I don't think anyone responded to this because it's simply too big, but what the hell, I have some free time now, might as well take a stab at it.
Darthyoda said:
Give War's the ability to tank.... we need more tanks.. not dd's
increase their def, and vit.. and give them more reason's NOT to use nin please...
supposed to be a specialist in all weapons.. not just one handed ones.
SE already stated that they want to fix the weapon issue. Great Axe is WAR's A+ weapon and is, until 50-60ish, better than Axe, but people aren't smart. >_> So they believe /nin Axe+Axe is better, even though it isn't... even as low as level 20... sigh.
However, the fact of the matter is that dual wield is broken compared to two-handed weapons, especially with additional haste bonuses. One-handed and two-handed weapons are normally fairly balanced, with a slight bias toward two-handed weapons because of having a significantly higher base hit strength... but Dual Wield throws off the balance by lowering one-handed delay... at higher levels the reduction is significant.
make thf's trick attack a 41 ability... so not every job could sata... and thieves became something more than a TH pimp post 60...
oh and give them some pt abilities.. maybe add increased gil for whole pt when killing beastmen.. or increase Treasure Hunter II's strength.. give thf's a quicker hide timer too btw.. and flee too..
Yeah, Gilfinder not working in parties is a little weird. Increasing TH2's strength would basically do the opposite of what you want here. Hide/flee timers are fine the way they are. Hide is already somewhat overpowered (SATA from the front, FTW!), and acts as an easy safety net in many cases for a thief to run away easily. Flee is a bonus ability, and is so easy to sub that making it more effective would encourage more people to sub thf, which is also something you clearly don't want.
Also, removing Trick Attack from /THF would make the sub unusable, which I don't think you want. I think the THF60 Assassin trait should improve TA more than it currently does, or add more effects to TA and maybe also SA - maybe it could add a Stun effect when SA lands on its own or something along those lines.
Utsusemi:Ni.. make it a 41 spell or 38.. and increase the number of shadows.. ooor incorporate the san spell around 60. I don't like this suggestion all that much, but it would balance the melee dd's out a bit.. Personally, I'm just tired of seeing everyone throwing /nin at everything...
Give Ninja their own type of magic attack bonus, and increase the offensive damage of their spells.. make these bonuses 38, 55, and 70...
I'd personally love to see ninja's 2hr changed... maybe one where they can "disappear" to an already engaged mob.. and do their own version of a SATA... that'd be nice..
also.. I think tools should be sold by the Tenshodo.. at a slightly elevated price... kinda puts a cap on the sometimes overpriced ninja tools.
Removing the :Ni subjob option makes sense. It wouldn't really break the ninja subjob, as Dual Wield would still provide a huge boost to DPS and TP gain, but it would weaken it noticeably. :Ni already provides one less shadow on a NIN subjob (3 instead of 4).
Magic Attack Bonus would overpower NIN. The :Ni elemental wheel is actually quite overpowered. 40-50ish, a NIN/BLM is quite possibly the most powerful (though also least efficient) damage dealer in the game. Could possibly still work 51-55ish for solid damage if swapping the elemental staves for each spell. A better solution might be to add :San elemental wheel spells at 65-70ish, though balancing them out to avoid being overpowered like the :Ni wheel may prove to be difficult (and is probably why they haven't been released to the public yet).
An SATA-like 2hr for NIN would be too Thief-like. Not so good.
Fixing the prices on Tools would break crafting even more than it already is. Not a good idea.
give RDM's more melee bonuses, and a higher tier raise...
included with the already commonly rarely used en-spells..
how about being able to cast en-XXXX on another pt member..
add enfire to the tank to help him hold hate...
Party Enspells are a cool idea, but only if they alter the formulas used somewhat. Judging by Rolling Thunder (Ramuh Enthunder bloodpact), damage is based on the INT of the attacker, which means most melee DDs will do utter crap enspell damage. A PLD doesn't have the accuracy or INT to make an Enspell worth using.
Higher tier raise encroaches too much on WHM's territory. Many people already shun WHM. Do you want to make that even more of a problem? I sure don't.
The only melee bonus I think RDM should get is maybe a boost to A- Sword skill. The only problem with this would be that RDM/NIN would become even more overpowered than it already is for soloing. It would also become far more difficult overall to find a competent "red MAGE" for parties, as at least half the RDMs seeking would be "just another melee DD" with gear that would not improve their spellcasting to be useful against VT or higher mobs at all. Not only that but you'd also see RDMs with grossly under leveled magic skills because they played purely as a melee DD. RDM melee would be a mistake the way RDM works now.
reduce the cost of leaving Avatar's out dramaticallly.. ooor.. reduce the cost as it sits out.. starts of as 4mp per tick.. after 3 sec.. 3mp per tick.. and stays at 2... til 1 full minute.. drops to 1.. and stays..
How about Summoners having free cost spells when they have the avatar in their possession.. not out mind you.. just have the avatar .. ie.. after you get Fenrir.. lvl 50 mp-free-spell to give pt a slight accuracy / evasion bonus.. put these spells on loong timers of course..
make the spells scrolls that are quested via NPC trek to ???, and return.. make em R/E...
make smn skill ups more frequent, and maybe make the cost/str/cool-down/etc. dependant on skill...
make their darn elemental spells.. stronger.
I think it's kinda weird.. (remember I'm a blm main) that I out-nuke Shiva with blizzard IV.. She's supposed to be the Ice-Queen or something.. c'mon.. a mortal outnuking the Ice - goddess?
that doesn't strike you all funny?
SMN spells sounds like it'd be completely useless the way you describe them.
I agree that the tier IV avatar nukes are dramatically under powered, but keep in mind the Shiva we can Summon is NOT the immortal ice queen, but merely an avatar, a fragment of the true Prime. Even the Alliance-based Prime fights aren't the full creatures - they're still happily encased in their... whatever that is - and they're quite powerful.
If anything, I think blood pacts should have a shorter timer and a slightly higher hate draw - make it possible for a Summoner to do "more" but at the cost of more MP expenditure and possibly higher personal risk.
Give Dragoon wyvern's their own armor.. not multiple pieces.. a back piece or a charm.. something...
if we can equip a puppet with crap.. why can't we do the same for our lil flying blue buddies?
Give the dragoon an ability to call on a wyvern to give the party an evasion bonus.. or have the wyvern have abilities on a timer, that the dragoon could call on.. a stun maybe.... give the flying rat's a stun ability with a cool down... that'd rock.. watch lil blue mini-dragon slam into a mob..
I'd like to see Dragoons have more abilities in their wyverns, and more control over them.. I'd LOVE to send my "George" to go attack something without me... that may be asking too much.
Wyvern armour is possible; the reps at the Fan Festival said they would discuss it with the designers. The addition of the Automaton equipment screen strongly suggests that Wyvern equipment could be added.
I think if anything, a Dragoon should be able to command its wyvern somehow but it wouldn't make sense to be able to command the wyvern like other classes' pets. The most sensible idea would be to give the Wyvern a "retreive" command that would act like a ranged attack - the Wyvern would fly out, poke a mob, and return to its master. It would also make sense for a Wyvern to attack mobs that aggro/attack the Dragoon, much like a Summoner's Avatar does.
I also think it would be nice for the Wyvern to have more breath options besides "After WS" for damage and "After spells" for healing. I don't think Healing Breath should be altered, but the damage breaths are very weak. Perhaps they could add a debuff effect to each one - maybe similar to the Black Magic enfeebles (burn, choke, et al.), OR similar to the Elemental Wheel. Also, being able to activate damage breaths or control their timing somehow would be nice.
Perhaps there could be a command to tell the Wyvern which element breath to use. Alternately, the Wyvern breath magic burst should be adjusted so the Wyvern will hold its breath longer, so it can MB a skillchain when the Dragoon opens. Maybe a basic AI could be added so if the Dragoon does a WS, the Wyvern could hold its breath until the timer for a possible skillchain ends, unless a Skillchain effect occurs which would trigger the breath earlier.
I think monks are fine.. would be nice to see the pt healing ability or mp up ability though. ^^
a specific "kick" ability would be cool though..
/ja "Chuck Norris Roundhouse" <bt>
/em watches the <bt>'s head fly off....
j/k .. but seriously.. give monk's a "kick" attack like dragoons have jump...
Not really necessary. Monk melee is already overpowered.
How about we lower the timer on unlimited shot for rangers... and give them a lil more melee damage..
what about an ability to mislead a mob when pulling.. to give themselves more time to get to camp..
some specific shot abilities would be nice too.. like a dex down shot.. or str down shot or vit down shot... not absorb.. but a temporary debuff...
oh btw.. I think rangers should have TH 1 as a job ability as well.. maybe only in wooded areas, or something.. but something like that.
Melee damage for Ranger would be a bad thing; the big Ranged Attack adjustment was designed to make Rangers stay out of Melee range.
A shorter Unlimited Shot timer would definitely be a good idea.
Tactics-style Debuffing shots would be interesting, but they already gave something along those lines to Corsair. Leaving Ranger in the DD slot makes more sense, especially with Corsair out.
Give drk's a lil more def.. and fast cast at 38 or 41.. they're melee but they're part blm too.. they should cast faster than a blm.. how about a fast cast for drk at 38, and magic attack for them at 41?
give them tier II nukes a lvl or two after blm's learn them... make the absorb spells more noticeable..
The only way a DRK's nukes would ever be remotely useful is if they had significantly more base MP, which would be somewhat overpowering. Their current base MP pool does not allow them to spam nukes, and they would barely even be able to cast Tier III nukes if they had them. DRK spellcasting in a party is more or less pointless outside Stun and Absorbs; changing this would require a dramatic overhaul.
add a latent effect for samurai around 30 that makes skillchains "more effective".. along with giving the opportunity for magic bursts to have an additional effect.. maybe add a paralyze effect to an ice burst on distortion. and around 41, have them learn an ability to control other pt member's tp.. ie.. prevent all pt members from burning more than 100% tp on a ws.. wouldn't it be nice to have the whole pt do 2 sc's back to back every now and then .. that would be godly.
samurai
/ja "Tp hold-back"
pt member 1 and 2 do distortion chain
wait a few seconds hit the mob once or twice
pt member 1 and 2 do distortion chain again..
remember they'd have to build 200% tp to achieve this.. but still two sc's from same members back to back.. and 2 mb's from me!?.. wow...
As you say, it would be godly. It would be overpowered, especially for HNM/God fights. Samurai is already borderline overpowered in those right now. Enhancing that power or giving them a JA which would increase TP efficiency that much would be a very bad idea.
Skillchain improvement would be interesting. Debuffs would be nigh useless as a bursted skillchain often kills off a mob altogether in an exp party. If anything the Burst bonus could be increased slightly when a Samurai closes a skillchain.
Paladins are powerhouses.. literal tanks... give them another more frequent shield use.. and up their vit a hair.. They're supposed to be the good guys, and the tough bastards to boot.. blink tanks have an unfair advantage against them.. give them an ability similar to stoneskin.. put it on a timer..
how about an additiona effect that can act as a milder provoke... maybe an audible that stuns the enemy and provokes at once... sounds good on paper.
Shield Mastery II at 60 or so would be a good idea. Stoneskin would be overpowering in Solo situations but useless for parties and HNMs. A built-in Provoke of some sort would be a good idea, and would allow Paladins to sub something other than /WAR in parties (but please don't say /NIN.. it would suck and be counter productive).
give brd some offensive song ability. so they can participate in magic bursts.. and how about a job ability that will allow them to make a few of the their songs work on an alliance, and not just a party... c'mon those other pt's are our friends too.... that would be awesome in Besieged.
Alliance songs would be a good idea. Damage songs would be a nice thought but might overpower Bard, unless they're weaker than RDM nukes.
give bsts' party up abilities... exp up abilities like corsair.. maybe an aoe pt def bonus against mobtype kinda spells learned at various stages.
reminder: jug pets don't affect exp.
I think BST should get a job trait which extends their unique Killer effects to the whole party. Jug pets should also get a stat boost in general - they are far too weak against anything above Even Match unless you get extremely expensive HQ jugs (Galahad, Chucky, and Amigo).
NPC's ... fellowship NPC's.. I want to be able to erase/refresh/etc them as if they're a pt member.. they take up a slot in my pt.. why can't I treat them as such?
Agreed.
Add a male Mithran, and let's have something distinguish between the sexes as well as races.. maybe give all females an additional dex point, and all males an additional str point.
(all races cept Galka of course)
No. Bad idea. Sexism {no thanks}. Male mithra also would not work according to the established storyline of the game. They are NOT adventurers. If they added playable male mithra, their stats would quite likely be dreadful compared to every other race.
create a separate zone for a "floating city" as a centralized AH that ties in to each city.. and zone.. make it somewhat easily accessible from each city.. including Selbina and Mhuara (sp?)..
Following that.. make each AH in each area independant.. I mean it..
Bastok Markets is just Bastok Markets.
Windy Woods is just windy woods..
lower levels would sell to each other at this point, and anyone higher up to get access to the "floating AH city" could access all materials from all AH's...
crystals gathered by lower lvl players and gear for that city would be sold in that city...
and the "headquarters AH" floating around would access everything at once.. no more price fighting, and a more stabilized economy...
Limit the no. of people allowed per floor of said AH city.. elevator can't stop on this floor.. it's full.. next floor.. etc.. (remember entire city is a giant auction house with a mog house)... This alone IMO would kill lag..
for simplicity make the first floor the bazaar floor... make it duty free.. get all the battalia downs people in there... the "go to" place for high end items... or mannequin pieces, or whatever.
no reason to hang out in Battalia downs, or Lower Jeuno ... except for gathering, or whatever..
also would make the AH's more specific.. quest items would be found in the AH in THAT zone.. It just makes sense to me.
access to this area can be given by a simple quest in any of the starting 3 cities.. and since it's a floating city.. cannot connect to any zones... and is a simple 3 city, add aht urhgan city, warp there... and upon entry can only exit to where you came from... give a r/e item upon dropping returns you to the mog house of city you came from... (like dynamis hourglass)
this IMO would eliminate alot of the lag.. and create a central place to bazaar and sell/purchase.. might as well dedicate one floor just to crafting.. have all the guilds represented on one floor with an AH rep by their side... I may be dreaming.. but once again.. sounds good on paper.
No, creating one globally centralised AH would increase lag tremendously. Splitting AHs by zone would make it dramatically harder for lower level players to get items they want/need. Your plan would also completely kill off Jeuno for all purposes. Also, having a "bazaar floor" would be no different from Batallia Downs at all.
I'd love to see quests to change hair color, face model, height, etc...
to this day I wish I'd picked green hair... /sigh
c'mon.. I'm yoda, I gotta have something green! ( I hastily chose blonde, and have no idea why)
Hair colour would be a nice idea. Face model and height wouldn't make any sense at all. I don't know about you, but I can't magically become taller or shorter and neither can any other life form that I'm aware of.
One last one that I've been tossing around...
All these endgame, hard to get, gilseller camped, dropped items..
make them available as r/e bought items from guilds using exorbant amount of guild points.... i.e. 300,000 gp buys you a r/e version of "whatever" so a high lvl crafter can have one "free" mat to craft a SH, Noble's Tunic, Byrnie, Haubie, Weskit, whatever....
items that can be distributed this way need to have an exceptionally high guild point price.. something that would take a great deal of crafting to achieve... maybe only a "veteran" could even spend his points for these items.. and make the items limited in quanity.. and frequency.. random weeks they "happen" to have one... month later they "happen" to have two damascene cloths.. remember these are r/e....
Guild Points suck. SUCK. SUCK SUCK SUCK. This is a very, very bad idea. Guild Points are very hard to accrue and take an insane amount of time. Anything revolving around more uses for guild points is automatically a bad idea, especially if the item gained is consumable.