I agree but I think there should be caveats. Mainly, to use a piece of Glamour of another class, you need to have that class at equal level or higher than the glamour. As an example, if I want my White Mage to glamour into level 70 Paladin armor, I need my WHM to be level 70, AS WELL as having the paladin Class leveled to 70. It wouldnt sit right with me if someone could glamour into an armor they cant even wear.
I agree with this. Again with caveats. Every emote in all variations should be made available. However the way it should work is that the race you start with has those race specific emotes unlocked. After that, you must do other things (like Gold Saucer) to unlock the rest. Fantasia will not net you the new emotes either. Also along these same lines, hairstyles should be treated the same. Race specific hairstyles are automatically unlocked for your start race, but the rest have to be purchased/aquired, regardless of Fantasia.
Agree. But I think this might actually be an engine limitation with how the game codes for PvP vs PvE. Id love to see it but I dont see how theyd manage this without an overhaul of the PvP/PvE limitations.
Im not big on this one because I think it oversimplifies the game. The true issue is power creep and the failure to adjust the dungeons from ARR. From my perspective, when I played the game starting out what I noticed was the dungeons felt like they had certain gimmicks to them. They were there to teach the players certain aspects to the game. Things like proper aggro management, how to range pull, using Cool downs more effectively, etc etc. However due to power creep and the allowance of letting people blast through content in a second, these lessons are lost to players. They need to retune dungeons to start forcing these lessons back into the game, instead of doing the "One Stop Shop" method, because I dont feel people actually learn anything from those. People learn more from wiping in content than they do from an NPC telling them what to do.
Sure why not. I get the Devs want an aesthetic feel to the game, but using your example of the burly roe in a chocobo helmet, that kind of throws their whole point out the window.
No, I dont want the combos brought down to one skill on a rotation for two reasons. One is that actually wont solve the bloat issue cause thatll just free up the bar for more hotkeys down the road, and 2 I dont like the feel of it. Also, managing your GCDs in conjunction with your oGCDs to prevent clipping is part of the skill factor.
I would like this personally. If theres an issue with certain stats being better, then thats a balance issue SE should address. I want to know how much crit Im getting with the stats Im adding as an example.