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View Poll Results: What basic change would you like to see in the next patch

Voters
399. You may not vote on this poll
  • Sea Jailer's Drop 100% on pop items.

    68 17.04%
  • Sea Jailer's Loot pool to be deeper, like sky.

    54 13.53%
  • Ouryu, Vrtra, Jour, and Tiamat Loot pool much more deeper.

    61 15.29%
  • Merit point revamp; new skills, new merit caps, and more.

    71 17.79%
  • More wyrms or wyrm lvl end game mobs added.

    46 11.53%
  • 3 King HQs Pop more frequent than 3-7 days.

    79 19.80%
  • Other. (type below)

    20 5.01%
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  1. #161
    Relic Shield
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    Well, to start i think that just the fact SE is going to let you interview Matt Hilton is a placebo, everyone will feel good b/c we think they will do something about improving the game. Im expecting something dumb, like adding more quests that are boring for your npc to be able to hold 5 items or something really retarded and pointless. But as far as voting, i have to agree and vote for something that will offer more to the average player, expand merits. Everyone always complains that blms can manaburn and its so broken, but blms manaburning is usually blms getting buffer back for all the times they die in dynamis and on hnms or any other event where the shitty tanks in the best gear still cant hold hate off us, while melees are in sky getting 10k limit points in hour. I have very few merits, not the best gear, and still pull hate and die all the time. I havent experienced it first hand, but in WoW one job has an ability called feign, which lets you pretend to be dead to clear your hate. Obviously there would be some kind of recast on it, but since this mostly comes into play after lvl 75, maybe abilities like this could be something earned with merit points. 10 merits, and you get a feign death ability, recast time is hard to decide, too long would make it not worth spending the time on, but too short would make it overpowered. There is alot of other things that could be added, overall skills open to everyone, and more job based skills that arent just "improve this abilty you already have". Theres been alot of great ideas in this thread, and its so unlike peoples normal attitude about the game, i.e. normal attitude is always pissed off and complaining about something, while the little ray of light called hope seems to have everyone in a great mood and thinking something will really be done, just b/c some gaijin that works for SE is going to listen to us, and then relay it to the company.

    In the words of Bob Dylan, hes only a pawn in their game.

  2. #162
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    Quote Originally Posted by Siatdiat
    Well, to start i think that just the fact SE is going to let you interview Matt Hilton is a placebo, everyone will feel good b/c we think they will do something about improving the game. Im expecting something dumb, like adding more quests that are boring for your npc to be able to hold 5 items or something really retarded and pointless. But as far as voting, i have to agree and vote for something that will offer more to the average player, expand merits. Everyone always complains that blms can manaburn and its so broken, but blms manaburning is usually blms getting buffer back for all the times they die in dynamis and on hnms or any other event where the shitty tanks in the best gear still cant hold hate off us, while melees are in sky getting 10k limit points in hour. I have very few merits, not the best gear, and still pull hate and die all the time. I havent experienced it first hand, but in WoW one job has an ability called feign, which lets you pretend to be dead to clear your hate. Obviously there would be some kind of recast on it, but since this mostly comes into play after lvl 75, maybe abilities like this could be something earned with merit points. 10 merits, and you get a feign death ability, recast time is hard to decide, too long would make it not worth spending the time on, but too short would make it overpowered. There is alot of other things that could be added, overall skills open to everyone, and more job based skills that arent just "improve this abilty you already have". Theres been alot of great ideas in this thread, and its so unlike peoples normal attitude about the game, i.e. normal attitude is always pissed off and complaining about something, while the little ray of light called hope seems to have everyone in a great mood and thinking something will really be done, just b/c some gaijin that works for SE is going to listen to us, and then relay it to the company.

    In the words of Bob Dylan, hes only a pawn in their game.
    Wall-o-text

  3. #163
    Relic Weapons
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    Quote Originally Posted by Okan
    #1. Whoever mentioned being able to seek one job while playing on another job read my mind the other night.
    I'd love to be able to play ninja farming kindred seals/NM camping/leveling parry but be able to seek for a party as SMN or something else. This would make leveling up other jobs so much more bearable.

    Oh and LOL @ getting party invites to crawlers nest xp parties because I was soloing in promyvion-vahzl the other day which caps your level.
    They need to enhance the search results to show your uncapped level on jobs when you're in a capped area or something

  4. #164
    Bagel
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    I agree with the post about needing higher level mobs... Chaining VT's fast for good xp is nice, but everyone forgets about the Chain-5's they got levelling up to that point which netted the same xp/hr; they're just two different forms of XP. As a BLM main Weapons PT's arent that great (workable, but i'm sure PT would rather have someone else, and I'd surely like some IT+ mobs to work on). Its nice to bust big numbers (1926 on Aura Statue) but its pretty pointless because any respectable Skillchain will take off too much HP anyway... No longer can you gain 100TP, do a skillchain, and a nice magic burst, and some finishing magic / melee for TP in the span of one battle. I'm sure everyone notices in end game PT's with SC+MB that the first SC is at 100% health, next mob SC starts at 80%, next mob at 60%... sooner or later you get to a mob that you kill before even getting 100 TP.

    Not to mention I tried out a new style of nuking the other day, and I believe I did even more damage than a few enfeebles and a big MB. Thunder I > Thunder II > Thunder III > Bliz I > Bliz II > Blizz III > Thunder IV > Bliz 4 (If necessary) is a TON of damage with enough MAB+, and low hate accumulation on the BLM. Bringing in IT+ mobs would surely make XP a lot more bearable tho, especially since we now have 10-20 75BLM at all time, and nowhere near enough parties to take them all. Why'd they nerf sea manaburn again...? Makes no sense to me...

  5. #165
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    Quote Originally Posted by Jotaru
    I agree with the post about needing higher level mobs... Chaining VT's fast for good xp is nice, but everyone forgets about the Chain-5's they got levelling up to that point which netted the same xp/hr; they're just two different forms of XP. As a BLM main Weapons PT's arent that great (workable, but i'm sure PT would rather have someone else, and I'd surely like some IT+ mobs to work on). Its nice to bust big numbers (1926 on Aura Statue) but its pretty pointless because any respectable Skillchain will take off too much HP anyway... No longer can you gain 100TP, do a skillchain, and a nice magic burst, and some finishing magic / melee for TP in the span of one battle. I'm sure everyone notices in end game PT's with SC+MB that the first SC is at 100% health, next mob SC starts at 80%, next mob at 60%... sooner or later you get to a mob that you kill before even getting 100 TP.

    Not to mention I tried out a new style of nuking the other day, and I believe I did even more damage than a few enfeebles and a big MB. Thunder I > Thunder II > Thunder III > Bliz I > Bliz II > Blizz III > Thunder IV > Bliz 4 (If necessary) is a TON of damage with enough MAB+, and low hate accumulation on the BLM. Bringing in IT+ mobs would surely make XP a lot more bearable tho, especially since we now have 10-20 75BLM at all time, and nowhere near enough parties to take them all. Why'd they nerf sea manaburn again...? Makes no sense to me...
    Wall-o-text v. 2.0!

    -burn parties at level 75 get more xp then the normal xp parties of earlier levels getting chain 5's. There is not exactly much comparison.

  6. #166
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    A good burn party in KRT may make 6k an hour... Not all that great when you factor in that a single monk party can significantly dwindle that, and any more pretty much breaks it up. My point was that more IT+ mobs would be appreciated, and if not, why not un-nerf sea manaburn... The only affect that had on gameplay was allowing BLM's to gain faster XP, and what downside does that have on the community? Better merritted BLM's? Hm...

    Also, putting sentences into paragraph form != 'wall-o-text'. Notice the breaking of ideas into separate paragraphs rather than one huge conglomerate of words and scrambled ideas ^^ Also, I will include that your statement about the comparison is... uh... not really valid. I don't see how burn parties making faster exp invalidates my point, which was a separate idea. Regardless, I've had plenty of regular XP parties pre-75 make more than the 6k an hour that I may get in KRT.

  7. #167
    Sea Torques
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    For the most part, all the jobs are balanced for EXP from 1 to 75. If you think that damage means everything in EXP then sadly you are wrong. DRK has lots of nice perks such as Drain/Aspir, Stat Absorbs, and Stun. So even if your NIN outdamages the DRK, your DRK stunning Whirl of Rage is saving your party a lot of damage/downtime. Just about any party setup with the "1 Tank, 2-3 DD, 2-3 Mage" mentality is capable of pulling 7k+ an hour at any level.

    The biggest problem with HNM is the mob TP system. Some HNM TP Attacks are really deadly/annoying (Wyrm Wing attacks, Thunderbolt on KB,etc) making elee a No-No, so we resort to "throwing" BLMs at every HNM we encounter to avoid the damage/downtime of HNM TP Attacks.

    Even if they added a NM with 50% Magic Damage reduction and Double Physical attack damage, most LS would use a strategy that still involves as many BLMs magic bursting on a skillchain as possible.

    And I'd just like to reiterate that the 3 king problem would be mitigated if they added new NMs that dropped gear that was actually good. Items like Herald's Gaiters, Sha'ir, and DRK JSE are mostly toys, and don't provide any noticable benefits compared to things like Abjuration Armor, Ridill, and Defending Ring. The reason these items are still highly sought after is because there is no alternative gear that comes remotely close.

  8. #168
    Relic Horn
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    Jo they nerfed Sea Mana Burns because BLMs were getting ridculous EXP chains in a 4-5 man party. When SE saw that BLMs were getting chain 200+ there was a problem. I mean you seriously thought something like that would last forever.

    Also I don't wanna hear about BLMs bitching about deaths and loss of EXP, PLDs have the same problem, but guess what? No one wants to meritpo/EXP with a PLD cause of the down time.

    You are mad because your easy merits and EXP got nerfed. Honestly I would like to see it more balanced for everyone, but I doubt that will happen anytime soon.

    Nothing in this game was ment to be easy.

  9. #169
    The God Damn Kuno
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    BLM sea pt was about the same EXP as a good MNK or War/Nin with ridill pt. What are you talking about?

  10. #170
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    Quote Originally Posted by Not Kuno
    BLM sea pt was about the same EXP as a good MNK or War/Nin with ridill pt. What are you talking about?
    I don't see any MNK or WAR/NIN parties getting chain 500.

  11. #171
    Sea Torques
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    what number chain does it matter if its the same xp/hour?

  12. #172
    The God Damn Kuno
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    war/nin used to on aura gears (see: sekaix). And those elementals are only tough, they didn't give nearly as much as Spartoi or Weapons in Sky. Big chain numbers = more exp? no.

  13. #173
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    Quote Originally Posted by tiberion02
    what number chain does it matter if its the same xp/hour?
    A friend of mine who used to do the sea manaburn parties was telling me he averaged a little over 10K an hour. Do WAR/NIN or MNK parties get that?

  14. #174
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    Heian: I was in one of those parties. We got a chain 250, if I remember correctly. Why is this a problem? Because the Chain # is above average?

    When the game first came out, people didn't even know how to make an EXP chain. They eventually got chain 1, and sooner or later 2. Nobody nerfed the game when they got a chain 5, or 10, or 50 in mnk/rng parties. I'll remind everyone that the Chain# means jack - the exp/hour was still LESS than a monk burn pt. I won't mention that the exp/hour was capped - you could only earn so much. Tweaking a strategy in a mnk pt will net faster xp - however, the Aern's only summon so fast.

    To me, sea manaburn was a great way to handle end game. Go /sea all 75 blm, anyone, and count them up. How many 75 camps are there? At most, you can have 2 BLM in a pt, and that's pushing it at lvl 75 due to the fact that most EXP camps are VT mobs only, and any more than 2 BLM and you don't have enough time for the dmg. So you introduce sea, let some of the BLM's manaburn (a suitable reward for all the trouble getting to sea, I think.....) and you take away some of the crowding (and LFG time) of some of the 20-odd BLM's end game. I'm not 'mad', per se, I understand 'why' they did it, and I'm perfectly happy in a regular EXP PT. I just don't see why this 'imbalance' is such a huge problem... Why didn't they nerf the mnk parties that get faster exp / hour? Or Axe burns? Just doesn't make sense to me. Everyone saw the Chain# and started crying to SE before realizing how much XP we make was still less.

    Its not a matter of wanting easier xp for blm, its a matter of wanting more solutions for end game EXP. Sea manaburn was a perfectly good solution, and it wasn't stopping any DRK, PLD, or MNK from getting a pt invite - it was a job specific thing. Just like the RNG nerf, however, I have a feeling the people who complained weren't the people related to the problem. The RNG Nerf most directly damages the HNM community, and even though all the mid-lvl DRK's crying about not getting invited are happy with the nerf, nobody post-70 is, its ridiculous. Likewise, how does it help anyone that BLM don't get an easier way to get more merits / xp?


    EDIT: I will sum up my entire post right here:
    I don't see any MNK or WAR/NIN parties getting chain 500.
    Everyone focuses on chain number, not exp gained. Aerns summoned at a constant rate; its not "some parties get 5k some get 20k an hour", everyone got the same unless they decided to do it with less members.

  15. #175
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    Quote Originally Posted by Sekkite
    Quote Originally Posted by tiberion02
    what number chain does it matter if its the same xp/hour?
    A friend of mine who used to do the sea manaburn parties was telling me he averaged a little over 10K an hour. Do WAR/NIN or MNK parties get that?
    Mine do

  16. #176
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    Mine do
    As they should. SE, however, listens to the people who complain about Chain 500 for 8k.hour becuase nobody complains about the inconspicuous Chain 10 for 10k.hour.

  17. #177
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    Quote Originally Posted by Jotaru
    Heian: I was in one of those parties. We got a chain 250, if I remember correctly. Why is this a problem? Because the Chain # is above average?

    When the game first came out, people didn't even know how to make an EXP chain. They eventually got chain 1, and sooner or later 2. Nobody nerfed the game when they got a chain 5, or 10, or 50 in mnk/rng parties. I'll remind everyone that the Chain# means jack - the exp/hour was still LESS than a monk burn pt. I won't mention that the exp/hour was capped - you could only earn so much. Tweaking a strategy in a mnk pt will net faster xp - however, the Aern's only summon so fast.

    To me, sea manaburn was a great way to handle end game. Go /sea all 75 blm, anyone, and count them up. How many 75 camps are there? At most, you can have 2 BLM in a pt, and that's pushing it at lvl 75 due to the fact that most EXP camps are VT mobs only, and any more than 2 BLM and you don't have enough time for the dmg. So you introduce sea, let some of the BLM's manaburn (a suitable reward for all the trouble getting to sea, I think.....) and you take away some of the crowding (and LFG time) of some of the 20-odd BLM's end game. I'm not 'mad', per se, I understand 'why' they did it, and I'm perfectly happy in a regular EXP PT. I just don't see why this 'imbalance' is such a huge problem... Why didn't they nerf the mnk parties that get faster exp / hour? Or Axe burns? Just doesn't make sense to me. Everyone saw the Chain# and started crying to SE before realizing how much XP we make was still less.

    Its not a matter of wanting easier xp for blm, its a matter of wanting more solutions for end game EXP. Sea manaburn was a perfectly good solution, and it wasn't stopping any DRK, PLD, or MNK from getting a pt invite - it was a job specific thing. Just like the RNG nerf, however, I have a feeling the people who complained weren't the people related to the problem. The RNG Nerf most directly damages the HNM community, and even though all the mid-lvl DRK's crying about not getting invited are happy with the nerf, nobody post-70 is, its ridiculous. Likewise, how does it help anyone that BLM don't get an easier way to get more merits / xp?
    So where is the 'suitable reward' for the non BLMs/BRDs/RDMs? And I still don't believe monk or war/nin parties got more xp then sea manaburns(parsar results might be better proof).

    And ranger made just about every other melee obsolete for most levels for xp parties and for HNMs, so don't start spouting crap about it.

  18. #178
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    Quote Originally Posted by Sekkite
    Quote Originally Posted by tiberion02
    what number chain does it matter if its the same xp/hour?
    A friend of mine who used to do the sea manaburn parties was telling me he averaged a little over 10K an hour. Do WAR/NIN or MNK parties get that?
    I do in my WAR/NIN PT and we had
    WHM,BRD,WAR,WAR,WAR,NIN(Or RNG)... still raped it. Chain 60 when we lost rhythm... If we didn't, we could have easily broke chain 100+

  19. #179
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    Spouting crap?

    go ask any RNG. I'm sure every single one could think of a gimp that would have made them less godly in EXP PT's yet not totally nerfed them beyond recognition for HNM's. We used to just throw RNG at them; nowaday we hardly consider it. Yeah, let's talk about 'obsolete'

  20. #180
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    Quote Originally Posted by Jotaru
    Spouting crap?

    go ask any RNG. I'm sure every single one could think of a gimp that would have made them less godly in EXP PT's yet not totally nerfed them beyond recognition for HNM's. We used to just throw RNG at them; nowaday we hardly consider it. Yeah, let's talk about 'obsolete'
    Of course a ranger wouldn't say they were overpowered. Either that or they would say they paid for their damage.

    Wait wait, you mean your linkshell hardly throws rangers at HNMs anymore? They're obsolete? Why, that sounds familiar. Wait wait....ah damn. I can't give any pity.

    Don't forget that not every linkshell is like yours.

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