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  1. #141
    CoP Dynamis
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    Quote Originally Posted by Jooeetheplatypus
    But red mages arent melee
    And nobody ever would say MNK and DRG are balanced with each other.
    I'm not talking about DRK at the moment. Currently I think DRK is pretty damn well off. People still underestimate it but oh well.

    Quote Originally Posted by Ahnuld
    Quote Originally Posted by Jooeetheplatypus
    Quote Originally Posted by Ahnuld
    Melee-wise, 2H weapons need to be fixed(We will see with SAM update) and perhaps 1H weapons deserve something as well.
    So...what you're saying...is that something needs to be done to make the melee jobs on par with each other.
    I am not looking to see perfectly fine jobs being nerfed just so that jobs like pup can compete. If anything, the jobs that are lagging behind are the ones that need adjustments. SE is already doing something about 2Handed wielding jobs. Nerf no thanks, unless it's something that is rediculously overpowered and abused.
    I said nerf is a possibility. Look at what I actually wrote again.

    I'm also not afraid of nerfs like you all are. Whaaaaaatever.

    And sept, we can also go for what I call DotA balance: Everybody can 1shot everything. Sounds great huh.
    SE will not nerf monk's melee period and it is obvious DRG DoT doesn't compare with MNK or WAR for that matter. SE is trying to fix 2H weapons so maybe DRK, Great Axe WAR, DRG & SAM will actualy have comparable DoT to jobs like mnk & /nin.

  2. #142
    A. Body
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    Quote Originally Posted by FFXIFlux
    Quote Originally Posted by Kyreth
    Never done QA work before, right? You want to see what happens when ineffective QA hits an MMORPG, go see Everquest around Planes of Power. Constantly having buggy boss fights, clipping issues, and worse is not my idea of "end-game" content that'd hold population.
    PoP was a VASTLY superior expansion to ToAU in every way you can name. It was also done in far less time, had the majority of content complete on release (yes, not all, but the majority), and was many times bigger than ToAU with MANY times the content, including a raise to the level cap, more merits, more tradeskill items, more zones, more mobs, far far far far more boss mob fights and storyline, far far more quests, far more gear and equipment upgrades, new spells etc. etc. etc. SOE put out as much content with PoP in less than a year after Luclin was out as SE has put out since NA release 3 years ago.

    How often did end-game guilds camp Vox and Nagafen with PoP out or SoL or even SoV? Never. How often do they camp 3Kings with ToAU out? Every fricken day. Because theres nothing else to do
    As someone who was there at PoP release, my answer to that had to wait about a minute for the laughter to die down. Large chunks of the planes available later were not open/bugged on release. Plane of Time was fuxxored beyond belief early on, and indeed for months. Huge chunks of content were easily cockblockable by a single guild- not just one monster, but everything past it. It, like the expansions after it had an amazingly good effect on killing anything that came before it in any kind of usefulness, crafting included. Sure you got new crafting- that rendered the old stuff useless. Broken quests (I should know, I flagged a good number of them) and recipes. Broken AA's.

    Did you even have to deal with some of the flagging bugs, or did those disappear in your wet dreams about the expansion? Big content is -useless unless it works to begin with-. PoP was actually even more screwed up than Luclin, which was saying something- and even SoV, which got the rush job as Aradune and company were being gradually shoved out for the current dev team. Nothing like your Coldain end battle being full of warping giants and NPC allies kamikazing to death from a clipping bug. Woohoo!

    Better still, they'd pump out new buggy content before fixing the old stuff, making the new stuff essential and garbage drops in the new expansions being completely superior to "end-game" drops in the older ones. Vox and Naggy weren't camped because their drops became effective garbage, and new gear made them soloable (by a frickin' monk, no less)....and you could get better in most cases with far less effort.

    Quote Originally Posted by Kyreth
    And there is high-level content. It's just not the raid-till-your-peen-bleeds stuff you seem to crave.
    Meritting isn't high level content.[/quote]

    Assault. ISNM's. Stuff I can do twice a day with a party of 70+ level friends, every day. You seem to want the grand tour of pwning 6 HNM's a day, every day of the week for phat lewts. Not happening. You don't like? Take your whining and go back to EQ, which seems to be what you want to turn FFXI into.

    I'm done with the lolFlux derailment. Carry on, people.

  3. #143
    Relic Weapons
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    Quote Originally Posted by Keftenk
    Quote Originally Posted by Ahnuld
    Send this in for the Beastmasters.

    At Vanafesta2006 you said: "[ Beastmaster ] - [Experts at taming and controlling the most powerful of beasts.]
    Adjustments Planned: While there are no plans on adjusting aspects of solo play, adjustments are underway to widen the possibilities for
    party play."

    New Jug Pets: Please grant us with more new jug pets that are easier to obtain. We mainly need pets that are proficient in Damage Dealing. Also, jug pets that use Enfeebling, & AoE Party enhancements would be a good idea. (e.g. A Dhalmel jug)

    Current Jug Pet System Adjustments: Please remove or greatly expand the time limit on all jug pets. Most of the jug pets are not worth the 15 minute time limit for the prices they currently sell for.

    Increase the level limit on all Jug Pets: Increase the jug pet level limit on all jugs so that BST are able to have all of the current jug pets to Level 75 with merits. Then, BST will be on equal terms with other pet jobs(DRG, PUP & SMN) which currently have Level 75 pets .

    Please consider removing the exp penalty when you have a charmed monster: EXP penalties are one of the major changes that alienated BST from exp/merit point parties due to misconception from the masses. BST should be on equal terms with DRG, PUP & SMN and not recieve a penalty when fighting with a charmed monster.

    [Increase the amount of monsters BST can charm: Beastmasters are "Experts at taming and controlling the most powerful of beasts." Let us BST live up to that quote and grant us the ability to charm Greater Monsters again: Wyvern, Morbol, Roc, Manticore etc. I understand you removed the ability to charm greater monsters in 2003, but the times have changed and we need to catch up and be on par with WAR and MNK. With Greater Monsters, charmed or as jug pets, the FFXI society may accept us as a regular party member once again. If you do add this, please make it so that only BST as a main job can charm the greater monsters.

    [Greater Monster Jug Pets]: Please add Greater Monsters such as: Wyvern, Morbol, Roc, Goobue, Manticore etc. to be called by use of Pet Jugs.

    New Abilties & Job Traits: Please give Beastmaster new damage dealing job abilities.
    [Example]
    New abilities & Traits like "Hasso" & "Seigan" that grants a bonus to attack speed, accuracy, and Strength when using one-handed weapons.
    Damage Dealing job abilities like Berserk, Aggressor, Warcry that you can share with your pet. (e.g. Pet Attack & Accuracy Bonus + Beastmaster Attack & Accuracy Bonus)
    Manipulate Trait]: A trait to enhance "Sic". When you use "Sic" together with the "Manipulate" job trait, you will be able to choose which pet ability/attack you want the pet to initiate.

    Allow Beastmasters and other jobs to Skillchain with the BST pet: Much like the other pet jobs(DRG, PUP & SMN) and like Blue Mage, BST should be able to perform Skillchains with their pet's physical skills and Magic Burst with their pet's magical skills. Together with the "Manipulate" trait that enhances "Sic"(Allows BST to choose Pet skills when using "Sic") this can be a great new addition to Beastmaster.

    [Example]
    1. BST uses "Sic"(Manipulate) and selects "Mandibular Bite"
    Pet Antlion uses "Mandibular Bite"...
    BST uses "Decimation" = Fragmention.

    2. BST uses "Sic"(Manipulate) and selects "Claw Cyclone"
    Pet Tiger uses "Claw Cyclone"...
    BST uses "Spiral Hell" = Distortion.

    3. BST uses "Sic"(Manipulate) and selects "Foot Kick"
    Pet Rabbit uses "Foot Kick"...
    SAM uses "Tachi: Kasha" = Gravitation

    If Greater Monsters like the Ram were available to charm(BST main job only) and or be called by using jugs, BST would be able to make a Light skillchain.

    4. BST uses "Decimation"...
    BST uses "Sic"(Manipulate) and selects "Ram Charge"
    Pet Ram uses "Ram Charge" = Light


    At the current times, BST do not get party invites as much as the other jobs. We are considered to be one of the worst Damage Dealing jobs. If you grant us Damage Dealing abilities as well as more powerful pets, perhaps we can become considered a powerful damage dealing job and be invited to more exp parties, merit point parties, and HNM Alliances. We (The BST community) Are not asking to become the most powerful job. We just want to be accepted in FFXI as a good job on par with the other great damage dealing jobs.

    Thank you.
    Thanks Bercus.
    - A note on new jug pets; make all the synth items in the recipe for the jug stack and not so freaking hard to farm, or at least not so time consuming for something that lasts a whole 15 minutes.
    - Stack of 99 jugs and biscuits.
    - Remove Killer Instinct ( >_> )
    - Why can't we charm anything in sea? Allow us to charm something.
    - Pet food that buffs up the pet. Attack increase, accuracy increase, etc.
    - Adjust Axe to A+ from A- for BST.
    - Nerf Charm when subbed. Why is it that any job can outperform a BST by LV70 subbing BST as LV35? Our jugs don't exactly make up for that gap, neither do our melee abilities.
    - Adjustment to ALL(not just BST) Killer trait abilities (even with stacked Killer+ gear, the proc rate is embarrasing)
    - More combat skills (Beastmaster can use a plethora of Bows and Hand-to-Hand items, but we can't skill up with either)
    - Adjustment to Charm+ formula (increase duration), there's really no appealing factor to charm a VT or IT as a pet unless the BST plans on 2hring or just to drop agro and save others.

    Hmmm, that's all I can think of for now :V


    You guys beat me to it. I have been thinking carefully about how Square can help make Beastmaster a greater job and most of the ideas you guys wrote here are what I thought.

    There are a few more I have to help fix it.

    1) The Beastmaster will be able to receive job traits from the current pet's job traits. Example: Current pet is a Wajaom Tiger (Lv75). Tigers are Warrior mobs so you will receive the job traits of a Warrior up to the current level of you pet. To avoid being overpowered, you will only be able to select 1 (or 2 if you merit it) active job traits from your pet. So, this will mean you can have a tiger charmed and select to have your tiger's Attack Bonus shared with you.

    2) Many Notorious Monsters in this game that are animal mobs can also cast magic. How about having two sets of "Sic" job abilities. One will be the normal Sic we have had where your pet will be able to perform a TP based move and with the Manipulate trait we can select what TP move our pet will use. (To avoid being overpowered we can only use the Manipulate trait on pets summoned used by Call Beast.) The second version of Sic will allow our pets to cast magic on the mob. (To avoid being overpowered the spells our pets will be able to cast will only be single target spells.) This new Sic job ability will allow us to be more useful at HNM fights.

    3) Making use of the "Gauge" job ability. Up till now Gauge would only allow a Beastmaster to check how hard it will be to charm a mob. How about letting the Beastmaster use Gauge to check a mob's weakness, current health, and status effects. To avoid having to read a wall of text you can make it so you will only get one specific message each time you use "Gauge". You will also be able to use Gauge on your currently charmed pet. This will also help increase a Beastmasters' usefulness in HNM fights.

    4) Other types of pet foods. As of now pet food would only heal your pet's hp, give a regen effect, and with certain armor removes certain status effects. How about introducing new pet food that will allow us to give our pets accuracy, attack, defense boost, and possibly other types of status boosts. The food will last as long as normal food lasts. We will also be able to check our pet's health and status information with "Gauge" (see #3).

    5) Make Feral Howl more useful. Allow Feral Howl to keep a mob terrorized for longer than one second. A good amount would probably be 15 to 30 seconds. This duration will be good for hold a mob still while a group of damage dealers create a skillchain. Feral Howl will also help improve a Beastmaster's role in HNM fights.

    6) Make all high quality jug pets look different than the normal version. The only jug pet that was altered to look different than his or her normal counterpart was CourierCarrie. If all the high quality pets were altered to look different than it would not only make Beastmaster more unique but also motivate more players to level up the job.

    7) Make Familiar more useful. When using the job ability "Familiar" the Beastmaster's pet will perform its two-hour for duration of 15 seconds. Example: A madragora pet is a Monk mob. Using Familiar with a madragora charmed will allow the charmed pet to do Hundred Fists for duration of 15 seconds.

    8 ) Beastmaster needs Amorpha and Bird jug pets to summon. Currently Beastmasters can give all killer traits using Killer Instinct except for Aquan killer and Amorph killer.

    --------- Off of Beastmaster topic ----------
    They should also increase the usefulness of Club, Staff, and Sword damage so melee jobs will have more of an option in the weapon choices they can use.

  4. #144
    Relic Weapons
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    Oh yes I forgot to mention one more thing I thought of that would help all jobs.

    Allow killer traits to actually give a player an edge when fighting the mobs that are weak to those traits. Example: If you have Dragon Killer trait and you are fighting a dragon mob, you will have an extra 5% attack boost and also a 2% increase in critical hit rate versus the mob that you have killer traits for. Having armor that helps improve killer traits will give you an added 1% increase to that killer trait.

  5. #145
    D. Ring
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    Quote Originally Posted by Ahnuld
    SE will not nerf monk's melee period and it is obvious DRG DoT doesn't compare with MNK or WAR for that matter. SE is trying to fix 2H weapons so maybe DRK, Great Axe WAR, DRG & SAM will actualy have comparable DoT to jobs like mnk & /nin.
    If you think DRG, DRK, SAM etc can do better with dual wield (not counting Ridill of course) then you've got another thing comin.


    btw Elesar's ideas win, though killer traits should be better than that. Maybe just a +10% Crit rate. I mean look at blunt vs skeles for an example of what kind of difference this shoudl make.

    Really now? Square seems to be of a differing opinion...
    You know better

  6. #146
    Fake Numbers
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    Heres one for BLU:
    - Clubs that we will actually use for melee. (paddle wands ftl)

  7. #147
    Relic Shield
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    Back when I played Desert Combat, the two key baseraping tools were the Blackhawk and the AC-130 (big cargo plane). With the AC-130, you could literally rack up 80 kills just circling the Opposition uncappable base, while your chums spawned inside the AC-130 and parachuted down to the Opposition's uncappable flag (while your other buddies would man the AC-130's guns and rain hell down on Opposition).

    For the Blackhawk, just the mere sight of it was enough to send Opposition scrambling for cover, as the Blackhawk's guns had the unique property of splash damage; this was meant to simulate the Blackhawk's high rate of fire in order to reduce lag. Being out in the open as Opposition with two people manning the Blackhawk's guns was almost certain death, unless you were in a vehicle

    Sadly, both met a cruel demise at the hands of the DEVs. AC-130 and the Blackhawk's damage was reduced and new AA weapons (SAMs and Stingers) were introduced. After the version update that introduced these nerfs, both vehicles were rendered pretty much useless for anything but ramming other vehicles (or, in the AC-130's case, ramming jets).

    So, what does this all have to do with FFXI? Well, nerfs do nothing but destroy jobs (Rangers) and vehicles.

    And sept, we can also go for what I call DotA balance: Everybody can 1shot everything. Sounds great huh.
    Or you can go for Tribes 2 "balance", where the sniper rifle headshot couldn't even kill a scout, you couldn't plant mines close to each other, you could only put a certain number of turrets in an area (and they had to be seperated), the mobile base had to be a certain distance away from the flag, Shrikes could take down bombers and transports with near impunity, ELF turret range, etc. etc. etc.

  8. #148
    Ridill
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    When DRK is as good as MNK at pure melee, I expect to be able to cast stun, drain, aspir, and use a JA to drain my HP to add unresistable damage to my attacks.

  9. #149
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    Quote Originally Posted by aurik
    When DRK is as good as MNK at pure melee, I expect to be able to cast stun, drain, aspir, and use a JA to drain my HP to add unresistable damage to my attacks.
    DRK also has a lot of enmity attached to schtuff. Souleater, stun, last resort, and abs-tp all have huge enmity.
    If you think all MNK has is melee you should explore your job a bit more.

    Anyways, I'm not talking about DRK. I think DRK is in a good place, as I was saying.

    Anyways, enough with this stupid derail. I said what I wanted to say. It was my thought.

  10. #150
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    Quote Originally Posted by aurik
    When DRK is as good as MNK at pure melee, I expect to be able to cast stun, drain, aspir, and use a JA to drain my HP to add unresistable damage to my attacks.
    He's talking about not being able to join KRT MNK burns. He wants to do KRT MNK burns with 3 DRK RDM BRD WHM, but can't cause Skeletons have resist to everything but blunt.

    MAYBE THEY SHOULD GIVE DRK H2H SKILL, A+ OF COURSE!



    (What SE should do is outlaw sushi)

  11. #151
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    Quote Originally Posted by MikedeeFenrir
    Quote Originally Posted by aurik
    When DRK is as good as MNK at pure melee, I expect to be able to cast stun, drain, aspir, and use a JA to drain my HP to add unresistable damage to my attacks.
    He's talking about not being able to join KRT MNK burns. He wants to do KRT MNK burns with 3 DRK RDM BRD WHM, but can't cause Skeletons have resist to everything but blunt.
    No they don't, they just don't have a weakness to slashing. They are only resistant to piercing. Don't think I don't know what I'm talking about.

    MAYBE THEY SHOULD GIVE DRK H2H SKILL, A+ OF COURSE!
    Since when was I talking about DRK again?

  12. #152
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    I have a real queston.

    Why can a BRD/WHM Silence Kirin? Is there something wrong with Enfeebling Magic? I go RDM/WHM, all out Enfeebling Magic Skill/MND and I still have problems sticking it.

  13. #153
    Ridill
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    Quote Originally Posted by Jooeetheplatypus
    Quote Originally Posted by aurik
    When DRK is as good as MNK at pure melee, I expect to be able to cast stun, drain, aspir, and use a JA to drain my HP to add unresistable damage to my attacks.
    DRK also has a lot of enmity attached to schtuff. Souleater, stun, last resort, and abs-tp all have huge enmity.
    If you think all MNK has is melee you should explore your job a bit more.

    Anyways, I'm not talking about DRK. I think DRK is in a good place, as I was saying.

    Anyways, enough with this stupid derail. I said what I wanted to say. It was my thought.
    Your thought is stupid. "Oh noes, the job that specializes in pure raw melee damage does pure raw melee damage better than jobs with spells and alternative abilities, plz2nerf!"

    Get over it, the jobs are different which means that one will excel where the other doesn't, and visa versa. If you're all that broken up about not excelling at merits, try changing your job?

  14. #154
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    Quote Originally Posted by MikedeeFenrir
    I have a real queston.

    Why can a BRD/WHM Silence Kirin? Is there something wrong with Enfeebling Magic? I go RDM/WHM, all out Enfeebling Magic Skill/MND and I still have problems sticking it.
    Lol, ya something messed up with that.
    I silence Suzaku on SMN/WHM ^-^
    I guess it's kind of like hit/miss, regardless of your evasion a Lv1 mob will always hit you, might take 938402938402 tries, but it will land a hit.

  15. #155
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    Quote Originally Posted by MikedeeFenrir
    I have a real queston.

    Why can a BRD/WHM Silence Kirin? Is there something wrong with Enfeebling Magic? I go RDM/WHM, all out Enfeebling Magic Skill/MND and I still have problems sticking it.
    Because what you're seeing is you have problems. Its not like BRDs have a good chance at it, it just occasionally happens.

    Quote Originally Posted by aurik
    Your thought is stupid. "Oh noes, the job that specializes in pure raw melee damage does pure raw melee damage better than jobs with spells and alternative abilities, plz2nerf!"

    Get over it, the jobs are different which means that one will excel where the other doesn't, and visa versa. If you're all that broken up about not excelling at merits, try changing your job?
    Ok go find a use for DRG then kthx.

    Don't forget that MNK has very high survivability compared to many melees due to high HP, counter, dodge, chakra, and some damn good available tanking gear (though people don't use it its there.)

    Its not pure melee damage.

    AND I'M NOT SAYING DRK IS UNDERPOWERED, ITS IN A GOOD PLACE ATM

  16. #156
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    Quote Originally Posted by aurik
    Quote Originally Posted by Jooeetheplatypus
    Quote Originally Posted by aurik
    When DRK is as good as MNK at pure melee, I expect to be able to cast stun, drain, aspir, and use a JA to drain my HP to add unresistable damage to my attacks.
    DRK also has a lot of enmity attached to schtuff. Souleater, stun, last resort, and abs-tp all have huge enmity.
    If you think all MNK has is melee you should explore your job a bit more.

    Anyways, I'm not talking about DRK. I think DRK is in a good place, as I was saying.

    Anyways, enough with this stupid derail. I said what I wanted to say. It was my thought.
    Your thought is stupid. "Oh noes, the job that specializes in pure raw melee damage does pure raw melee damage better than jobs with spells and alternative abilities, plz2nerf!"

    Get over it, the jobs are different which means that one will excel where the other doesn't, and visa versa. If you're all that broken up about not excelling at merits, try changing your job?
    Maybe he should just go play WoW if he wants a even playing field with no real challenge (sorry WoW players...at least you don't camp crap for3hrs +)

  17. #157
    Yoshi P
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    Quote Originally Posted by Jooeetheplatypus
    -The h2h DMG calculation is broken. No other job can get close to 50 DMG/174 delay. What are your plans to fix this issue in any way possible?
    THF can get pretty close now with 39/176 and Dual Wield II bonus, but still can't match the Attack power or Haste gear.

  18. #158
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    THF also gets natural triple-attack (10%+) and gets 2 damage boost JAs every minute...

  19. #159
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    I still don't see why jobs that are fine need to be nerfed to justify the other jobs. Look at SE's view of job.

    [ Monk ] - Melee experts known for their large amount of HP and quick attacks.
    Even SE distinguishes MNK as Quick Attacking Melee Experts.

  20. #160
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    Quote Originally Posted by Jooeetheplatypus
    Quote Originally Posted by MikedeeFenrir
    I have a real queston.

    Why can a BRD/WHM Silence Kirin? Is there something wrong with Enfeebling Magic? I go RDM/WHM, all out Enfeebling Magic Skill/MND and I still have problems sticking it.
    Because what you're seeing is you have problems. Its not like BRDs have a good chance at it, it just occasionally happens.
    Dickhead, I've landed silence on Kirin with both RDM/WHM and BRD/WHM so please qft.

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