flash has its enmity increased by a very large amount, however its mana cost is very very high.* You want to stop players going into instances and spamming flash to help them keep aggro.* Why flash doesn't affect Paladin abilities because it is a base class of Gladiator and not the job.* You cannot spam Flash, you can only use it once per mob.**My reasoning for buffing these abilities is to support the lower and casual player from level 1-40.* How this plays off at higher levels* I don't see it changing much.* A level player shouldn't be spamming flash anyway and honestly I don't think that having a 1000 mana cost flash will hurt a Paladin because they have Sheltron
Riot Blade – All this does is break the potency in half and hits two different targets.* The first target is only taking the 150 potency from it, I increased its base damage to help with this.* The improvement to Flash, flash doesn't touch my mana pool when using it level 50-60 and what really hurts the paladin right now is when I do duty finder or anything like that and am pushed down to a level below 40.