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  1. #1
    Player
    ArkenaeuxBelmont's Avatar
    Join Date
    Dec 2021
    Location
    Ishgard
    Posts
    217
    Character
    Arkenaux Belmont
    World
    Exodus
    Main Class
    Paladin Lv 90
    1) Revamp the squadron system and give them the same AI as the Trusts. This should've been done when trusts were introduced.
    2) Create a Trust version of Castrum/Prae and require that to be done before Duty Finder MSQ Roulette unlocks, and then allow for cutscenes to be skipped in MSQ Roulette.
    3) Poetics Vendor in Mor Dhona should offer the poetics gear from every expansion, so an overleveled character that is still MSQ locked can dump their tomestones and avoid capping.
    4) Increased XP for ARR dungeons.
    5) As someone said, every job gets an AOE rotation at level 40. This would be a huge quality of life upgrade for running lower level content.
    6) Any content that was basically ported from ARR (Toto Rak is a HUGE offender for this), as someone else said, should have their dead ends removed. While they are at it, spawn the final boss chest dead center. Ever notice it's off center? It's because in 1.0, multiple chests would spawn at the end based on conditions one finished the dungeon completing. Up to 4 chests spawned. Now the only one that does is the boss chest, but it kept it's position. It's an OCD nitpick, but it always makes my eyeball twitch.
    7) Fate XP increase, Hunt log XP increase, Side Quest XP increase for all of ARR.
    8) Do... something... with Cape Westwind. Turn it into a solo duty or something and retune it. The poor dude's had years of being wailed on and meme'ed.
    9) I like the suggestion someone mentioned of making your highest level job's job questline a requirement for progressing in MSQ. With one additional add please. A simple pop up or NPC text reminder of "EQUIP YOUR SOUL CRYSTAL".
    10) Expand the Smith's role training. Add in an additional category: Common Adventuring Mechanics. Show off stack markers, confuse arrows, tank busters, esuna'ing debuffs, etc. Really any fundamental mechanic that should be exposed to the player. Also, make the role training from the Smith mandatory before unlocking the duty finder. Should a player level skip, and has not completed these, they should have to complete these right at the initial start after their level skip.
    (2)

  2. #2
    Player
    Shibi's Avatar
    Join Date
    Aug 2013
    Posts
    2,756
    Character
    Lala Felon
    World
    Zurvan
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by ArkenaeuxBelmont View Post
    10) Expand the Smith's role training. Add in an additional category: Common Adventuring Mechanics. Show off stack markers, confuse arrows, tank busters, esuna'ing debuffs, etc. Really any fundamental mechanic that should be exposed to the player. Also, make the role training from the Smith mandatory before unlocking the duty finder. Should a player level skip, and has not completed these, they should have to complete these right at the initial start after their level skip.
    Possibly, if one is about to do a dungeon for the first time, and there is a new marker type, make the training part of the unlock.... as an example, run to a guy at the entrance of Sohm Al (I think that's the first for stack), he explains what a stack marker is maybe with Smith like "try it", only then does the dungeon entrance appear.
    (2)
    やはり、お前は……笑顔が……イイ

  3. #3
    Player
    ArkenaeuxBelmont's Avatar
    Join Date
    Dec 2021
    Location
    Ishgard
    Posts
    217
    Character
    Arkenaux Belmont
    World
    Exodus
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Shibi View Post
    Possibly, if one is about to do a dungeon for the first time, and there is a new marker type, make the training part of the unlock.... as an example, run to a guy at the entrance of Sohm Al (I think that's the first for stack), he explains what a stack marker is maybe with Smith like "try it", only then does the dungeon entrance appear.
    This is a good way to expose the mechanics early. Also ensure that the mechanic is presentable in a way that outgearing won't negate it being shown and learned. Good thinking.
    (1)

  4. #4
    Player
    sharknado's Avatar
    Join Date
    Aug 2021
    Posts
    366
    Character
    Sharknado Shortcake
    World
    Alpha
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Shibi View Post
    Possibly, if one is about to do a dungeon for the first time, and there is a new marker type, make the training part of the unlock....

    Doom icon as well.
    (4)

  5. #5
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,421
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shibi View Post
    Possibly, if one is about to do a dungeon for the first time, and there is a new marker type, make the training part of the unlock.... as an example, run to a guy at the entrance of Sohm Al (I think that's the first for stack), he explains what a stack marker is maybe with Smith like "try it", only then does the dungeon entrance appear.
    There's a stack in Syrcus Tower, but the now-standardized stack marker doesn't show up in mandatory content until the Final Steps of Faith.
    (1)

  6. #6
    Player
    VerdeLuck's Avatar
    Join Date
    Jan 2022
    Posts
    1,112
    Character
    Ymir Bombullshale
    World
    Halicarnassus
    Main Class
    White Mage Lv 100
    The Coils raids definitely need some kind of rework or retuning so they can be added to Roulettes, and run at the right time in the story instead of having to either ask for a carry in PF or doing it 3 expansions later solo
    (3)

  7. #7
    Player
    Atamis's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    321
    Character
    Cassandria Everfree
    World
    Balmung
    Main Class
    Miner Lv 90
    i hope they take a grindstone to the crystal tower raids and make them as hard as Yorha raids. maybe then ilv cheesers will think twice.
    (1)

  8. #8
    Player RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,146
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    This is something that probably covers more than ARR duties but updating pre EW duties to have attack markers in line with EW would probably help a little. An example being all Tankbuster attacks I've noticed in EW duties have a specific marker now where as it was rarely used before EW and in cases before EW I believe only appeared in Trials or Raids. Having the markers for specific mechanics or attack types be uniform through all lvl ranges would help people become familiar with them faster.

    The 1-50 duties I feel are mostly fine as they are. Though maybe syncing the ilvl down more for CT raids, Meridianum, Praetorium, westwind so they aren't so face-rolly on the actual gameplay parts making ppl do mechanics. The only trimming I would look for in that early part of the game would be to the solo MSQ fetch/delivery/talk to X quests that basically are little more than go here and click on the spot or npc for multiple steps. I'm pretty sure there are at least a couple more that could be trimmed out without taking anything away from the early story.
    (0)

  9. #9
    Player
    Hezzlocks's Avatar
    Join Date
    May 2019
    Posts
    300
    Character
    Hezz Ackerman
    World
    Ravana
    Main Class
    Machinist Lv 90
    Quote Originally Posted by ryouma17 View Post
    get rid of all the deadend paths in 2.0 dungeons

    rework the 3 starting dungeons, nothing says fun like falling asleep in copperbell waiting for the bombs to blow up multiple time so the boss can be killed
    I'm of two minds on this. For one, I agree because dead end paths are useless aside from exploration achievement and a crummy low level chest, especially now that all trash XP has been rolled into the boss XP, and certain bosses like the bombs boss you brought up are rather boring.

    But on the flip side, I like the idea of making dungeons less linear and giving optional paths, possibly with challenging content with meaningful rewards, though I do understand that'd be difficult to balance to make it worth doing but also not obligatory.

    And those unique bosses? I appreciate them making unique gimmick bosses so early, show newcomers that it's not all just boring tank n spank fights and some fights requires doing mechaics. Especially after the generic boring Sastasha. Could it be done better? Sure. But it's nice they made something unique so early. They could have easily made the first 30 levels worth of dungeons all Sastasha levels of difficulty.
    (2)

  10. #10
    Player
    Destati's Avatar
    Join Date
    Jul 2017
    Posts
    671
    Character
    Aoki Kha
    World
    Balmung
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Hezzlocks View Post
    I'm of two minds on this. For one, I agree because dead end paths are useless aside from exploration achievement and a crummy low level chest, especially now that all trash XP has been rolled into the boss XP, and certain bosses like the bombs boss you brought up are rather boring.

    But on the flip side, I like the idea of making dungeons less linear and giving optional paths, possibly with challenging content with meaningful rewards, though I do understand that'd be difficult to balance to make it worth doing but also not obligatory.

    And those unique bosses? I appreciate them making unique gimmick bosses so early, show newcomers that it's not all just boring tank n spank fights and some fights requires doing mechaics. Especially after the generic boring Sastasha. Could it be done better? Sure. But it's nice they made something unique so early. They could have easily made the first 30 levels worth of dungeons all Sastasha levels of difficulty.
    This. As much as I hate the earlier dungeons for being boring due to level sync, they feel more like dungeons because of how non-linear they feel by comparison. Like I'm actually exploring and fighting through something.

    As an aside, I think they should lower the GC rank requirement to turn in things like dungeon equipment for seals. Having levelled multiple alts, getting them to the point where I can turn in gear is pretty obnoxious after the hunt logs are cleared. FATES and GC Battle Leves don't exactly give enough to feel efficient for promoting them anymore.
    (1)

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