Congratulations, you just created a 24/7 aery.Originally Posted by TsingTao
Congratulations, you just created a 24/7 aery.Originally Posted by TsingTao
I rather liked the idea someone posted of "Wyrm Hate", where the longer you go without killing Faf within certain conditions, the higher your hate builds. Then, when Faf spawns, he attacks the alliance with the highest overall level of Wyrm Hate - and that alliances hate all resets to zero (for safety, the hate of the alliance ALSO resets to zero when he dies, so if someone wipes, whoever takes it also goes flatline.
It needs work, of course, but it's always seemed daft that faf just appears and gets ganked. I'd rather see him swoop down from the sky and eat whosoever he chooses.
It also adds an element of amusement - "come faf, come eat our endgame virgins", but possibly that's just my sick and twisted mind.
Oh yeah, and "wyrm hate" only apllies to level 70+ people. No stacking up on hate by packing newly created level 1 mules into PTs, thank you so much.
Don't blame me, it's not my idea.Originally Posted by Lordwafik
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On the contrary, I did not say that drop rates should be lowered for kings, and I didn't mean to say that either. I said they should be lowered proportionally for 2hr NMs that get adjusted to 10 minute repops. My proposal would tripple king drop rates, as they should be, given the much increased endgame population.Originally Posted by TsingTao
And that's bad because.... ?Originally Posted by Lordwafik
...because sitting in the aery on the off chance of claiming a wyrm isn't very productive? Too many good ideas about the 3 kings have been put out that don't require sitting the aery longer, and that makes the ones that do look bad.Originally Posted by Fornax
My ideas are the best so I'm going to repost them:
Give Black Mages a new trait, that when you do a magic burst, you get a certain percentage of MP back based on your damage. So if it was 5%, if you did a 1500 MB you would get back like 75 MP. Thats probably the best way to encourage skillchains in xp/HNM without a massive damage boost or lower resist.
Also make chocbos callable in zones like Xarca, uleguerand, cape terrigan etc.
I really like the first one, but I doubt you will see the second one. Certainly as regards Uleguerand Range, the place is designed to be an obstacle, so I doubt S-E will allow anyone to bypass it so easily.Originally Posted by Not Kuno
Make it so 3 kings have a chance to randomly pop in any zone out of a small variety, for example KB could pop in junger, behe dominion, and kuftal, your job to figure out if he didnt pop on his window or he popped somewhere on the other side of the world. i dunno im just kinda bored
This is my simple request to the dev team: please increase the number of lines in macros from 6 to 12. Or allow us to set up specific gear swap macros that we can call from regular macros. Considering the amount of situational gear that is in this game, either one of those will make our lives 1000% better.
Before it goes unsaid, the type of visual aid for the 3 kings idea should be replicated in some fashion for ideas that can be verbose. Their reaction to the 3 kings chart is what everyone hoped to see, and our cases would likely be helped if we can present our ideas more clearly.
I'll do what Kuno did then :
Have magic bursts give a 3 minute party AOE boost to those within vincinity of the mob.
Example :
MB Thunder = Party/Allience receives enhanced critical hit rate
MB Fire = Party/Allience receives attack boost
MB Stone = Party/Allience receives defence boost
MB Wind = Party/Allience receives evasion boost
etc
Also I would like to see them remove teirs to spells. As of now, spellpower is more governed in at what level they are learned than their effectiveness. Stone should do more on a lightning based mob than blizzard, but because you learn stone earlier than blizzard, it sucks. Proof of this is AM and AM2, AM is learnt in a different order, flare > freeze damage wise, AM2 is all learned at the same level and they do the same damage (obviously potency merits change this).
Maybe even :
Fire based mob - Fire dmg heals it, Water dmg get a 10% Bonus, Ice dmg gets -10%
I wouldnt mind this only -after- they remove tiers from spells.
What would govern the bonus though? With that system any of the million /nin can just MB raiton or some shit. I think thats a cool idea but alot of jobs get shitty nukes and blm wouldn't even matter.Originally Posted by Lordwafik
I 2nd on this suggestion, it would help a lotOriginally Posted by Septimus
On the other hand a few other ideas which have been raised before:
Japanese Input text support
Players only have the option to either purchase a JP version of the game or actually have to resort to 3rd party tools to have the ability to type on jp txt. The first option is kind of unreasonable, not everyone can afford to buy an additional copy of the import. Third Party tools is already a nono.
The game was designed to accomodate a playerbase worldwide. While the autotranslate is useful to a degree, more text input support would still improve communication in the game.
Last thing I wanted to mention was SE's statement on not being able to add additional features to the game due to ps2 limitations. What I wanted to ask is if they can limit features depending on if which expansions are installed, why can't they do the same in this case? The best analogy I can make to this is let's say for instance Microsoft made different versions of Windows over time: 95, 98, 2000, xp, etc Let's say they come out with a new feature usable on all versions except 95. Will they abort the idea because Windows 95 users would not be able to take advantage of it? The answer is no. So the concern I'd like to make to SE is not to demote the improvement of the game if it comes to a ps2 limitation.
-Arte![]()
Wait, I came up with one more question. I am Rank 10 in three nations. I have saved the world no less than a half dozen times. I have traveled over the skies and under the seas. I have faced and defeated all manner of beasts for the protection and glory of Vana'diel and her people. Why am I in the same one-room mog house as my level 1 mules?
Seriously, would a second floor and a sky-light collapse Bastok's economy? How about a hot tub too?
Obviously this would be an aftereffect of only MB with T4 spells. BLMs are already fine party members up until the late 60s, it's in the late 60s where their usefulness diminishes as party members in xp/merit.Originally Posted by Not Kuno
kinda stolen idea from another thread
Dynamis loot that isn't lotted should go to a LS bank that people could retrieve things from, so af2 doesn't get wasted on a job that will never use it and coins don't get wasted that people cannot pass on.
A requirement for retrieving items from LS bank could be Dynamis Completion Keyitem from the area it originated from.
Melee are penalized for chaining, often having to use lower-damage weaponskills and the resulting chain damage is often resisted and doing insignificant damage. Ku/Ten need to be brought more in line with Jin, Dragon Kick with Asuran, Mistril/Decimation with Rampage etc. The lower level weaponskills need to be improved likewise. Also a lot of weaponskills need better "base" damage so someone who doesn't swap every peice of gear their wearing for INT or MND or something ridiculous will at least do a reasonable minimum damage. Fixing it so melee aren't penalized for actually chaining would be step in the right direction for BLM.
Melee get much better damage on weaker mobs, tough/VT will be hit for base x3 damage, BLM on the other hand see very similar numbers from EP through IT. With Tough mobs giving good XP and recieving MUCH more damage from melee there is little reason to fight IT mobs. What SE might do to fix this is tough to say, but as it is right now, a lot of melees are putting out better numbers now than rangers were pre-nerf at 75.
Skill Chain Bonus:
The point of skill chain bonuses is to promote the use of skill chains as opposed to TP spam. The use of bonuses provide small but appreciable increases in combat potentcy. Higher level skill chains give more bonuses, and higher damage skill chains increase the magnituded of the reward. The reward is a given to all members of the party within a reasonable range from the skill chain. Similar to a warcry originating from the monster.
For Alliance level fights, the rewarded is given to everyone within the alliance, creating a new alliance level buff.
The nature of the rewards will increase the desirablility of certain skill chains such as gravitation. Therefore jobs like dragoon that can easily make distortion would increase in demand.
Relics weapon skills will also get a slight benefit with a minor increase in reward from a level 2 skill chain. This is highly desirable due to the extreme lack-luster performance of several relic weapon skills, such as those from staff, spear, great sword, axe, sword, bow, gun, and katana.
It should be noted that a person can only have one buff on at a time. In addition a higher level buff will always over ride a lower level buff.
So a Fussion SC followed by a Reverberation SC will cause players that have the Fussion SC buff to not receive the new Reverberation buff. However a Fusion SC -> Light SC will cause the Fussion SC buff to be over-written with the Light SC buff.
An example:
Liquification SC: 156 dmg -> 7 total attack boost
->
Fusion SC: 540 dmg -> 20 total attack boost and 20 hp restored
->
Light 1500 dmg -> 45 attack boost and 45 hp restored
so a player with 400 attack would go from 407 attack, to 420 attack, to 445 attack and would have a total of 65 hp restored.
Level 1
Liquification:
Attack increased by 5% of SC damage, cap 10, duration 10 seconds
Scission:
Defense increased by 5% of SC damage, cap 10, duration 10 seconds
Reverberation:
Magic Defense (shell) increased by 5% of SC damage, cap 10, duration 10 seconds
Detonation:
Evasion increased by 5% of SC damage, cap 10, duration 10 seconds
Induration:
Magic Acc increased by 5% of SC damage, cap 10, duration 10 seconds
Impaction:
Acc increased by 5% of SC damage, cap 10, duration 10 seconds
Transfixtion:
5% of SC damage restored as hp, cap 10,
Compression:
5% of SC damage restored as mp, cap 10
Level 2
Fussion:
Attack increased by 4% of SC damage, cap 20, duration 15 seconds
4% of SC damage restored as hp, cap 20
Distortion:
Magic Defense (shell) increased by 4% of SC damage, cap 20, duration 15 seconds
Magic Acc increased by 4% of SC damage, cap 20, duration 15 seconds
Fragmentation:
Evasion increased by 4% of SC damage, cap 20, duration 15 seconds
Acc increased by 4% of SC damage, cap 20, duration 15 seconds
Gravitation:
Defense increased by 4% of SC damage, cap 20, duration 15 seconds
4% of SC damage restored as mp, cap 20
Level 3
Light:
Evasion increased by 3% of SC damage, cap 50, duration 20 seconds
Acc increased by 3% of SC damage, cap 50, duration 20 seconds
Attack increased by 3% of SC damage, cap 50, duration 20 seconds
3% of SC damage restored as hp, cap 50
Darkness:
Magic Defense (shell) increased by 3% of SC damage, cap 50, duration 20 seconds
Magic Acc increased by 3% of SC damage, cap 50, duration 20 seconds
Defense increased by 3% of SC damage, cap 50, duration 20 seconds
3% of SC damage restored as mp, cap 50
Light2 / Darkness2
Continuing light or darkness increases cap by 10 to 60, and duration to 25 seconds.
That's as much a function of long term character growth (read as way better gear) as anything else. For every one well built MNK or WAR pre-RNG nerf there are 20 today.What SE might do to fix this is tough to say, but as it is right now, a lot of melees are putting out better numbers now than rangers were pre-nerf at 75.
Those long ago MNK and WAR put out RNG caliber damage too...perfect MNK and WAR never had a problem matching a Ranger's output on exp mobs. There just weren't enough around for it to be the norm instead of the exception.
Times (and people's understanding of the game) change, nerfs happen, and mages level melee jobs though which brings us to today.