The sky gear synergy was a better way of doing it, but even still, just make it a Magian quest.
The sky gear synergy was a better way of doing it, but even still, just make it a Magian quest.
http://forum.square-enix.com/ffxi/th...654#post169654
Originally Posted by Gildrein
I think synergy worked out ok for abjs and sky gear, but not being able to store them (like you can store af3+1/2) was a real killing blow.
I don't think I'd be able to go through with turning more storable gear into unstorable gear. =/
Static/magian upgrades are also just as good, anyway.
Magians please :/
Depending on the augment system I'm fine with using synergy. When it came to cursed gear there was generally a set "best" augment you could get, so it's not like you need multiple pieces.
I honestly don't know how I would feel if SE split up the paths on our AF3s, giving you several options to go with on what piece to go into. If you could "Unaugment" the pieces then whatever, but two important things for this augmenting system that make it successful.
#1: If it is random, make it random within very specific boundaries, like the augments from cursed/sky gear, or weapons from T3 abyssea zones. There's a difference between getting crit dmg+2% dmg+1 on a dagger, versus getting mnd+1 magic accuracy+2 on a dagger. Both are shit but at least the first one is shit I can still use.
#2: Give us the ability to wipe the augments and keep trying. If this is the case make sure the required stuff to try an augment doesn't take forever to get.
Who says there would be branches? In fact, I can tell you that they won't have different paths if they go with the static augment route because it would be too hard to keep the storage options which they said they would keep should they go with static augments.
Think upgrading AF3 to AF3+1 and AF3+2; static augments depending on trial completion.
Obviously we need a few new Dynamis zones to farm -2 mats from.
Even though I know you're joking, they've made precedent for X-amount of kills of a Dynamis monster already so it wouldn't shock me.
I would still take that over "Synergize a Duelist's Chapeau +1 with a Duelist's Tatter for the chance at +12 enfeebling skill, but more likely +2 enfeebling skill and 5 ice resist."
Like I said before, they either need to go big with great rewards from difficult (but not cock-blocking) trials, or not even bother.
Oh I agree with you 100%. Even though I'm encroaching on battered spouse syndrome with this, I actually would like a couple new Dynamis zones to romp around in for collecting the new +2 gear. As awful as that event became, I still have a place in my heart for it.
Blue mages, your time has come! Here is some feedback from the development in regards to your comments about the job adjustment manifesto.Question
Add blue magic that can only be used while under the effects of Azure Lore.
Answer
While it won’t be for Azure Lore, in the next version update we will be introducing a new ability that will allow you to use HNM abilities while under its effects.
There will be no need to set the HNM abilities and you will be able to use them once the ability recast timer is up (planning for 5 minutes or thereabouts).
*You will still need to learn the spell beforehand.Question
Lengthen the effect duration for Azure Lore.
Answer
We would like to look into doing something for this.Question
Reduce the overall cost of blue magic spell points.
Answer
Since part of the strategy is to make a choice within set requirements, we have no plan of reducing the overall cost. We will be making balance adjustments to the increases in set numbers depending on your level.Question
Reduce or get rid of the penalty incurred after setting blue magic spells.
Answer
The concept is that you acquire blue magic spells via learning and then you can change battle strategies by picking and choosing spells within the blue magic spell points and set limitations. If you were able to change spells freely, the whole battle strategy aspect would be lost, so we have no plans to remove/reduce the penalty.Question
Add an ability that allows you to use cast blue magic spells that are not currently set.
Answer
We tried looking into this, but it would make having to set spells beforehand nearly pointless, so we will be putting this idea on the back burner for now.Question
Reduce the casting time on blue magic spells.
Answer
I believe this comment is mainly meant for magical type blue spells, but the casting time has been set while considering the power, added effects, and other usages.
Though it depends on the type, the casting time is pretty reasonable when comparing to elemental magic and enhancing magic, so we have no plans to change this.Question
Add higher tier AoE healing magic/Will White Wind be added?
We are planning to add White Wind in the upcoming version update.Question
Make changes so that blue magic skill, not healing magic skill enhances the cure bonus for healing-type blue magic spells.
Answer
This was set this way purposefully so that the effect is enhanced more when you select a support job that has healing magic skill, and the cure amount is based on this number.Posted from Camate on official and Siren.Kalilla on ffxiahQuestion
Make it possible to enhance job traits.
Answer
The below job traits are set so they can be enhanced.
Dual Wield/Fast Cast/Store TP/HPmax/MPmax/Auto Regen/Counter/Magic Burst Bonus/Skill Chain Bonus
While it is not possible to enhance all of the above job traits at level 90, with further level cap increase and the addition of new blue magic spells it will be possible to enhance them.
Also, when double attack/gilfinder are enhanced, we are planning to have them change into triple attack/treasure hunter.
Quote:
Add an ability that allows you to use cast blue magic spells that are not currently set.
We tried looking into this, but it would make having to set spells beforehand nearly pointless, so we will be putting this idea on the back burner for now.Hmmmm....Add blue magic that can only be used while under the effects of Azure Lore.
While it won’t be for Azure Lore, in the next version update we will be introducing a new ability that will allow you to use HNM abilities while under its effects.
There will be no need to set the HNM abilities and you will be able to use them once the ability recast timer is up (planning for 5 minutes or thereabouts).
DNC comments are a big bowl of fail. They address the issues that make supporting-role DNC non-viable, but only to tell us that they won't be changing them
Can they stop either A) Making up questions they can softball answers to while very lightly treading on new information or B) Stop answering fucking retards with these questions?
I feel like they make these questions up themselves personally.
Wow, the dnc questions show that they have no fucking clue how the job actually works.