WAR is a supposed to be a weapon master class so the ability to have piercing/blunt/slashing JAs seems redundant granted the job has access to a wide variety of weapons and the skill to back it up.
MNK is supposed to be a straight DD specializing in one type of damage (blunt) so it'd be pretty strange if the class could suddenly do what a polearm, bow or GKT could do damage wise.
Specific weapons that break rules? Sure.
JAs that suddenly turn MNK into a WAR? Wut.
http://forum.square-enix.com/ffxi/th...Cleric-s-Cap-2Originally Posted by Ordostrillicus
I agree with most of the suggestions for revamping a lot of the unused content like chocobo racing, pankration, ballista, etc. Look at all of these events that are meant to give players a break from the grind of getting new gear, but seemed like they were always a side project that was forgotten about after launch.
I specifically remember reading a patch note several years ago about chocobo racing. It had undergone some minor, insignificant update, and at the very end of the note it clearly stated that there would be no further developments on this event. That struck me as very odd. Flat out saying you're not going to make more content for an event that's still fairly new at the time? That's something people should have posted in the thread for the producer to read: "make content that won't be abandoned".
Who remembers the overcrowded Pankration matches when that launched? That was insanely fun to watch and shout stuff with the other 100+ people in the zone, until we realized there was no incentive to keep coming back.
It was mostly sighs with every suggestion that wasn't a duplicate where I'd have to start typing a legible summary of an idea, especially the ones that were particularly bad but wordy.
While I don't particularly like certain ideas, the people I like the least out of this whole process were those who couldn't even be bothered to make their idea make sense or be something I could confidently summarize while keeping the intent - or even know if there was an actual suggestion behind the wall of words that was just short of them rolling their face on the keyboard.
Astolfo.
Considering I was one of the people that suggested both of these (although I was not alone):
Spoiler: show
I think I take offense. More towards the Hastega one, because cycling Haste is an unnecessary pain in the ass for anyone playing a mage. As a commenter in the OF pointed out, nobody invites Summoner for Hastega.
I don't see why giving White Mages and Red Mages everywhere Hastega would be remotely unbalancing for the game nor even harmful to Summoners. It would purely be a quality of life adjustment that SE could also tie into a long questline as an added bonus.
Messages from JP World. This first guy's tugging on my heart strings (I brought up this issue a while back, but of course never got any feedback here on the NA side), but sadly receives a response that doesn't even touch on his main topic:
Edit: This is my translation of a JP dev tracker post.
1): Regarding Meeble Burrows Expedition 5 Boss Battles
Yo dawgs,
Thanks for your comments. Here's a response that doesn't even come close to addressing the main point of your post, but focuses completely on one aspect which is fairly irrelevant to your main point!Originally Posted by JP Bro
Expedition 5 (the boss battle) does drop items as loot (we have not yet added treasure at the moment, it will be added in the next test server update). [[I think this is wrong, at least on the NA side, we already saw drops from the expedition 5 bosses, but I think they ignored or misinterpreted the guy's point that drops are probably not guaranteed so there's a chance you get nothing but research marks to buy crappy accessories for 100 hours worth of tags.]]
In addition, as you mentioned, it is only necessary for expedition 5 (boss battle) that everyone has cleared expeditions 1-4 for that particular rank.
For the previous expeditions, as long as the leader meets the criteria, the party members can participate. This is useful to complete expeditions out of order or repeat individual expeditions as needed as there is no requirement for the other members besides the leader. Please note this point.
It sort of touched on his point I think.
Say you have a static of 6 people. Instead of 6 people working on one path, they can split up and do 2-3 different paths (idk how dificult this would be since I haven't tried meeble's yet). Since only the party leader needs the clears for the whole party to fight a boss, you can effectively do 2-3 bosses in almost the same amount of time (only needing to wait an extra day or w/e to fight an extra boss).
No. Everyone needs clears of expedition 1, 2, 3, and 4 in a particular rank to try expedition 5 (the boss). Being able to do the other four expeditions out of order will serve exactly zero purpose in a group that does this as a static (it will only help if you, for some reason, pick up randoms who need individual clears). So one boss every 100 hours, at most, is the case as currently implemented.Originally Posted by JP community team
My brain explodes at the profound obviousness of some of the answers provided to this post. Note that while the JP post calls out macaroons in particular, the response doesn't refer to any particular food items.
Edit: This is my translation of a JP dev tracker post.
2): Regarding Synthesis Success Rates
Hello
Success Rate of Particular RecipesOriginally Posted by Another JP Bro
The probability of successes for a variety of syntheses have been rumored from a long time accumulation of player experience, and in fact, it has been adjusted for each recipe. The effects of synthesis equipment, guild support, elemental bonus, and food benefits also come into play.
However, if a recipe requires multiple synthesis skills, the probability of success is likely to drop because it is based on the combination of the required skills.
For desynthesis recipes, the success rate is not comparable to synthesis. These recipes are more likely to fail, in that sense.
Maximum Synthesis Success Rates
At higher synthesis skills, the success rate increases, but there is no skill limit that ensures 100% success. Since you cannot perform synthesis without the risk of failure, the focus should be on how far you can increase the probability of success.
By maxing out the bonus effects using food items, it is possible to increase the probability of synthesis success further than it can be increased with skill alone. They can be used in combination to max out the success rates. I think the next bit says they may want to increase this cumulative effect in the future.
Regarding Material Loss
When synthesis is failed, it is often the case that materials are lost. Just as the success rates differ, the probability of losing materials upon synthesis failure has been set for each material, with a trend that materials are more easily lost on more difficult synths.
Of course, some in particular may intentionally be set lower or higher, but since the guaranteed losses can be an extreme inconvenience, there is room to possibly review the loss rates. Please give us your opinion (it means a lot to us) and specific examples, such as those already mentioned.
Translation:
3) Regarding Changes in Resistance after Introducing Immunobreak
Hello. Thank you for your reports. Regarding the two NMs Isgebind and Long-Armed Chariot - we have confirmed the data from before and after the introduction of Immunobreak.
For Isgebind, there was previously a low probability of success at landing Paralyze effects, but we found that there is now complete resistance due to a bug. We are working to correct this.
For Long-Armed Chariot, there was no difference before and after the introduction of Immunobreak (this NM was already completely resistant to Stun before the addition of Immunobreak). We are thinking there was possibly some confusion here because out of the four Salvage bosses, only Long-Armed Chariot is completely resistant to Stun, so you may have assumed that Stun was possible based on the other three bosses.
If you see any other NM resistances that may have changed after the introduction of Immunobreak, please report it here.
Translation:
4) Regarding the Implementation of New Two-Hour Abilities
Hello,
In this week's test server update, we will be introducing the new two-hour ability for monk, in addition to the 18 introduced so far. Please provide as much feedback as possible.
We are still a little bit away from the announcement of the next version update. We have received concerns (literal translation for lulz: voices of fear) that the deployment of the update will occur without any changes from the current state of the test server. As we said the other day, we will not rush the introduction of the new two-hour abilities and we will definitely consider them to make sure they each have a clearly useful value.
In addition to feedback on the individual abilities, we also continue to receive feedback from a more general perspective such as:
*Change 2hr ability effects significantly
*Change 2hr abilities completely
*Eliminate the shared timers
Currently the development and management teams have been considering the possibility of the larger changes. While it has been postponed for a little while to address the feedback on individual abilities, it is expected that we will discuss the direction of the more general framework at the policy meeting that is scheduled for the near future. Once I receive the results of that meeting, I will reply again, so please wait just a bit longer.
Additionally, while all comments are helpful, as we've said in the past, concrete suggestions about individual abilities are most helpful and the feedback we are most looking for. Thank you for your cooperation.
Last one:
5) Regarding Resting
Hello,
In the past few years, since there has been a huge increase in the amount of regen and refresh recovery techniques, we greatly reduced the importance of HP and MP recovery gear, as you have said. Since the flow of battle is often faster than before, long periods of resting are now unsuitable. While we can review the effects of enhancing HP recovery gear, I think there should be more focus on how resting works in general. Since resting is currently not very useful (or utilized) right now in general, there is a lower priority on looking into this, but if the opportunity does arise, we will consider a more fundamental change to the way resting works.Originally Posted by i<3resting
Had they not added refresh out the ass, an hMP % piece would be amazing. Back in the day it would have made healing much less of a chore.
so in any case they just said fuck you to everything just in nice words.
I like they are actually responding to the 2 hour issues. I am curious what this meeting decides.