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  1. #21
    New Odin
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by Kabbalah
    If an item has a latent effect in Assault, it also works during Besieged and Salvage, correct? Why not make items with latent effects during Besieged and Salvage do the same? Hell, just list them all under the blanket "Assault" term, just to make us happy, so those items with Besieged latents can suck just a little bit less.
    This would make alot of currently useless NMs one step closer to being barely useful, i agree they should just blanket it all under 'In Aht Urhgan' much like Conquest Area items.

    Quote Originally Posted by Kabbalah
    Update the looks of armor and weapons. Seeing the highly-detailed and elaborate forms of RK armor in WotG depresses the hell out of me.
    They will play the PS2 limitations card, better reskins maybe would help...

    Quote Originally Posted by Kabbalah
    While we appreciate the load of endgame gear you've kept on giving us (Seriously, someone laid down a serious bar with RotZ armor and weapons: stop trying to match it. That's like Michael Jackson trying to outdo Bad: it's not possible. Just admit that you shot yourselves in the foot with the Speed Belt, Ridill and Haidate, and move on.)
    I have no idea why they havent just outdone this tier of gear completely or make armor/weapons on par with them from HNMs that are really strong and worth a challenge. It'd breathe new discussion along with intrigue as to how to kill something so powerful. AV is just a big developer joke that they enjoy seeing people struggle with... just surpass the Zilart gear or at least come close to it outside of Salvage. It'd be a stepping stone towards a new tier in FFXI - something that hasnt been seen since Salvage launched a year back?

  2. #22
    This isnt going so well guys.
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    Re: FFXI Suggestion / Random Idea Thread

    Give PLD Shell 4, its annoying as hell to make the whm rebuff just your shell when something dispels it. I usuaully redo my own buffs when it gets dispelled, but lolshell 3.

  3. #23
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

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    Re: FFXI Suggestion / Random Idea Thread

    It's not a huge thing, but not having Enlight/Endark still bothers the crap out of me.

    Otherwise, I'd LOVE to see some MAcc food, although I'm thrilled with Tuna Sushi so far for melee RDM action.

    The only other thing that might be interesting to me is status bullets for COR, at least something with a Acid Bolt effect, or maybe Blind/Para/Slow ones that you could land then stack QD on to enhance.

  4. #24
    Ridill
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    Re: FFXI Suggestion / Random Idea Thread

    Make kings harder, or rage in much shorter periods of time.

    If you can't kill Fafnir in 30 minutes, you probably shouldn't be lagging everyone else out for no good reason.

  5. #25
    Nidhogg
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by kazen
    Give PLD Shell 4, its annoying as hell to make the whm rebuff just your shell when something dispels it. I usuaully redo my own buffs when it gets dispelled, but lolshell 3.

    I like this simply cause it'll get rid of PLD MP. Doing DBL Brds and a RDM in tank pty = nice MP on PLDS, but no way to spend it as quickly.

  6. #26
    New Odin
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    Re: FFXI Suggestion / Random Idea Thread

    Give HNMs spells, and counters to current strategies.

    KB stunning you then going for the Meteors, Hydras heads dropping off creating adds, Fafnir casting some fire spells, Aspid curing itself and casting in its shell.

    No HNM should be without adds unless its its extremely powered up.

    Make kings harder, or rage in much shorter periods of time.

    If you can't kill Fafnir in 30 minutes, you probably shouldn't be lagging everyone else out for no good reason.

  7. #27
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    Re: FFXI Suggestion / Random Idea Thread

    -NPC Prices for gear and food:

    As a new player, that receives 50 gil when starting, is no wonder that people is not used to carry meds /food, NPC prices of items are too expensive, and the gear for the most part, has nothing (stat wise, besides defense) that makes it worth to purchase.

    There is not even need to adjust the prices of player to NPC sales (but is desirable), but 950gil for a potion, seems quite expensive. And when you sell back to NPC the price is 254gil aprox.

    If items where more accesible, and had something more descriptive than "This is a ginger cookie" people would use more stuff.

  8. #28
    BRP
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    Re: FFXI Suggestion / Random Idea Thread

    Player Vs Player:


    -Battle History:

    Your battle statistics are recorded in official PvP matches. Stuff like number of kills or deaths to highest WS damage or spell damage to accuracy and evasion to number of HP cured or how much feet you traveled. A lot of information is recorded including a kill/death ratio which people can show off. NPCs in any town can show you your last match and one "saved" match. Additionally, this NPC will tell you how many official Brennen and Ballista matches you've lost or won.



    -Exp Reward:

    The exp/limit reward is increased to rival Campaign and Besieged. The method of exp is similar to Campaign where your actions judge how much exp you gain from a match(and you can lose potential exp through negative actions). Base caps(for 1 hour of play): (in case of draw)

    Cap 30: 2000
    Cap 40: 2500
    Cap 50: 3000
    Cap 60: 4000
    Uncapped: 4500

    Losing -10%
    Winning +5%
    MVP +5%



    -CONFLICT Points

    Along with Exp, Conflict points are rewarded in official matches. The amount gained is equal to half the exp earned. Conflicts point be used to purchase gear from a vendor in Jeuno that are mostly effective in CONFLICT, but have some use outside it. For example:

    *Ring, 10,000 Conquest Points
    Lvl 30, Def:1
    STR+2 DEX+2
    CONFLICT: Double Attack+3%
    Rare/Ex

    *Earring, 20,000 Conquest Points
    Lvl 50, Def:0
    Cure Potency+2%
    Vs Wind+8
    CONFLICT: Damage Taken-5%
    Rare/Ex

    *Weapon, 50,000 Conquest Points + Reserve Captain's Pick
    Lvl 75, DMG:50 Delay:268
    Enhances "Resist Curse" effect
    Haste+2%
    Accuracy+4
    Attack+4
    Citizens of San d'Oria: Attack+10
    CONFLICT: DMG:52, TP Bonus.
    Rare/ex



    -Challenges:

    There are job-specific objectives that can completed within official CONFLICT matches. Once completed, they reward exp and CONFLICT points on that job. Each job would have basic objectives like "Win 10 matches", "Obtain Job chevron", "Be MVP of a Ballista match", "Defeat x number of opponents", etc etc, but also have specific and more difficult rewards. For example, BLM might have "Defeat three opponents at once". The reward would range from 500 to 1500 exp based on difficulty and reward twice that amount in CONFLICT points.

    Once a player completes an objective, he will receive an animation/sound like leveling up with the text "Challenge Completed!". The player then can pick up their reward on the same job at a NPC in Jeuno(he can also view all challenges). Once a player completes all challenges for a job he is given a title.



    -Brawl:

    An additional CONFLICT match type is added, but has no official matches. There are several "Brawl Wards" scattered throughout the Middle Lands. Using a Ward Key, players can reserve these wards and participate in customized PvP at anytime and with anyone.

    Brawl focuses on two allied parties. The parties must be equal in size and there cannot be an additional party or they will be unable to continue. Players must remain in parties and within 45 game-distance of the Ward or the match will instantly cancel. No record of these matches are saved. They can be 1v1 to 6v6 in size. Players can purchase a "Ward Key" from a Signet NPC for 50 CP. Only one key is necessary to begin a reservation. Reservations can be made in one or two days in advance. Reservation lasts for 15 minutes with 5 minute breaks between them.

    Wards are placed in secluded locations with no other use within the areas West Ronfaure, East Sarutabaruta, North Gustaberg, Batallia Downs, Rolanberry Fields, and Sauromunge Champaign. Additional wards are placed in East Altepa Desert, Yhoator Jungle, Xarcabard, and Misareaux Coast but are only accessible after purchasing a keyitem for 3,000 CONFLICT points.

    Unlike normal CONFLICT matches, there is no quarrying.

    A player with a key can set the following rules to his match:

    -Level Cap: 5, 10, 20, 30, 40, 50, 60, 70, 75
    -Treasure Coffer: Growth or No Growth; High, Low, or None Beginning Items; On or Off.
    -Objective:
    *Elimination: Defeat all opponents. Set how many “lives” each player has or if all players share from one pool of lives.
    *VIP: Defeat specific player. Set if it is random(after each defeat) or set one player, and how many times he needs to be defeated.
    *Score: First team to reach goal kills wins. Set number of kills needed.
    *Sabotage: Damage the Treasure Coffer until it is destroyed. Set amount of HP(2000 to 10,000).
    -Safety: Set amount of time a player has until he can be attacked again: 0, 5, 10, 15, 20, 25, or 30 seconds.

    The Treasure Coffer is an optional box contained with temporary items. It is placed at the polar ends of each other and belong to a single team. Players can set to have gain items every time an opponent is defeated. They can also set it to have items ready at the start of the match. Finally, Treasure Coffers must be available during Sabotage, even if it can not give items.




    Campaign:

    *Item Vouchers:

    Within towns, players can purchase "Item Vouchers" keyitems which allow them to instantly gain temporary items at the beginning of a Campaign much like Besieged. Each voucher is x10 the normal cost of an item(for example 30 AN = 300 AN voucher). They last until the end of week. For additional copies of the same item, players have to purchase more in the traditional method.

    They take away half the normal supplies from the area, with a minimum of 1. For example, someone with 6 vouchers would only cost the area 3 supplies.


    *"Assault:" items works in instances and Exp bonus added to Sigil (as mentioned before)


    *Once players have gained 2,500 exp from each area associated with a nation, they can warp directly to the corresponding dungeon area Necropolis/Nest/Citadel.

  9. #29
    Hydra
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    Re: FFXI Suggestion / Random Idea Thread

    I never knew Limbus is a region name... ha..ha... *blush* I thought it's an activity name, much like "Salvage" or "Einherjar".

    Crafting
    Just like everyone have been saying for a long time:
    -Recipe should allow the use of HQ materials, perhap using HQ material give a slightly better HQ rate, things like Dragon Greaves are useless when +1, same with Buffalo Jerky, and such. When Goldsmith can use HQ rings(well, they do get a new recipe), why can't other crafts?

    -Recipes for ammo materials(Arrowhead, etc) should be increase to 33, they can now stack up to 99, but we still make 6(NQ) per craft, it's impossible to make a perfect stack of 99 like this. The only exception should be lumbers, ingots and firesand as they are used for other crafts as well.

    Item
    -Items like Hi-potion, Hi-ether should have effect proportional to our level, I know NPC shops are always overpriced, but 28000gil for 50mp(with a 10seconds 'cast' time) is nonsense. Most of those items don't even help at low levels.

    -Storage NPC should take HQ gears as well as NQ, we should not be punished for wanting to better ourselves. Also allowing higher level armors to be store would be nice. And remove the "Storing gears at the NPC remove signiture." crap, please.

    Quest
    -I am not sure how this can be done, but quest reward should be proportional to the server economy. some of the rewards that quests offer is little in comparison to the current economy, which discourages many new players to do quests other than to repeat a same easy one to get fame for the higher quest that offer a reasonable reward.

    Hell, there are quests that require so much effort that give absolute unworthy results: for example, the Sandy's Cupboard triggered quest, "Unexpected Treasure", 155xxgil for the cupboard and 12000gil for reward, even if I farm my Mistletoe, I am still losing 55xx gil from a quest that give little to nothing to my game progress(If I want fame, I have other method that probably won't be a loss of gil while gaining fame), to add to the injury, Cupboard only have 2 STG.

    Job
    -Elemental cards for COR should be grouped into one, as in: There is only one type of card for all elements, there is little to no reason why we should get seperate elemental cards when all elemental shots are count as "Quick Draw", this limit our ability to see any other shots other than Earth, Light and Dark.

    -Debuff for each Quick Draw based on element.

  10. #30
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    Re: FFXI Suggestion / Random Idea Thread

    Einherjar : Players will be given 3 bags that they can fill with 9 feathers. When you have to redo a chamber for someone that missed, the feather will drop in bag#2 and so on. It's annoying when you realize that you have beaten tier I and tier II chambers 3 times each when you first attempt wing III. This way when you first complete 9 feathers in bag#1, chances are that bag2 is 66% complete ...

    Dynamis : Dreamlands price will now be 200,000 gils. Also, every mob will have a chance to drop AF2.

    Salvage : Boss kill will have a chance to drop money items like khroma ores. Make Salvage/Nyzul drop money items (dynamis and limbus have coins, assault points give you items that you can sell and ??? items drops, HNM have money drops, sky too).

    Captains : Permit will now cost 1000 AP for captains. Let us do Nyzul ! Add items that can be purchased with IS for captains.

    Crafting : allow us to do more than 3 synth / minute ...

    Chocobo digging : the # of item that you can dig per day depends on your digging rank ; 100 for lv 1, 200 lv2, etc 1000 lv10. Also do you realize getting chocodig Lv 10 takes now 3 years ?

  11. #31
    Ridill
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    Re: FFXI Suggestion / Random Idea Thread

    Redo ground kings. The fights are lol. Nidhogg has a 2hr, why not faf, behe, kb, aspid, adamantoise? New tp moves Etc.

  12. #32
    New Odin
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    Re: FFXI Suggestion / Random Idea Thread

    Redo ground kings. The fights are lol. Nidhogg has a 2hr, why not faf, behe, kb, aspid, adamantoise? New tp moves Etc.
    Add Magic and its on!

  13. #33
    BRP
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    Re: FFXI Suggestion / Random Idea Thread

    -Storage NPC should take HQ gears as well as NQ, we should not be punished for wanting to better ourselves. Also allowing higher level armors to be store would be nice. And remove the "Storing gears at the NPC remove signiture." crap, please.
    It has to remove signatures. What you are doing when you store a set of armor is removing it from the game with a key item that allow you to bring a new set into the game. The same thing occurs with the Auction House.

    EDIT: That's also why if it would take HQ, it would have to take an entire set of HQ.

  14. #34
    Cerberus
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    Re: FFXI Suggestion / Random Idea Thread

    Start making HNMs with more than one or two good drops again. They don't have to be groundbreaking or epicly omgawesome drops, but make them usable and worth camping for. It's annoying to fight a mob like Cerb to know that only some DRK and the LS funds might benefit.

  15. #35
    BRP
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    Re: FFXI Suggestion / Random Idea Thread

    Job Changes pt 1:

    (I've already done SCH, and that plays a role in some other changes)

    -Multi-Job/General

    *When spells are MB'd only 50 to 25% of their MP cost is paid.

    *Physical Defense Down somewhat stacks. As does Evasion Down, Magical Defense Down, etc. Each Defense Down effect has two effects: Active and Passive. The Passive is invisible while the Active is in effect. The Active is the same as it's current effect and the Passive is 20% of that(2-6%). There can only be one Active in effect(which would be the strongest one) and when the Active effect is overwritten, the Passive effect takes it's place.

    For example:

    Monster is hit with Acid Bolt, -12.5% Active(2% Passive)
    Monster is hit with Angon, -20% Active(4% Passive) replaces the Acid Bolt's Active.
    The monster currently has -22% defense.
    Acid Bolt runs out, the monster has currently -20% defense.


    *The duration of Haste and Refresh are changed to 4:00.

    *Players may move up to 3 game feet during spell casting and not be interrupted. This is to prevent players from being interrupted too easily. Along with this, the whole "run around and return to your same place and still cast the spell" thing is nerfed.

    *VIT/Def has a stronger effect, especially on EMs or weaker(but also visible on anything if one stacks enough). How exactly, I'm not sure. The cap is likely to be removed. This bonus is also applied to the pets, especially Automations.

    *Some monsters(especially higher level ones) will inflict status effects that can not be remedied for a certain amount of time(likely 1 to 12 seconds). The length is based very heavily on "Resist" traits and level difference.

    *Resist traits potency is greatly increased, especially against EMs or weaker.

    *The duration of weakness is shortened with higher tier Raises.

    *Holy heals nearby allies for 50% of the damage done.

    *Banish spell line increases in damage.


    -Dancer

    Not really sure how what to add exactly, but a single-target Sleep(flourish?) and a Slow(probably an "elegy" type to go with my theme of jobs being able to match BRD) could work out nicely. Additionally, they could use something that allowed to help them gain some TP in those tough NM fights without any adds... but that's probably in the area of Merit 2 abilities(then again, that would be accessible at level 60). I think SE mentioned a Charm or something at some point. That'd be nice.



    -Ranger

    *When under the effects of Camouflage, the next RA on a monster with no enmity on any player by the Ranger will prevent links and the hate type would be as if the monster had only aggro'd the RNG(not on hate list). Some monsters are immune to this effect(Einherjar, Battlefields, etc), but it would work even in cases like Dynamis. This feature is unique to main job RNG only.

    *Scavenger can be used on monsters to collect used arrows. 10 to 50% of ammo used (of one type) on a specific monster can be collected when the JA targets a it. A RNG can still use it the old way by targeting himself. Based on INT. Subjob can collect 5 to 25%.

    *Shadowbind's effect is not canceled when the user performs a normal RA. The max duration is cut in half, but it will remain effective allowing the RNG to continually RA it until it wears off. This effect is only available to the user of the Shadowbind and only works with RA(meleeing will break it entirely).

    *Give RNG more reason to use something other than E-bow. This could result in either nerfing it's delay or buffing other bows(though I'm pretty conservative on changing item stats since SE almost never does it).

    *New Ability: Snare. Level 50, 5:00 Recast, 3:00 Duration(or next hit). The next melee attack targeted at the RNG is mitigated and the monster becomes binded for 3-5 seconds. To prevent abuse, the monster can only feel the effects of Snare every 30 seconds.

    *New Trait: Archer. Level 50. Magic Accuracy of Status Effect Ammunition is greatly increased. MND, Magic Accuracy, and Weapon Skill are used as if the RNG had actually casted the spell.

    *New Ability: Taunting Shot. Level 65. 3:00 Recast, 3:00 Duration. The first RA against a monster without any enmity on any player(a.k.a. pulling) becomes instantaneous, but is 50% more likely to miss.



    -Thief

    *Trick Attack decreases some of the THF's enmity when executed. Main THF only.

    *Sneak Attack will make any weapon's additional effect activate 100% when used on a normal attack. Main THF only.

    -Abilities:

    *New Ability: Swift. Lv 25, 4:00 Recast, 2:00 Duration. The next non-AoE Physical or Magical source of damage is mitigated. This includes cone/breath WSes or spells. Does not stack with blink.

    *New Ability: Skirmish. Lv 50, 10:00 Recast, 3:00 Duration. Grants an AoE bonus of +12% Movement speed and increase critical hit rate up+10% when players attack a monster from behind. Doesn't stack or interact with Quickening.



    -White Mage

    *Spell: Pax(enhancing). Lv 44, Recast: 0:45, Duration: 1:30. Self-Target only. -Enmity, potency based on Healing Skill. [SCH can make this AoE]

    *Spell: Bless(enhancing), Lv 50, Recast: 0:30, Duration: 3:00. Self-Target only. +hMP on self, potency based on Healing Skill. +5 to +20. [SCH can make this AoE].

    *Spell: Smite(divine), Lv 55, Recast: :20, Duration: :15-1:00. -5 to -30% Attack Down to target monster. Potency is based on Divine Skill.

    *Spell: Amna(healing), Lv 71, Recast: :05. Remedies Amnesia.

    *Ability: Prayer, Lv 55, Recast: 5:00. Makes the next Status Effect cure AoE at twice the MP cost. (as Divine Veil).

  16. #36
    New Odin
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    Re: FFXI Suggestion / Random Idea Thread

    ~Thief~

    ~Level 50, Ability - Snare~
    -Recast:1:30sec-

    Allows a Thief with the use of various 'traps' to enfeeble, damage or stall an enemy. ~Damage traps will go off after a certain amount of time and can be only set on the panel a thief is standing on.
    ~All traps are under one universal recast timer, certain 'items' are required to use each trap.
    ~TP is gained if the trap sucessfully damages/hits an enemy target.
    ~Traps have varying damage/success rate is based on a users INT.
    ~Traps would include goblin grenades, qiqirn mines, hypnogas, stasis traps, and goblin bombs.

    ~Dark Knight~

    ~The tier III line of elemental spells will now be accessable to DRKs with the correct levels to use them. (Level 69-75)
    ~Aspir II - level 73, recast times/effect equal to Drain II. This would be justified with an increase in a DRKs need for mana.

    ~Ranger~

    'Snipe' - level 30
    Aim:Feet - level 30 - Gravity effect
    Aim:Arm - level 45 - Slow effect
    Aim:Head - level 60 - Dispels one beneficial magical effect + INT/MND down.
    Aim:Heart - level 75 - Causes one random status effect to a target.
    -Recast:1:30sec-
    Snipe is a new series of JAs that target different parts of a targets body to deal status effects to a target. All 'Snipe' attacks would cause light DoT on top of the status effects they deal out. Accuracy would vary with racc and AGI much like a melee strike.

  17. #37
    New Spam Forum
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    Re: FFXI Suggestion / Random Idea Thread

    Remove collision detection, it serves no purpose other than to annoy, no other MMORPG (to my knowledge) has it because it causes unnecessary load on clients/servers apart from serving no purpose other than to remind you that people can block you while you're kiting or in highly populated areas like whitegate mog house you are forced to swap gear if you wish to move after everyone has loaded up there.

  18. #38
    Queen of the Pity Party
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    Re: FFXI Suggestion / Random Idea Thread

    I think SE should incorporate Healing Skill into Regen the same way Dark Skill affects Bio. If you spread out the caps enough it wouldn't be overpowered but it would make a nearly useless skill useful.

  19. #39
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    Re: FFXI Suggestion / Random Idea Thread

    It would be nice but healing skill actually affects Cure V a little, I'm not sure on how much exactly but it does go up. I think it affects the other cures up to a certain point but not as much.

  20. #40
    Ridill
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by Yuri-G
    I think SE should incorporate Healing Skill into Regen the same way Dark Skill affects Bio. If you spread out the caps enough it wouldn't be overpowered but it would make a nearly useless skill useful.
    The Regen line is enhancing magic skill. (It was originally a RDM-only spell, but you know, fuck RDMs.)

    But more skill should have more of an effect on more healing/enhancing magic spells.

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