if you were a designer for SE....

Bajaratt said:
With the exception of cross-counters, there aren't any expensive hand-to-hand weapons that are worth getting. Although the downside of that change is that it will unbreak destroyers.

On the plus side, it unlocks a whole level of offensive customization that is completely locked out of the job. Worth losing 5% Critical Hit rate on one of the hands, imo.

Rufus_Shinra said:
-Make Utsusemi create replicas on your screen. Everytime you take a hit, it depops.

Yeah, no, too much people subbing Ninja, this would cause all kinds of hardware issues.

-Paladins can deal damage as they fight. Give the meat shield a gun damnit.

Give Paladin Ridill, problem solved.

-Red Mages get Hastega

Cause the job doesn't get enough invites as is, m i rite.

-Summoners get offensive capabilites and a higher dagger cap.

So some of the best damage, hate free, every 46 seconds - 1 minute isn't enough?

-DRK scythe and great sword caps are the same all the way through 75. Both A weapons.

No.

Chocobos can enter certain areas. (Raggaumont Pass, Qufim Island,) to make camping easier.

Lets give people hate free transportation through dungeons!

Make subjobs a REQUIRMENT to pick out obvious RMT. (If they are running around as a BLM50/RDM1 you know.)

So someone can report someone playing subjobless Ballista/Dynamis/BCNM or ENMs?? No.

Give thf a job trait that increases TP gained by striking an enemy. Kind of like a reverse Subtle Blow.

It's called Store TP, Samurai all ready have it. THF builds TP fast enough as is.
 
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Skaw said:
Yeah, no, too much people subbing Ninja, this would cause all kinds of hardware issues.

Point taken.

Skaw said:
Give Paladin Ridill, problem solved.

I mean mid, mid-high level Paladin. Not tank and hit weak your whole job then suddenly get an uber sword to change that.


Skaw said:
Cause the job doesn't get enough invites as is, m i rite.

Meh, RDM iz th3 l33test j0 n00b.

lol, but seriously, screw "Haste me", "No me!", "Im the DD!". Haste em all at once.

Skaw said:
So some of the best damage, hate free, every 46 seconds - 1 minute isn't enough?

After hearing everyone complain: "SMN should be a healer, they are a wasted slot for a whole 60 seconds." and "Fuck it, im not a healer" i think at least raising the dagger cap would tone down both sides a bit.


Skaw said:
So someone can report someone playing subjobless Ballista/Dynamis/BCNM or ENMs?? No.

No I mean actually being REQUIRED. As in you automatically get the ability to use a subjob at levle 18. Then put the sub job items to a better use.



Skaw said:
It's called Store TP, Samurai all ready have it. THF builds TP fast enough as is.

For how long? I'm sure SE isnt done fucking THF up yet.
 
Rufus...

I mean mid, mid-high level Paladin. Not tank and hit weak your whole job then suddenly get an uber sword to change that.

The main reason PLD does so little damage in exp parties is the fact that their entire gear setup is defensive. They can either wear defensive gear and hit like little girls, or they can beat up the mob decently (A+ in Sword and Staff GO) and get the shit kicked out of them.

Give them the ability to deal good damage with defensive gear and you break them once they put on damage dealing gear.

After hearing everyone complain: "SMN should be a healer, they are a wasted slot for a whole 60 seconds." and "Fuck it, im not a healer" i think at least raising the dagger cap would tone down both sides a bit.

Daggers really, really suck, I don't know why you're even suggesting this. The weapon skills are all dreadfully weak except for Dancing Edge and Evisceration without sneak attack. If anything, a Staff skill boost would be in order, but, even with that, a Summoner's lowest stats are STR and DEX - and they are unbelievably low - and SMN has no melee traits or exclusive melee gear of any kind. Summoner melee is absolutely not the solution.
 
No I mean actually being REQUIRED. As in you automatically get the ability to use a subjob at levle 18. Then put the sub job items to a better use.
Then the gil sellers would automatically get their subjobs and still not level them, your "solution" solves nothing.

Rufus_Shinra said:
For how long? I'm sure SE isnt done fucking THF up yet.
THF wasn't fucked up. Yeah, they took a small hit for exploiting the TP floor along with NIN, but it's not a huge change. Now, you'll only get 120% TP before your skillchain partner hits 100% instead of 130-140%; who the hell cares? The only times that your TP actually matters is when it's a multiple of 100, any overflow is irrelevant in terms of damage.

Thf took a small hit, but then SE turned around and gave them a huge buff. Thf wasn't the intended target, and because of that, SE helped them out while still keeping the TP change. SE isn't going to mess with THF intentionally, and there's not much they could do to hurt the job itself.
 
Skaw said:
I have one thing to add about Monk now that I've been thinking about it for a while. Allow us to equip two hand weapons okay geez. Every other job benefits from the subweapon in some form except us, allowing two hand weapons by default would be sweet. Subbing Shiva's Claws would be cool for the Accuracy Boost and occasional paralysis.

Hmm, well in fairness then those that use 2H weapons like DRG, SAM, DRK (most times), maybe mages, would probably want something to put in their off-hand as well. Things like scabbards and sheathes might fit the bill for most. You lose a considerable amount by having only one weapon equipped. Look at a Hagun versus having woodville's axe and juggernaut. I gimp my normal damage so I can get the TP Bonus. The two axes together are each excellent dps and add 7 STR, 30 atk and some other misc stats. Monk is in a similar situation with having destroyers on all the time. Now do monk really need more damage output? lol probably not, but it'd be nice to at least be able to fill all the item slots.

Skaw said:
On the plus side, it unlocks a whole level of offensive customization that is completely locked out of the job. Worth losing 5% Critical Hit rate on one of the hands, imo.

I think you could expand this beyond just Monks. There are several jobs that simply have one weapon they use all the time. If they put in some new options that opened more choices and ways of playing the job it would probably go over well in the community. They kind of did that with some of the newer gear, but right now it's probably not enough to make people change the way they play.
 
Tagrineth said:
Daggers really, really suck, I don't know why you're even suggesting this. The weapon skills are all dreadfully weak except for Dancing Edge and Evisceration without sneak attack.

I have to agree with Bajaratt on this one. THFs toward endgame make use of lots of haste gear and triple attack gear and are dual wielding with suppanomimi. They get very fast and those low dps daggers become exceedingly good, similar to what MNK, NIN, WAR do. SE just made all the endgame daggers much better with the dmg boost and the improvement in damage over time is already apparent.

I agree most dagger weapon skills are fairly weak without the sneak attack, but your goal should be then to get TP as fast as your SA or TA recharges and use it then. If you do a SA with one, 30s later you TA on the tank with another WS, 30s later your SA is up again. I doubt you are getting TP faster than that so really it doesn't matter if it takes SA/TA to put up bigger numbers.
 
Gregedor said:
Hmm, well in fairness then those that use 2H weapons like DRG, SAM, DRK (most times), maybe mages, would probably want something to put in their off-hand as well. Things like scabbards and sheathes might fit the bill for most. You lose a considerable amount by having only one weapon equipped. Look at a Hagun versus having woodville's axe and juggernaut. I gimp my normal damage so I can get the TP Bonus. The two axes together are each excellent dps and add 7 STR, 30 atk and some other misc stats. Monk is in a similar situation with having destroyers on all the time. Now do monk really need more damage output? lol probably not, but it'd be nice to at least be able to fill all the item slots.

I think you could expand this beyond just Monks. There are several jobs that simply have one weapon they use all the time. If they put in some new options that opened more choices and ways of playing the job it would probably go over well in the community. They kind of did that with some of the newer gear, but right now it's probably not enough to make people change the way they play.

Except Monk is considered a two weapon, not a two-handed weapon, job. We're not one humonguous damage hit, we're two moderate damage hits. Yet, subbing ninja provides the same thing, you're allowed customization in what to use. Dual Wield provides nothing for hand to hand, Monk is locked in to using the same "two" weapons, hand-to-hand is entirely uncustomizable like that.

It really doesn't make sense for a two handed weapon job to use the sub slot, as both hands are occupied on the weapon. Hand-to-hand items are singular, yes, but it's essentially a two-in-one deal. Breaking it down in to a one-in-one wouldn't be hard, and not exactly mess with the job. Martial Arts just wouldn't be one lump delay, but two added together, like Dual Wield is. Ergo, remove the "free" weapon, and allow us the ability to customize.

Unless it's changed, in the future Monk will fall far behind to dual wielding with multi-hit weapons. Assuming no other drastic Haste+% gear is given to us exclusively or, god forbid, Martial Arts enhancement items.



Unusability of the sub slot isn't whats keeping two-handed weapon jobs down, it's just a retarded damage formula.
 
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Skaw said:
Except Monk is considered a two weapon, not a two-handed weapon, job. We're not one humonguous damage hit, we're two moderate damage hits. Yet, subbing ninja provides the same thing, you're allowed customization in what to use. Dual Wield provides nothing for hand to hand, Monk is locked in to using the same "two" weapons, hand-to-hand is entirely uncustomizable like that.

It really doesn't make sense for a two handed weapon job to use the sub slot, as both hands are occupied on the weapon. Hand-to-hand items are singular, yes, but it's essentially a two-in-one deal. Breaking it down in to a one-in-one wouldn't be hard, and not exactly mess with the job. Martial Arts just wouldn't be one lump delay, but two added together, like Dual Wield is. Ergo, remove the "free" weapon, and allow us the ability to customize.

It still sounds like what you want is to split the H2H so that you're getting different stats in the two slots. That would be your customizing right? Which in my mind is the same as someone with a two handed weapon wanting to use his other item slot that is left empty.

If they did do a scheme where you could have a different cesti on each hand they would probably take the original stats and halve them. That way if you had destroyers and destroyers equipped it would be the same as the original item. Probably would defeat the purpose, but that could keep the consistency with the older items in the game and then newer items they introduce might be better for a single slot scheme.

Skaw said:
Unless it's changed, in the future Monk will fall far behind to dual wielding with multi-hit weapons. Assuming no other drastic Haste+% gear is given to us exclusively or, god forbid, Martial Arts enhancement items.

Well there's already the MNK only line of belts with black in the end giving 12%. All the other jobs uses that slot for a 5% haste or other stats. That alone is a significant haste boost. At the moment MNK is still king in damage, if they started adding more items for dual wielders then I'd say yes, you have to toss Monk (and all the other jobs) some new items to keep up, but right now people seem content.

Skaw said:
Unusability of the sub slot isn't whats keeping two-handed weapon jobs down, it's just a retarded damage formula.

QFT. Although you must admit, getting a weapon with +3 STR, +30 Atk and then being able to put in a multi-hit weapon or a crit hit weapon is a significant amount just in terms of stats. Especially when you look and see that most 2H weapons have no stats on them.

It was depressing yesterday when me and a friend were out doing escort and some AF quests that each punch his monk did was close to my sword swing. He's also doing about 4 hits for every 1 of mine. Really emphasized why there needs to be something to correct 2H weapon users.
 
Gregedor said:
It still sounds like what you want is to split the H2H so that you're getting different stats in the two slots. That would be your customizing right? Which in my mind is the same as someone with a two handed weapon wanting to use his other item slot that is left empty.
I don't see how you're making the comparison between hand-to-hand weapons and two-handed weapons. With hand-to-hand, you're wielding two weapons, so there's no real reason why you wouldn't be able to wield a different weapon in each hand; hell Fomor monks do it all the time. With a two-handed weapon, you need both hands just to lift the thing, so unless you sprout a third hand somewhere you wouldn't be able to carry or use a second weapon. It's the same thing as NIN's who dual wield the same weapons as they level, or WAR's dual wielding the same axes, THF's the same daggers; it just takes one less slot with a MNK than the other jobs.
 
Bajaratt said:
I don't see how you're making the comparison between hand-to-hand weapons and two-handed weapons.

I didn't. I just stated that MNK are treated like 2H weapon and they're feeling left out of having both item slots, same as anyone that uses a 2H weapon.

Bajaratt said:
With hand-to-hand, you're wielding two weapons, so there's no real reason why you wouldn't be able to wield a different weapon in each hand; hell Fomor monks do it all the time. With a two-handed weapon, you need both hands just to lift the thing, so unless you sprout a third hand somewhere you wouldn't be able to carry or use a second weapon.

I didn't say it had to be a weapon. (Although there is a style of kendo where you do wield a GKT and Katana). That's why I suggested the weapon's sheath or similar trinket just to get the stat plus-up. It still wouldn't make 2H dmg even compare so I don't know why the fuss.
 
I like the idea. A cesti in one hand and a Baghnakas (sp?) in the other.

Blunt and Slicing damage all in one.
 
Rufus_Shinra said:
I like the idea. A cesti in one hand and a Baghnakas (sp?) in the other.

Blunt and Slicing damage all in one.
All hand-to-hand weapons are blunt except for vampire claws.
 
Bajaratt said:
All hand-to-hand weapons are blunt except for vampire claws.

Are vampire type claws a type of h2h? like cesti and bankgnah or hooks?

So vampire type= Avengers?
 
neophytal said:
so imagine you were a designer for SE for the rest of the game, til server shut off. what would you do?

what would you modify on jobs? what would you change monster wise? what would you add for equipment? what kind of missions and quests would you implement?

any thoughts are welcome.. they can be anything from crazy and radical ideas, to tame and simple...

ps---Please be respectful when discussing others ideas and don't attack the person.:D

I would change the monster behavior to like it was when the game started.

mobs would not despawn after being "zoned", yea that would bring back some of the old MPKing but here's how you counter that:

you use these new things called "servers" and you use this amazing new phenomenon called "recording" and if there is a GM call anytime, anywhere, you simply ask for the time and zone, and watch the tapes ^^ its amazing! ...if someone mpks, and is proven with what I like to call "Instant-Replay" (all rights now reserved by me on that new term), then they are suspended for 24 hours on the spot, without notice, and sent an email explaining why.



the current crafting system and all current crafts and fishing would receive a few changes, and an official compass and official percentages on the success rate on various days/moonphases/crystals/etc. would be placed on the website.

speaking of the website, it would be moved to a .net


the /random option will be removed from the game

players will now have access to the auction house from the mog house, the mog house you are in will only be able to show you the auction house form that city

players will no longer be able to be "power leveled", instead, you may be able to craft NPC's that will guarantee no deaths in the party and will "power level" your party for the duration of the party, the npc will not leave until the entire party is disbanded aka wont go away if someone dc's or leader is changed. these npcs will not be available in any expansion area, nor when a notorious monster is targed and claimed.

all gilsellers and any player known to have used any bot at any time would be moved to one server.

this server will be reserved for only players falling into the category of RMT or "botter" any player failing to comply will have their credit card number flagged and a new credit card and new copy of the game must be presented to play ffxi ever again.

the new server of outcasts will never receive any update for the remainder of the life of ffxi, and no GM's will be present.



players will be able to modify anything they want in the game, with the exception of the source code lmao


dragoons now can only have their wyvern's out when soloing, or fighting a monster in a pt. (no more f8 targeting wyverns instead of NM's, this gives dragoons an unfair advantage), however they will now be able to call two at once.

paladins attack will increase dramatically however many weapons and weapon skills will be taken away

bards will now be able to use all dagger weapon skills and receive an A- rating in daggers however it will no longer be able to equip a wide variety of armor, mostly the +STR amor

ninjas recast time for all utsusemi spells will increase, however their defense will increase dramatically

all mages magic points will be substantially decreased, with the exception of redmage, who no longer will have the spell "refresh"

summoners will no longer have magic points, unless a subjob with magic points is present. summons will now have huge recast timers.

rangers will no longer be able to use guns, but will have a better weapon rating for daggers and archery

thiefs will no longer have the treasure hunter ability at 15, instead, treasure hunter will be moved to 75 and will be the equivalent of TH and THII

warriors monks beastmasters corsairs and puppet masters will receive no changes




well thats the first update of what i'd do... just a thought
 
Khidir said:
Are vampire type claws a type of h2h? like cesti and bankgnah or hooks?

So vampire type= Avengers?


Never even bring up Avengers.


Vampiric Claws are a claw-type weapon that drop from Tres Duendes in the Aqueducts. They have a hidden effect that make melee hits slicing damage, but weaponskills are still considered blunt. As it's a hidden effect, unique to the weapon, all hand-to-hand items are blunt.
 
Gregedor said:
If they did do a scheme where you could have a different cesti on each hand they would probably take the original stats and halve them. That way if you had destroyers and destroyers equipped it would be the same as the original item. Probably would defeat the purpose, but that could keep the consistency with the older items in the game and then newer items they introduce might be better for a single slot scheme.

Critical Hit+% all ready works like that. It's unique to the weapon, not yourself. However, "Enhances Critical Hit Rate" affects everything you do thats melee. But no, halving the stats would just make it a useless option. Ninja, Warrior, and Thief don't get the stats on thier weapons halved when dual wielding.

Well there's already the MNK only line of belts with black in the end giving 12%. All the other jobs uses that slot for a 5% haste or other stats. That alone is a significant haste boost. At the moment MNK is still king in damage, if they started adding more items for dual wielders then I'd say yes, you have to toss Monk (and all the other jobs) some new items to keep up, but right now people seem content.

Thats why I was talking about the future, not now. While MNK is still the top melee damage dealer, the gap is closing fast. Every update, not much is added to us. The new merits are the biggest thing since Black Belt, and that was a long time ago, yet more and more weapons are added every couple of months for the other jobs. Playing monk, you just don't care about updates, cause you know nothings going to affect you.
 
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Neolink said:
I would change the monster behavior to like it was when the game started.

mobs would not despawn after being "zoned", yea that would bring back some of the old MPKing but here's how you counter that:

you use these new things called "servers" and you use this amazing new phenomenon called "recording" and if there is a GM call anytime, anywhere, you simply ask for the time and zone, and watch the tapes ^^ its amazing! ...if someone mpks, and is proven with what I like to call "Instant-Replay" (all rights now reserved by me on that new term), then they are suspended for 24 hours on the spot, without notice, and sent an email explaining why.

So, you plan to record every corner/zoneline of vanadiel 24/7 and expect the oh so willing GMs to review each tape to suspend someone for 24 hours? Ummm, no.



Neolink said:
the current crafting system and all current crafts and fishing would receive a few changes, and an official compass and official percentages on the success rate on various days/moonphases/crystals/etc. would be placed on the website.

This information is already available in-game. This is like asking how and when an NM will pop. Find out in the game.


Neolink said:
the /random option will be removed from the game

{Yes Please}. Screw the casinos. Spam bastards.

Neolink said:
players will now have access to the auction house from the mog house, the mog house you are in will only be able to show you the auction house form that city

That defeats the purpose of making the AH and MH seperate in the first place.

Neolink said:
players will no longer be able to be "power leveled", instead, you may be able to craft NPC's that will guarantee no deaths in the party and will "power level" your party for the duration of the party, the npc will not leave until the entire party is disbanded aka wont go away if someone dc's or leader is changed. these npcs will not be available in any expansion area, nor when a notorious monster is targed and claimed.

There are already NPC in the game that you can level. And power leveling is ok, as long as the person being leveled knows their job and doesnt always rely on a PL. Plus, who gets to keep the NPC? The party leader? Ok, he disconnects. The NPC stays according to your theory. He comes back, but doesnt want to party anymore. Party doesnt disband, so his NPC stays with you? Its too much of a complicated system.

Neolink said:
all gilsellers and any player known to have used any bot at any time would be moved to one server.

Yea, that would be nice. Lets use Quetzy as the gil-seller server hmm?

Neolink said:
this server will be reserved for only players falling into the category of RMT or "botter" any player failing to comply will have their credit card number flagged and a new credit card and new copy of the game must be presented to play ffxi ever again.

New credit card sure. New copy of the game? Won't work. You could make their registration codes invalid, but that wont stop them from getting new ones from their buddies.

Neolink said:
the new server of outcasts will never receive any update for the remainder of the life of ffxi, and no GM's will be present.

If they are violating the ToS, im sure they dont really care about Customer Service that much anyways.



Neolink said:
players will be able to modify anything they want in the game, with the exception of the source code lmao

Do I even need to go into how retarded that is? You want that kind of power? Find a way into Atomos Server.


Neolink said:
dragoons now can only have their wyvern's out when soloing, or fighting a monster in a pt. (no more f8 targeting wyverns instead of NM's, this gives dragoons an unfair advantage), however they will now be able to call two at once.

All hail the over powered DRG. A party of 6 DRG. 6 DRG AND 12 Wyrvern. Ummm, no.

Neolink said:
paladins attack will increase dramatically however many weapons and weapon skills will be taken away

Yes to a SLIGHT attack increase. No to the taking away weapon skills.

Neolink said:
bards will now be able to use all dagger weapon skills and receive an A- rating in daggers however it will no longer be able to equip a wide variety of armor, mostly the +STR amor

Cause we all know BRDs always have enough time to DD in between songs....

Neolink said:
ninjas recast time for all utsusemi spells will increase, however their defense will increase dramatically

That defeats the purpose of giving them high AGI. They are meant to evade hits. Not soak them up.

Neolink said:
all mages magic points will be substantially decreased, with the exception of redmage, who no longer will have the spell "refresh"

Say goodbye to Red Mage as a main job.

Neolink said:
summoners will no longer have magic points, unless a subjob with magic points is present. summons will now have huge recast timers.

Sweet, now we can take even LONGER to cap summon skill. Hurray! /sarcasm

Neolink said:
rangers will no longer be able to use guns, but will have a better weapon rating for daggers and archery

No more runescape for you mister.

Neolink said:
thiefs will no longer have the treasure hunter ability at 15, instead, treasure hunter will be moved to 75 and will be the equivalent of TH and THII

Sorry farmers. No more subbing THF to farm for the goods.

Neolink said:
warriors monks beastmasters corsairs and puppet masters will receive no changes

Yeeup, cause those jobs are perfect. Amiright? (Damn you Neosquall. Now Iv made a bad habit of saying this.)
 
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/eyes pop out from scrolling down so much

What's wrong with /random? Easiest way to decide something that doesn't involve an item. Casinos? Eh you can do that with items and the lotting system pick on some hares and make a bet on who gets that item for X amount of gil and the item could just be a rabbit's hide.
 
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