i'm not saying it was 1 Byakko but over the course of getting those 7 pop items, what immediately useful items did your LS get out of it?
i'm not saying it was 1 Byakko but over the course of getting those 7 pop items, what immediately useful items did your LS get out of it?
Nothing. We wanted capes '.'
That Sash has been in the game for what ...7 months now ??Originally Posted by Xavier
Am I the only person who see's a problem with that ?
What I really would love to see, is classing armor from old games return.
Anyone here who played old FF games, eg FFX there was "______ eater" item. Fire/Water/Thunder eaters, when equipped, converted 100% of the damage into HP. There was also a hard to obtain one called "Tetra eater" which eats all 4 elements.
Now what i'd like to see, is something like those put into FF. Sure we might be overpowered, but does it really matter? People wanna feel strong when they hit 75, not "Crap a decent challenge mob aggro'd me!" etc. I wanna see items that really overpower people. Items from FFX-2 that rocked were things like HP/MP stroll(nice for roaming exp pt's, never have to kneel, just run around and fill MP), Tetra eaters, "touch" items that worked 100% of the time, Death touch yes, would be too strong, but I dont like buying a weapon that says "Additional effect : Paralyze" and it activates once in a blue moon.
Dodge and counter items, just.. more nice old FF items. And no , not dropped off something retarded that spawns every 7 days, make it normal.
I'd also like to see people enjoy the game, get pop item > 100% drop. CoP's pop NM for melee are bullshit. Shen and Assblaster antlion are 100% on their items, yet Tatami shield is like 33%, ugg pendant is like that, god knows about Kurrea, never fought that thing. HQ pop items ruined pop NMs.
Did you not look at anything in my post but the pictures?Originally Posted by NynJa
kurrea is 100%, the only problem is unless you know a good strat (13 blm's), you'll have a bunch of deaths.
my bad :\Originally Posted by NynJa
still the pants arent even that good to be honest.
no, I just took the stuff irrelevant to my post out...Originally Posted by Xavier
I was stating that there are certain items that do upgrade from the previous good items, but they just dont fuckin exist.
that sash doesnt exist.
Novio's earring...theres ONE amonst every server.
that RR3 rod doesnt exist.
these items are all 7 months old.
Gawd can't you see we are all fighting the forces of evil. We need to unite our dynamis currency and linkshells to uber equip six people on our servers with relic weapons, sheilds and af2+1.
Then we will all give a level in a mass zerg to defeat AV to obtain one item to give to one of those six people! Over the course of a year we will attain enough AV items for a full alliance!
Then members of this valliant alliance will post sigs on KI and call everyone noobs, bot fafnir for their fifth jobs, and cock block everyone on limbus and dynamis runs!
lolOriginally Posted by Xavier
Anyway, I think that it's pretty clear SE is trying to outdo the Zilart gear set, but they're just not doing a very good job of it. They've added a lot of HQ AF gear whose major flaw is a lack of universality. What I mean is that a HQ AF1 or AF2 body might be useful for a PLD for a small percentage of the time (AF2 during cover, etc) but it will never be useful all the time the way a K body is...
I wouldn't be surprised if we see more gear that's exceptionally useful only in certain situations, as described above. Bahamut's staff is an example of this. Perhaps it would be easier to cope with the new style of gear if we had more inventory slots, but for the time being, we're still out of luck.
SE's greatest flaw, as I can see it, is that they hit the ceiling too soon, releasing awesome gear with Zilart. If the next wave of gear seriously got boosted in the upcoming expansions, players would be incredibly overpowered compared to the mobs being fought. Since SE feels unable to yield on this issue, crap like JLove and AV get produced. Players can't get stronger, but need more challenges, so SE releases mobs that require high numbers as well.
There are so many things to complain about, but in the end, I have to give SE credit. When they change something designed into the game, they proceed cautiously enough that there are rarely huge nerfs or boosts. The cascading effects of making large changes to mobs, gear, zones or drops are often hard to predict, and SE has always been on the cautious side. Maybe more suggestions submitted through POL would help prod them in the right direction? Most of the time we all just bitch on forums, but how many of us actually submit requests or suggestions through POL?
Cursed Byakkobobs and Cursed Genbu Sushi please!
The pants are awful and it makes me nauseated to remember how many people spent time prepping and lost xp getting that drop - only to have it end up in storage or on a manequinn after a couple days. We really only did it for the big kill points but the 5 extra times were such a waste of time since it did nothing to increase the power of the ls.Originally Posted by Lordwafik
It's like me rallying 18 of my friends to go kill ash dragon because I wanted a Murasame![]()
I dont know if it's been mentioned but my version of "abj2" wouldnt be better abj's that have an increase in stats like "supa koenig" with Vit+30. Instead they should release Abj's that cater to different playing styles or different races. Some monk gear that gives a lot of acc+ for elvaan or str+ for tarus and so on and so forth.
The only jobs that really had a use for them was thf and rng.Originally Posted by Navia
thf because those were the only pants that offered accuracy on them, and they look good (what else do thf wear: bondage subligar or MCHammer pants...)
rng because certain rng's went for dusk trousers, and galliard offered 1/3 of the racc and STR+2 without movement down.
but they're no longer good for thf with homo cosciales out...or whatever.
I would like to see new ABJ sets. I'm thinking maybe stuff like this:
Juggernaught(NQ)/Judgement(HQ) set. Made for heavy melee. Have stuff like massive Attack+, Str+, Crit%+, Weapon attack speed+ and prehaps a built in "Meditate" effect on the body (1-3% a tick maybe?). Drawbacks would be Def-, Damage Taken+, -MP, -HP.
Head: Sallet
Body: Breastplate
Hands: Gauntlents
Legs: Grieves
Feet: Boots
Celestial/Heaven's Set. Made for BLM and an alternative for Summoner. Have Magic Attack+, -Resist%, Magic Potency+, Enhanced Avatar Attack and Acc, Refresh.
Head: Pestasos
Body: Coat
Hands: Gloves
Legs: Tonban
Feet: Sabots
(Alternative could remove the Head and Body and insted have a cloak.)
Thor/Olympia Set. Something for Ninja. Agi+, Evasion+, Haste%+, HP+.
Head: Bandana
Body: Vest
Hands: Bracelets
Legs: Slacks
Feet: Shoes
I had posted that in the "expansion wishlist" forum, but apparently thats a flame thread now.
I don't think that's very clear at all when af2+1 was easily the biggest disappointment ever. It could have, should have, been great, and yet it's mediocre at best. af1+1 at least made most pieces decent, although compared to alternatives most still fall flat. Some have great new additions. af2+1 is a minor upgrade over af2, lacking the big boosts that af1+1 had. The shitty af2 is still shitty as af2+1. The good af2 is marginally better as af2+1. It makes absolutely no sense why you would buff the best pieces of af2 and not the worst.Originally Posted by Ragnard
Nothing gear wise needs to change in my opinion I just want them to keep introducing weird and unique gear that looks good and make all the good gear easier to get like more kings or something for more of the same abjs and ill be happy.
SE itemization lacks progression and RvR (risk vs reward). Without that, it doesn't matter if they add something good like Ninurta's Sash or Relic Weapons if they make it nigh-impossible to get them. And in the other direction it doesn't matter if they add 20 poppable NMs if they're just to get toy items like an item to help your WHM farm silk thread better, a cape that's designed for tanks yet mysteriously increases their rate of being critically hit to almost 100%, a necklace that may not even drop yet provides an extremely mild damage boost which is based on an inconvenient condition, etc.
SE basically took all the "features" of Zilart (missions to unlock an endgame area, the endgame area itself, and weeklong HNMs that are the hardest in the game), made them harder, more difficult, and more time-consuming, but forgot to add any tangible rewards for doing them. If you kill a HNM 20 times you should be getting gear that lets you kill the HNM faster/safer.
yeah obviously because the stats and method of acquiring these items make perfect sense.Originally Posted by angelkitty
http://ffxi.allakhazam.com/images/items/Ridill.JPG
http://ffxi.allakhazam.com/images/it...o-Sukehiro.jpg
http://ffxi.allakhazam.com/images/it...ds/Joyeuse.jpg
http://ffxi.allakhazam.com/images/it...rial-Sword.jpg
Insert SS of Bahamut's Zaghnal
http://ffxi.allakhazam.com/images/it...urial-Kris.jpg
http://ffxi.allakhazam.com/images/it...ial%20pole.jpg
They need to quit making more DMG: 1 Occasionally attacks 2-million times, and make more items with a damage base like Ridill that attacks 2-3 times. What kind of mockery is Mercurial pole with DMG: 4... its a 2-handed weapon with higher delay than Ridill, but it is 1/10th the base damage.
Give us a Ridill-axe, and double the damage on Soboro Sukehiro, triple the damage on the Mercurial Sword, and vigintuple the damage on the Mercurial Pole so they are all on the same level.
A multiple-attack weapon that is 1/10th the base damage and 10x the delay as a Ridill is a joke.
Make them as rare as Ridills, or make it so Ridill and the new ridill-clones have a combined drop rate of about what Ridill is now. But don't add something whose only purpose is to give a mob TP. Kraken Club and Mercurial Kris flesh out that category well enough.