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  1. #21
    Absolute Messenger of Promathia
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    Quote Originally Posted by Yugl View Post
    What? Karb asked if I saw his edits. I did not.

    Now that I have seen them though, cutting through PDT/MDT wouldn't make PLD *that* much better. The difference would purely depend on shield rate and dependence on a single class is a 'meh' move in my opinion. That's why I like the option of throwing tanks into a defense support category since you can add RUN, PLD, SMN, and possibly NIN depending on the abilities you give them/modify. Remember that the sole reason for SMNs, atm, is PD/EA; if you begin cutting PD from the equation, you throw SMN into lolterritory all over again.

    Also, positioning will depend on how they implement GEO. You may end up screwing over the class if you have no control over the mob's position.

    Disagree with making SMN "Eh", This method of PD prevention would not be in every single fight, Most likely just a few special fights. And since most gear might be sidegrades, Old content with PD usefulness would still exist.

    Summoner needs more than PD, Perhaps of the above Phys/Magic inv/etc, Summoners Avatars could bypass these defenses to some extent. Not a perfect extent to where they'd be all powerful, but enough to give them utility in the fights.

    Job buffs are needed, this isn't about job buffs though. Also, Ignoring PDT would help more than you think, especially if the attacks were strong enough that WHM + DD Cure bombing wouldn't be effective or safe, with a "Uses TP move on Switching target" Method, IT would get messy really quick without a solid tank. Using a DD tank could work, But you'd be taking a lot of uneccessary risks, to the point it would be plain stupid.

    PLD, NIN, SMN, etc, all need job buffs, no doubt, But if you can have a mob with a DD Tank, You can have a mob that can be zerged. its that simple

    Plus, Its just an example of one fight that would encourage "Team Play" with a Solid Tank, and discourage a zerg playstyle. Doesn't have to be like this for every single NM.
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    Quote Originally Posted by Guitarman View Post
    I'm alot more hesitant than you guys are to welcome standard tanks into endgame again. I remember so many groups for various activities breaking up because we couldn't find a ninja/paladin. I'm not sure I want that back. At least with DD tanking groups won't fall apart for lack of a tank. Fixing the enmity system is great and all, but then you fall back to the problem of getting people that want to tank. I know far, far more people that want to just beat shit up as a DD.

    PD/emabrava zering has to go, though. Even if it means what I said above happening.
    I remember this fear back in Exp parties, But since IDK, 2005, There's plenty of PLDs and NINs, this fear is a bit misplaced. Worst comes to worst you'll get a terrible PLD, Which could go for any job though

  2. #22
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    Quote Originally Posted by Guitarman View Post
    I'm alot more hesitant than you guys are to welcome standard tanks into endgame again. I remember so many groups for various activities breaking up because we couldn't find a ninja/paladin. I'm not sure I want that back. At least with DD tanking groups won't fall apart for lack of a tank. Fixing the enmity system is great and all, but then you fall back to the problem of getting people that want to tank. I know far, far more people that want to just beat shit up as a DD.

    PD/emabrava zering has to go, though. Even if it means what I said above happening.
    That's why I'm concerned with redefining the role such that PLD, RUN, SMN, and possibly NIN would qualify. That's a decent number of classes for fulfilling one role.

    Quote Originally Posted by Taim Meich View Post
    Which reminds me! Any suggestion to encourage pet jobs? From something gimmick to a part of the NM that spams a very annoying TP move but can only be damaged by pets (fight would be possible without pets, of course, just more annoying/risky), to an aura that granted great defenses to pets (would not help SMN much, but would help the others fight without their pets constantly dying), to, I don't know, other stuff. 20% of the current jobs in the game use pets, they have to be acknowledged.
    For a in depth coverage of pet classes, one would need to look at revamping options available. Putting that aside and working with their current status, there's two responses.

    1. Have an objective pet focused
    2. Implement tactics that advantage pets

    Option (1) either entails (2) or requires gimmicks, so focusing on (2) for now.

    Advantages:
    - Body to throw without consequence
    - High HP while retaining inherent PDT
    - Bypasses the limit on the number of PT members (For 10k needle type moves)
    - Distanced meleeing (To differentiate from RNGs, "that which must remain" is distanced [The BST] while "that which must do damage" may do damage without concern for gained enmity [The Pet])

    Disadvantages:
    - Damage
    - Minimal access to buffs
    - Depends on a larger tank of HP rather than rapidly replenished HP (Looking at Reward page on BG-Wiki, we're talking ~1cure/min, ya?; even worse for PUP I think)

    Looking at this, I'm thinking of throwing pets into a crowd control position where spells would be ineffective. The question is how to make other classes worse at this position. The first, and obvious requirement, is to eliminate the effectiveness of CC spells. Second, give the crowd mobs a ton of HP to make killing them either impossible or take a ton of time. The benefit of the latter is that you wouldn't necessarily waste DD on a pet if constraints demand that you have DDs on the main NM (Either through a time limit or simply a sheer DD necessity). The question that remains is with regards to damage. If you have high damage adds, one may opt to use the PLD's capabilities + a DD to tank the add. In order to counter this, give the adds access to a KO or Kai move that would insist upon using pets as tanks. Of course, this is a very narrow look upon incorporating pets since we need to look at how this all ties together using an 18 PT group.

  3. #23
    The Once and Future Wamoura
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    Quote Originally Posted by Karbuncle View Post
    Seems kinda... cave-man-ny, Not really creative. I mean, at its core, Its a workable solution lol... I guess easy ways are not exactly bad O_O, Would save SE a lot of time.
    Yeah it's not some grand poetic solution, but I've always thought that using 2HR should not be necessary to win a fight :<

  4. #24
    Absolute Messenger of Promathia
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    A KO move might benefit Summoner more than say, BST or PUP, since both of those jobs have timers, or even gil, attached to their pets. But overall, I like your brainstorming.
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    Quote Originally Posted by Rocl View Post
    Yeah it's not some grand poetic solution, but I've always thought that using 2HR should be necessary to win a fight :<
    Should or Should not >_>?

    Edit: I'd also li ke to mention, the Ignoring of PDT from a boss, a DD tank would still be viable, say with Protect V, and possibly Minne or a Defense food, But it would probably be better and safer to use a PLD. NIN would still be effective too, Since it could block a lot of the moves. None of the moves should "Take Multiple Shadows" or "Ignore Shadows" like a lot of the bosses today do.

    Its a tough job designing a game you know, Don't realize it til you really try

  5. #25
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    - Bypasses the limit on the number of PT members (For 10k needle type moves)
    This I can see being the easiest fix for SE to put in place. Even then, we have to overcome the stigma the playerbase has that pet jobs aren't strong DD. I'm sorry, but a well-equipped BST spamming ruinator is a metric ton of output. And I know, that comes from the fact there's 20 full perle, str ring wearing BST for every intelligent one, but they are out there. I would love to see some numbers on what a bst + pet can do vs an equally geared top of the line DD. Worse comes to worse, give a small buff to pet jobs to even the playing field.

    edit: hell, what about status effect soaking? Debuff that has to be left on a player (or pet in this case) to win a fight that can be left on the pet with less consequence than a player.

  6. #26
    The Once and Future Wamoura
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    Quote Originally Posted by Karbuncle View Post
    Should or Should not >_>?
    Er, yeah should not, woops

  7. #27
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    They could always make it so that the boss could use an annoying TP move if it takes too much damage in a set period of time. I was thinking something that causes physical shield + zombie aura.

  8. #28
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    hmm.. theres a lot going on in this topic but i'd like to first air my current view on what direction I think FFXI in the SoA era should take..

    I think FFXI is currently too battlefield based.. Like, the whole of VW is really just battlefield spam. Its not bad but gradually the game is moving towards the whole 1-big-boss, buff-like-crazy, zerg in 5 minutes situation. To this end I hope we see more progressive content - dungeon crawling is a good direction and i think the devs have some idea of what has been lacking lately. So.. dungeon crawling. Something random like Nyzul Isle (but without Uncharted's time-attack style), built in with a points system that can buy items or system upgrades (cruor-ish) and ways to upgrade your playing process (abyssite/atma-ish, but not too extreme)

    Abyssea was really good in terms of letting people access content that is 3-6man friendly.. and so I think there should be more of this.. but instead of the whole 'ok so you can pick the difficulty of the NM' (as in, situations where the dev intentionally sets different difficult level options) i'd like it to be more like, ok.. we're given a time limit, we can choose what we want to do. we meet our objectives. it should be doable with 3, but faster with 6.. and gives people options to choose their poison.

    One other thing I'd love to see come back with more impact is NM systems. I LOVE NM systems and they were the things that got me studying the systems and making charts in the first place. That said, I've always felt that they've been generally linear. ZNM for example allowed you to pick from 3 at tier 1 and 2, but that was it.

    MY crazy idea of an interesting pop system would be for example, 1 pop item at the beginning, that can pop 3 different NMs. Each NM can drop a trophy/trig, that you can in turn use to pop a 3rd tier, or turn in for points/incentive/lotteryreward. The basic system ends there, but you can actually combine trigs to pop even higher tiered NMs, and they drop trigs as well. different permutations could result in different NMs, and various drops may be shared depending on which trophy was used. its almost like cross-breeding a plant, the fun would be both in finding out what the next NM is, killing it, figuring out the system and finding out which path works best for you. It will eventually culminate in a system boss fight, of course.

    That said, I would like for them to have less big boss fights. Nowadays, its either giant big boss who we must kill quickly, or big boss who can spawn lots of adds that we won't kill anyway - someone supertanks and the rest will just kill as per normal. I'd like for NM fights to force new, non-zerg strategy into play. Even things as simple as the boss depopping at 75% to summon 5 adds and won't reappear until they're dead, that would make things a little more interesting. Tweak that in various ways and you can get very fun and interesting fights which aren't too gimmicky.. And they need to just allow some adds to be sleepable. The whole kite/supertank thing is tired as hell. You can still make them hard AND sleepable.

    mob interactivity is something I hope they include more of. In principle I love stagger because it offers a varied experience and makes things less mundane.. but there are really other ways they could do 'procs'. I'd like to see mobs that can be procced by skillchains (for example, mob susceptible fusion, so make a fusion skillchain to proc/weaken it) or breakable parts. ToA's version was too random. Maybe incorporating that with procs or skillchains would make for more interesting and skillful gameplay.
    My fave what-if scenario is if Hydra's heads could be cut by doing Scission skillchains...

    Moving on to environment. I'd love for charmable pets again. Its not like I'm a BST who just prefers charming, but it gives the zone a bit more flavor - having everything want to kill you is not exciting. being able to manipulate a little bit of that in your favor is. Of course, for this to be feasible, it'd also mean that there needs to be events that don't require confrontation status in the open world so that you can actually utilize the pets for a purpose.

    Exploration and unlockable zones is another thing i hope to see return. Earning access to zones just feels rewarding. CoP was definitely overdoing it, but somewhere in between CoP and RoZ would be nice. Mission progress to unlock certain areas or access to certain parts would be a good incentive. I think they intend to do server-wide progress for outposts being setup (which could even extend to zone unlocking too) which could be a lot better than the stupid WotG 'feedback system' and a server progression for campaign that few people cared for.
    I want to see another sky or sea - but they don't necessarily have to keep special end-game events exclusive to it. Spreading it out is good... but don't waste it either (alzadaal / woe i'll looking at you).

    ok.. so I wrote a lot more than I intended.. i want to end with a last point about pet job viability..
    pet jobs should be able to have a place in the playing field, other than with themselves..

  9. #29
    Absolute Messenger of Promathia
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    I'd like for NM fights to force new, non-zerg strategy into play. Even things as simple as the boss depopping at 75%
    I designed a joke fight on FFXIAH a while back in a thread about "If you were an NM..." , Its lost in eternity now, But it went something like this...

    Spoiler: show

    Battlefield: Messengers of Promathia
    6-18 Man Fight.
    Enemies are Humanoid.

    Start the fight against Karbuncle, a THF/WAR type, Dual wields Daggers, Has about 100,000 HP. From the Beginning of the fight, you just fight the one THF/WAR, Has high Evasion, Uses normal Dagger TP moves. Favors Aeolian Edge, does moderate damage, ~500 Unbuffed, has a large range. Every so often he'll switch from Dual Wielding to a Dagger/Shield, or a Crossbow (Think Tenzen/Mammets). While using Dagger/Shield, Gains a high chance to shield block for a large chunk of damage, also gains access to Shield Bash. With a Crossbow, Uses unique Crossbow Weaponskills, and each bolt has a random additional effect from Slow, Paralyze, Sleep, Blind, Silence, HP Drain, and Defense down. Weaponskills during Crossbow mode are:

    Sidewinder
    Blast Shot
    Last Stand
    Plague Shot - deals moderate damage and inflicts 3 random ailments (listed above).

    At 75% HP, Karbunclde depops, and two players take its place, Trouge - a BLU/NIN, and Kiichi, a WHM/SCH. Trouge will have access to most blue magic, favoring heavily offensive ones if at high HP, and favoring Defensive at low HP. Kiichi will cure Trouge, and buff themselves, and debuff you. She will also use Kaustra or Embrava at 50%, Depending on Trouge's HP. If Trouge is below 50%, Embrava will be used, if above 50%, Kaustra will be used. When Trouge uses his 2hour, He will immediately begin casting 10,000 Needles. This can be stunned, If stunned, He will resume normal actions, but gain access to HNM Spells in the process.

    Trouge - 60,000 HP
    *BLU/NIN
    *Has access to all Blue and Ninjutsu Spells
    *Uses a Sword/Shield. Has access to all Sword WS, Favors Sanguine Blade.
    *Has access to a Unique sword skill, Norther Cross, a 5 Hit Attack that heals Kiichi and Trouge.

    Kiichi - 45,000 HP
    *Uses a Staff.
    *Has access to Tier IV Nukes, All White mage spells, and ability to use SCH abilities.
    *Can cast Phalanx and stoneskin as AoE by Default.

    Once defeated, Karbuncle will respawn and use Sneak Attack and random WS on the player who defeated Kiichi or Trouge (Whoever died last). Once that happens, Fight will continue as normal. During this time, Karbuncle will behave as he did above 75%, But gain a slightly higher attack speed.

    at 50%, He will despawn again, Spawning another 2 Adds, DarkMessenger and Misuto. Darkmessenger is a RDM/RNG, and Misuto is a NIN/WAR. Darkmessenger will use Tier V nukes, High end Aga debuffs, and single target Debuffs, has access to Amnesia as well, He will have a random Enspell effect on hit, damage varying, Unresisted up to 100. Has access to all Sword and archery weaponskills. At 50%, He will use chainspell and buff himself, Phalanx, Stoneskin, etc, then proceed to Aga-Debuff the group, after chainspell he gains a strong Spell Interruption rate down. Dark will stay at range and shoot with Arrows, and nuke, unless target is brought in melee range.

    Misuto will melee, and attempt to "cover' Darkmessenger. If Darkmessenger receives severe damage, Misuto will move to attack the target of DM, Using a Instant cast San Spell on that player for high damage. At 50%, He will use Utsusemi: San, Which will summon 2 Weaker shadow clones of himself, They will stay back and throw Shuriken. At 25%, Will use Mijin Gakure, If clones are alive, they will copy.

    Darkmessenger; 50,000HP.
    *Strong Enspell Effect
    *Tier V Nukes, -Aga Debuffs
    *Favors Requiscat
    *Has a unique TP move - Promathia's Gambit - Deals darkness damage to all in range, Inflicts Blind and Slow, Drains 10% Damage dealt, and Has a small chance to inflict Doom on who it was used on.

    Misuto
    *Very fast attack speed
    *Favors Debuffs over nukes.
    *Will regularly keep up Utsusemi
    *Has access to a Unique TP move - Binds of Fate - Binds enemies in range, deals damage. After used he will retreat and throw shuriken.

    Once these two are defeated, Karbuncle respawns, Once again Sneak Attack > WS Randomly targeting the player who dealt the finishing blow on Dark or Misuto. During this stage, Karbuncle will gain access to enhanced movement speed, and the ability to use Hide, Steal, and Mug.

    hide will make him Invisible/Untargetable, Shortly after used, He will SA > WS a random party member. Steal will dequip several pieces of armor, and Lock their slots for 1 minute. Mug will deal damage and stun, has a chance to remove and lock weapon (not offhand).

    At 25%, He will despawn, and in his place will spawn a SMN/WHM type enemy. They will summon 2-3 Random Avatars at this point. Depending on the Avatar summoner, the SMN will have buffs on themself.

    Carbuncle - Strong Regen.
    Fenrir - Heavily increased Attack Speed
    Diabolos - Much quicker spell casting
    Ifrit - much higher physical Attack
    Shiva - Much higher Magic Attack/Cure Potency
    Garuda - Much higher Evasion
    Titan - Much higher physical Resistance
    Leviathan - Much higher magical resistance
    Ramuh - Much stronger Critical hits and Critical hit rate.

    When you defeat the Avatar, The buff will be removed. When all 3 Avatars are up, they will share hate with the Summoner at all times, Making kiting impossible. If avatars are alive at 50%, She will Astral flow. If they are defeated, She will Benediction and Resummon 1 Random avatar.

    Summoner-
    *Uses White Magic, Buffs, Cures, and nukes
    *Has Access to all Staff Weaponskills - Favors Cataclysm

    Once defeated, Karbuncle will re-appear, This time opening with Cyclonic Edge, a unique Dagger WS similar to cyclone, deals wind damage and Chokes targets in range, deals roughly 800 Damage unbuffed. Choke effect is 35hp/tic. Karbuncle also gains access to this ability the remainder of the fight.

    During this final phase, When Karbuncle is ready to use a TP move, he will Trick Attack and summon one random friend to WS, who will perform an action and despawn.

    Trouge - Casts Cocoon on Karbuncle
    Kiichi - Casts Cure VI On Karbuncle
    Darkmessenger - Will Cast a debuff-ga on you
    Misuto - Will Chain-use 3 San spells on random members.(Despot style)
    Summoner - Will use a unique Ability "Sanity's Requiem" - Deal sonic damage to enemies in range, and grant Karbuncle a Haste and Regain effect.

    At 10%, Karbuncle will use Perfect Dodge, and 2 Friends will be summoned during this time to fight, With all their abilities in tact, They despawn when Perfect dodge wears off.


    Yup.

  10. #30
    Old Odin
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    Quote Originally Posted by Guitarman View Post
    I'm alot more hesitant than you guys are to welcome standard tanks into endgame again. I remember so many groups for various activities breaking up because we couldn't find a ninja/paladin. I'm not sure I want that back. At least with DD tanking groups won't fall apart for lack of a tank. Fixing the enmity system is great and all, but then you fall back to the problem of getting people that want to tank. I know far, far more people that want to just beat shit up as a DD.

    PD/emabrava zering has to go, though. Even if it means what I said above happening.
    I really doubt nowadays you would have a problem finding a nin or pld tank. People have so many jobs lvld, and most of them have either nin or pld. The problem you are faceing today more then before, is actualyl healers that know what they fuck to do lol

    as for Direction:
    -Fixing the Enmity system until SoA rolls by
    -CoP hard missions, even with lvl capd battlefield. Yes i know noone wants to carry aroudn even MORE junk, but seriously some of the most fun fights I had, were some CoP lvl caped missions pre CoP nerf.
    -Good Story
    -as for endgame I am expecting something salvage-ish or so, low man content.

  11. #31
    Melee Summoner
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    I want NIN and PLD to return as true tank jobs - or at least in PLD's case as worthwhile for something. That and more low man content. Give me great things for 3 players to do.

  12. #32
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    Should add instanced Blitzkrieg (The Assault) type fights too. A pack of demons attack from multiple directions in waves with each leading to more powerful mobs.

  13. #33
    Ridill
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    Quote Originally Posted by Yukari View Post
    They could always make it so that the boss could use an annoying TP move if it takes too much damage in a set period of time. I was thinking something that causes physical shield + zombie aura.
    Or if something takes too much damage in a short period of time it starts to absorb that type of damage for a while. That would be an effective method to prevent zerging.

  14. #34
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    Yeah. Reason I said zombie aura was that PD shouldn't protect against it, and if it was actual zombie status (take damage from light based healing/regen), everyone'd die from the regen from embrava.

    For content, I'd love to see something that's less about killing 1 big NM, as that's been overused recently. Probably missions like the one Yugl suggested.

  15. #35
    Ridill
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    Quote Originally Posted by Yukari View Post
    Yeah. Reason I said zombie aura was that PD shouldn't protect against it, and if it was actual zombie status (take damage from light based healing/regen), everyone'd die from the regen from embrava.

    For content, I'd love to see something that's less about killing 1 big NM, as that's been overused recently. Probably missions like the one Yugl suggested.
    If it absorbs damage, that makes the party have to balance how they do damage and makes Perfect Defense less useful.

    Then again, if they make mobs that don't spam instant death radius weapon skills, Perfect Defense wouldn't be needed anyway.

  16. #36
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    Quote Originally Posted by Karbuncle View Post
    Design a fight like this. How would you do it? You know what you want more than anyone, Explain to me how you would make a fight like how you asked.

    I've actually given it some thought before, Seems hard to do within FFXI's system. But entirely possible. I wanna hear your ideas though :O

    That being said, IDK what i want from this expansion lol.
    First off overhaul the hate system. Can't have real tanking when it takes like 8k dmg to cap hate on nms that have 300k hp. As far as making debuffing important again say fast attacking accurate mobs that hit for a bit of dmg and to mess with ochain that also can do decent magic dmg too. So things like slow, para and addle will matter again. Also adding more meaningful debuffs so rdm actually has a use again... make it so things like silence, gravity, bind can actually stick again but yeah know just barely for the pimped out guy and even then resist build to much to use as anything other than a situational thing like when it chainspells or whatever.

    Give them moves that aren't pretty much complete fuck you you dead moves but eatting a couple back to back would probably wreck you making piling people on a bit of a hinderance. Maybe making more moves that pretty much just go thru PD as sad as that sounds. Or just maybe attaching really annoyingly high dot dmg to some of the moves or an aura. Something that you could work around fairly easily with a normal amount of healers with a couple of a tanks but would completley overwhelm them trying to keep up with the normal melee gangbang

    Maybe get real creative and make some nms with moves that can actually reverse the effects of your buffs? (for even more fun also your debuffs or busted cor rolls too lol)

  17. #37
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    It sounds like there is a big demand for challenging fights that require skill and not just a short zerg. And for a overhaul of the enmity system. I don't really have much to say about those because I don't give a crap about Legion or Voidwatch to start with, and I'm not a tank.


    One thing I would like to see in SoA is the continuation of unique mob characteristics like they played around with in ToA. A lot of the mobs were old reskins we had seen, but they put some small nifty twists on them. Crawlers, sheep, and jnun fall asleep at night. The size of flies signaled what level they were (large VT to a 75, small T to a 75). Colibri's mimic your spells. Beastmen can have their weapons "broken"to switch into a different attack mode. Apkallu's had a strange (and frustrating/funny) hate system. It just gave you sense that there was a lot of thought put into keeping things different, and it made the world feel more dynamic. They didn't focus on this as much in WoG and it was more bland because of it. There were gnoles that changed depending upon the moon, and Lycos that follow you around benignly. There's plants that EAT nearby mobs. But that's about it. Doing such things heightens the sense that you're experiencing something "new" and Ulbulka's big untamed wild's would be a fitting setting.

    I agree with the idea of endgame zones as a reward for finishing missions. I get a sense that Square heard a lot of people complaining about how hard CoP was (BLU's hated getting there to get Sea spells), and ever since then they have nerfed the piss out of mission difficulty. Granted WoG was a very long line of missions closest in similarity to CoP, but none of the battles are really very hard. Ideally it would be great if SoA could have a set of missions with a good story, and interesting battles that required some strategy, but not as much of the manual walking around tedium CoP and WoG have. Oh, and while were on the subject of missions; how about a male starring character for once? I understand that the playerbase is a bunch of sexless nerds who covet loli bewb, but it's been 4 female stars in a row. I mean honestly.

    When it comes to mobs and exping you have to admit SoA has it's work cut out for it. It is now up against the exp and ease of Abyssea. I mean how can you convince anyone to spend time bumbling around fighting mobs and doing stuff in your SoA areas when Abyssea is just so ridiculous? One way to handle this could be to simply offer nice rewards for participating in Adoulin. For example they could offer several new gear sets similar to the old Assault gear in exchange for "Reclamation Points" (whatever their region system points will be). It's something you cannot get anywhere in Abyssea. I don't expect Adoulin to compete with Abyssea as far as speed of exping, but hopefully if the mobs are acceptable enough you can still team up with a few people to rake in a few of their region points for rewards. It will be interesting to see what they do here.

    Referring back to ToA again, I agree that mystery that makes you think can make the experience feel much more rewarding. It was a lot of fun to see how players discovered and untaggled how Sea and it's NM system worked. (Well for the most part, despite the disaster of AV and the drop rates beside). Players discussing and collaborating to figure out Salvage was also a lot of fun that took almost a year. Remember how frustrating and impossible the Qiqirn and Poroggo NM's seemed to find, until finally some JP players ran into them. Just as everyone was about to become too frustrated and upset by figuring it out, the answer surfaced. And lastly I remember how the elephant Einherjar enemy used to be a signal of instant fail because no one could kill it. Until someone figured out how to interrupt it's healing, then it became a joke. The last example isn't so much a puzzle but it is one of the many mysterious elements that makes digging into new content more fun.

    Before I finish, talking about Salvage just made me remember one important lesson; don't make any new events premised upon nerfing the players. e.g. Old CoP dynamis subjobs, and Salvage pathos. The rewards of Salvage were enough to lure players into overcoming the nerf but a lot of people still hated Salvage for it. Don't use this device anymore Square.

  18. #38
    >The Implying
    Join Date
    May 2006
    Posts
    4,039
    BG Level
    7
    FFXIV Character
    Jeryhn Astracrown
    FFXIV Server
    Excalibur
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    Cerberus

    Deprotect, Deshell?
    I could get on board with that.

    Also: The return of Naja Salaheem. Make it happen SE.

  19. #39
    Ridill
    Join Date
    Dec 2007
    Posts
    10,982
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    Shiva
    WoW Realm
    Azuremyst

    I just want strategy back in my fights. That's all. Doesn't have to be full alliance, but something that's more than LOL ZERG RUSH

    edit: gwyn beat me to it; should've refreshed the page.

  20. #40
    The Once and Future Wamoura
    Join Date
    Aug 2005
    Posts
    18,133
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    9
    FFXIV Character
    Rocl Montaigne
    FFXIV Server
    Excalibur
    FFXI Server
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    WoW Realm
    Quel'Thalas

    Quote Originally Posted by Jeryhn View Post
    Also: The return of Naja Salaheem. Make it happen SE.
    Awful.

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