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  1. #101
    Cerberus
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    Aug 2007
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    Re: FFXI Suggestion / Random Idea Thread

    Make ToAU beastmen leader drops more worthwhile. There is no reason that three huge zones with tons of NMs should be completely empty aside from a random JP group rescuing prisoners. It'd be really nice if arrapago/halvung/mamook were popular zones in the same way caedarva/zhayolm/bhaflau are

  2. #102
    Absolute Messenger of Promathia
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    Blaise Destin
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    Sargatanas
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    Asura

    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by Leeto
    Make ToAU beastmen leader drops more worthwhile. There is no reason that three huge zones with tons of NMs should be completely empty aside from a random JP group rescuing prisoners. It'd be really nice if arrapago/halvung/mamook were popular zones in the same way caedarva/zhayolm/bhaflau are

    I agree with you here... The ToAU NMs are all bassicly Jormungands. Always up, Wasteful Drops, Useless items.
    Also They are stupid hard, The three lamia NMs i have experiance with are as Follows:

    1) Spams that "Barrage" Cone shot lamia do. Uses Eagle Eye Shot AT WILL, ignores shadows, hits like Truck. Drops Crap.
    2) Spawns when you die, summons pets, not to hard but none the less. you have to die xD. Drops Decent!
    3) Spams Maidens Vireli (I think) the Charm BRD song. Rather Entertaining. Drops crap

    The one problem i see with drops from Aht Urghan is that they're bassicly useless shit unless your in Beseiged, Assault, or Salvage(?). They went extremely overboard with adding the "Assault: useless Stat Activated" Stuff on Aht Urghan gear.

    Only peice i ever though about getting was Leviathan's Gages, but this NM is of course assisted by Leviathon and uses Astral Flow at will, Fun right? FUN!

    On a side note, the SMN Improvements always seem to be a touchy subject, but i'd say just:
    *Disclaimer: All of the below are opinions of borderline smn breaking power. Please read at your own Risk!

    Avatars:
    *Give 'em Natural Double Attack. (maybe 10%~15% much similar to most Mobs in the game)
    *Natural Enspell that gets stronger as you level, (For instance, lvl 1 would do 1-3, while lvl 75 could do 30~40)
    *A Natural Attack Bonus / Accuracy Bonus Trait I, and II Maybe MAYBE III

    Summoners:
    *Slightly higher MP base. (Not much, 100/150 more, (I have roughly 780 Natural MP no gear/sub from SMN 75 as a Mithra with no Subjob glitch. You can test by subbing a melee job x.x)
    *Auto Refresh II, (would add another 1 MP a tic auto, stacks with Auto-refresh I)
    *Natural Access to WHM spells (Similar to RDM, Obviously not Refresh, maybe RegenII!)
    *A passive trait that increases Avatar damage and Accuracy the longer its out (with a Reasonable cap)


    Theifs, i cant think of anything, i love THF. i just wish Hide worked on more monsters and our 2hour could help our party at least minimally without having to use everything in your power to get hate.

    But I like both jobs how they are, but then again, i loved SAM before they got Hasso/Seigon(sp?), and i loved RNG before they got Velocity shot. and they got even better

    Hell if they just gave Avatars natural enspell damage i'd be :nikkei:
    As is i just consider Summons as they were in FF8, summon em, watch the fireworks, and they vanish :bagel:

  3. #103
    BRP
    BRP is offline
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    Re: FFXI Suggestion / Random Idea Thread

    Besieged and Campaign:

    Concerning Besieged: I think there are two types of changes that could be made: Obvious and Unlikely, though I guess SE going back to change something like Besieged makes it all unlikely.

    Obvious: Adding drop pools to the Beastmen Leaders(and making their bonus 100% in Besieged while they remain defeated). Nerfing Instant-Death/Doom on NPCs and Nerfing some Beastmen Bosses(and some 2hrs). SE has shown the ability to change the method of Campaign's exp/an gain with ease, they should be able to do the same to Besieged's exp/is gain... increasing the maximum reward for 60+ and lowering for 30-. Change "Besieged:" into "Assault:"(and let them work during Besieged, instanced Campaign Ops, and Campaign Battle). Finally, Auto-booting "Away" or unactive(for 20 minutes?) players to Aht Urhgan Whitegate.

    Unlikely: Extend Besieged to Wajaom and Bhaflau. Have Beastmen attack the semi-useless Watchtowers and allow players to slow down Beastmen on their way to the capital(and once they do reach the capital, players are awarded and instant warped into Al Zahbi). Players under Besieged would be unable to attack or be attacked by non-Besieged monsters. When under the effects of "Besieged" 12% movement speed(same type a Sprint, stacking with other gear) and the ability to spend 25-50 IS to be warped to a watchtower. Add quests/tasks which allow powerhouse NPCs to gain in on the fight like the ones we see in quests(Mishhar and his crew[lulz]/Ghatsad) or missions(Raillefal/Karababa/Naji). Give a way to weaken Beastmen so they can be taken down by a party of 6 with not too much effort, probably related to the first thing.



    Now, Campaign is pretty well built, but it doesn't really uses all of its stuff.

    Personally, I think the only problem with NPCs are that sometimes there are just too many. There should never be more than one group of soldiers deployed at once. Whatever is making them do that, have it instead increase the stats or the number of that one group. One more thing about NPCs, though I don't know if it's much of a problem, is that fact they should be able to grab some hate. Even if it's 1/3 of the rate of players, some jobs perform much better with a (temporary) tank(s). I guess something else needs to be said to: Let them stay around Fortifications. Or if they must charge forward, have the Allied Tag NPC make /says about where the battle is currently located. Another thing they could do is only have inactive General or Freelances(with green names) standing around while the area is not participating in Campaign Battle and have them summon their soldiers only when Campaign Battle begins.

    Beastmen who fail to capture an area grow stronger in numbers/general strength/rate of strategy increase in only that area(well, not the strategy increase). The growth is similar to Besieged's(increase exp/an caps?), making an area loss almost inevitable over 2 months without a lot of focus on Strategy.

    For variety, it would be nice if some areas(especially in Fort Karugo-Narugo's many rooms) had battles in more than one location. Have the Allied Tag NPC warp players to the location(and a NPC who is always there to warp them back) for free and have Generals/Freelancers instant warp to the location which is being attacked. They could even go one step further and add variety to the objectives, like finding/protecting coffers to gain/lose extra funds or planting a bomb(which could have the same effect as the Sabotage Op).



    Dancer

    An Ability on a 5 minutes timer that makes the next Jig AoE and doubles the recast.

    A Jig(learned somewhere between 60 and 70) that gives a weak Regain(1/tick for 1:30 for example), with a semi-long recast.

  4. #104
    New Odin
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    Re: FFXI Suggestion / Random Idea Thread

    Dancer

    -Some form of dispel

  5. #105
    Puppetmaster
    Join Date
    Oct 2006
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    2

    Re: FFXI Suggestion / Random Idea Thread

    Remove respawn timers (15 minutes) or decrease them (5 minutes) for "???" that spawn mobs/nms. Especially sky, and other mobs with R/E drops like Hakutaku, rostrum pumps antlion etc etc.

    It's just a pain to have to wait 15 minutes when your ls wants to do multiple fights in a night.

    RNG
    - Change barrage to 3:00 recast, meritable to 2:30 like Meditate.
    - Change Velocity Shot to 1:00 recast, keep the 5:00 duration. Having the JA removed by dispel/changing zones and then having to wait the entire recast again isn't fun.
    - Add Ranged Acc boost to V.Shot.

  6. #106
    Relic Weapons
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    Mar 2006
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    Asura

    Re: FFXI Suggestion / Random Idea Thread

    I have an idea to fix Einherjar scaling.

    When you trade in the glass, you should have the option of max number of people you want to bring in so that Einherjar scales accordingly. Sort of like the failed Assault option of choosing level cap, but with max number of people. Although, I can see them nerf drop rates if you have less people...

  7. #107
    New Odin
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    Lakshmi

    Re: FFXI Suggestion / Random Idea Thread

    As if the drop rates arent fantastic enough. lol

  8. #108
    Banned.

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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by ronin sparthos
    As if the drop rates arent fantastic enough. lol
    I saw 4 abjurations in 6 Months...

  9. #109
    New Odin
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    Lakshmi

    Re: FFXI Suggestion / Random Idea Thread

    Damn, your lucky.....

  10. #110
    Ridill
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    Septimus Atumre
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    Gilgamesh
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by ronin sparthos
    Damn, your lucky.....
    Damn, they got double the abjurations that we got!

  11. #111
    New Odin
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by Septimus
    Quote Originally Posted by ronin sparthos
    Damn, your lucky.....
    Damn, they got double the abjurations that we got!
    Damn... SE really outdid themselves with that amazing way of getting abjurations into the hands of hard-working players.... gee i wish i was half as smart as those guys in relieving the bottleneck of endgame.

    2 abjurations for BG and 4 abjurations for that guys shell, as far as SEs concerned:

    :D MISSION ACCOMPLISHED :D

  12. #112
    Space Pope
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    Diabolos

    Re: FFXI Suggestion / Random Idea Thread

    While we're wishing for ponies...

    I'd love for an ability to "reclaim" used merit points. Why they "disappear" seems rather silly.

    Also, fix the mob D rating to be reasonable and not make a joke of player's Defense values. There's a whole other thread on that..

    BST: Uncap all jugs for the freaking love of god. Also, Snarl on non-juggies.
    BLU: Change the multi-hit spells to giving the same amount of TP as weaponskills. I'm fine with 10TP for 1-hit spells, as long as 5-hit spells give 15 TP like a weaponskill.
    BLM: I agree with someone previous who suggested all elemental tiers should have the same damage. Strategy is not casting Thunder IV till the enemies die.
    MNK: Give the ability to off-hand a grip. 'Cause all the cool jobs are doing it. Also make the BB item drop rate higher from the KS99 battles, because 99 seals is abusable amirite?
    DRG: Spirit Link needs to activate more often for more HP. You still effectively take twice the amount of damage as a regular player. The alternative is for an unengaged wyvern to heal at the typical monster rate. 10% per tick. This isn't as gamebreaking as it sounds.

    WoTG: Give beastmen a 5% - 10% chance of dropping single relic currencies. Watch the carnage unfold.
    ToAU: Beastmen HNM drops A++++ would recommend.
    Zilart: HNM poppable items get my vote.
    CoP: AV? Ebon Panels? Retarded Ix'Aern camps? JoT spawning never? It's been several years now, fix it fix it fix it.

  13. #113
    BRP
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    Re: FFXI Suggestion / Random Idea Thread

    BLM: I agree with someone previous who suggested all elemental tiers should have the same damage. Strategy is not casting Thunder IV till the enemies die.
    "The wiki says Fafnir is weak to water"
    "Okay, Water 4"


    STRATEGGGGGGGGGGGGGGGGGGGGGY

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