if you were a designer for SE....

How about letting a thief actually skill up parrying since we have an A in it and not only getting evasion skill ups. i think my eva at lv 75 is at 270+ and my parrying is at like 90 lol. It would be nice to get the parrying skill ups more often instead of me having to lvl another job just for parry skill ups
 
Rorixx said:
How about letting a thief actually skill up parrying since we have an A in it and not only getting evasion skill ups. i think my eva at lv 75 is at 270+ and my parrying is at like 90 lol. It would be nice to get the parrying skill ups more often instead of me having to lvl another job just for parry skill ups
It's like that for every job, evasion is ridiculously easy to level, while shield/parry/guard are significantly harder.
 
It's kinda hard to skill parrying when most the time you aren't holding hate on the mob. ;P

I'd remove the hidden in game damage cap for 2 handed melee weapons.

Set it up so Adamantoise, Behemoth, and Fafnir always spawned simultaniously. Mostly I think doing this would cut the mass CCing at these a bit since ppl would have to choose 1 of the 3.

Add a lv 100 rabbit HNM in ronfure, gustaburg, and sarutabaruta that was the size of Hydra.

Add alcoholic beverages as consumable food items which can be synthed from either cooking or alchemy.

Add more decent high lvl equipment that is usable by BLU.

Make a player's Defense Value play a slightly bigger role in the damage they take when hit. This might help PLD's get parties more often.

Add a new item from the turban NPC in Al Zabi that everyone is going to want very badly and requires trading said NPC 10,000 Imperial Gold Pieces. :P

Put an outpost in Ru' Aun Gardens. :P

Add a number of Job Specific quests for every job that allows them to aquire new job ablities, traits, and spells, or improve existing job traits.
 
my parrying is only 241, and i'm 75nin and pld :/
 
Job changes:
I would give Bard a Silence and Silence 2-ish spell. And a use for that Hum auto0translate.
Level 32: Hushing Hum
Level 68: Quieting Hum

Hushing Hum would last ~30 seconds, and Quieting Hum would last about a minute. They would be air element, and have the same cast/recast times of all offensive songs. They would not stack.
Also, building upon someone's idea from earlier(a JA "Jig" that allowed a 3rd song status to be in effect) the item "Dancer's Shoes" would have a hidden effect of an extra song status(so 3 for BRD, and 2 for /BRD).

Beastmasters would be able to use new jug pets, as well as HQ versions, of mobs in the Aht Urhgan areas. The NQ pet would have an increased time out when summoned in an Aht Urhgan area, but the HQ pet would have this increase in all areas. Some ideas: Colibris(HQ would have Auto-Reflect), Puks, Wamoura Larvae(or whatever the crawling ones are), and Erukas.

I would introduce craftable frames for Puppetmasters and their automatons, as well as more slots for more parts of a frame. These new frames would either have a heavy focus on an element, or a specific weapon. These craftable frames can become unattached in the automaton workshop for a fee to be resold in the auction house. HQ versions of these frames will add another space for each attachment element thing(not sure the exact word for it, the numbers at the bottom of the automaton equip screen)

Corsairs will be given new rolls, which are all useable at the 70 levels and are mainly dropped from Aht Urhgan HNMs, ISNMs, and Assault. The names of these rolls will corrispond with those of the job's Relic name.

Game changes:
I would add a Jeuno storyline that would open up a whole new chapter after completion of all three nation missions and Zilart. This would branch off and completely leave alone CoP, Apocalypse Nigh, etc. As for what it'd be about, I have no idea except that it'd have something to do with the Near South. Just because it's there.

Quests that, while appearing to have no connection in the beginning(I.E., you finish a quest in Windurst and then have the ability to flag a quest in Whitegate), so reveal a connected plot. These would feature BCNM fights that must be soloed, as well as some popped mobs that can be taken by a party.

The cost of recruiting more able NPC soldiers for Besieged would be reduced, now that the whole rush to get a Turban has died down.

and, most important of all...
Adventurer's Coupons would net the player 5000 gil instead of the old 50 gil, and the player would start with 1000 gil instead of 10 gil.


EDIT: Fixed some grammar.
 
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Xalioniaf said:
and, most important of all...
Adventurer's Coupons would net the player 5000 gil instead of the old 50 gil, and the player would start with 1000 gil instead of 10 gil.

That would spawn a whole new "LOLZ how to get rich quick scheme" though. If you could create 100 characters a day... 6000 x 100 = 600,000 gil/day. It would completely eliminate farming for anyone below level 50 (i know i sure as hell would take advantage of it), and everything would inflate accordingly. Farming at low levels really isnt that hard. BH chips, crystals, etc.
 
Tim Wakefield said:
That would spawn a whole new "LOLZ how to get rich quick scheme" though. If you could create 100 characters a day... 6000 x 100 = 600,000 gil/day. It would completely eliminate farming for anyone below level 50 (i know i sure as hell would take advantage of it), and everything would inflate accordingly. Farming at low levels really isnt that hard. BH chips, crystals, etc.

Not to mention buying equipment from merchants instead of being a complete retard and buying off the AH saves loads.
 
BloodDragoon said:
I'd remove the hidden in game damage cap for 2 handed melee weapons.

There is no "hidden damage cap".

The highest base damage on a reasonably acquirable 2 handed weapon (Triton Scythe or Death Scythe +1) is 98, and the cap on PDIF for all forms of melee damage is 1.8~2.4 (or 3.0 on critical hits, which increase your real PDIF by 1.0 for the hit), which means the highest possible damage in theory is about 180~240 per hit.

One handed weapons cap out at 50 (Woodville's Axe) which would net 90~120 damage per hit.

Set it up so Adamantoise, Behemoth, and Fafnir always spawned simultaniously. Mostly I think doing this would cut the mass CCing at these a bit since ppl would have to choose 1 of the 3.

The Aery would be the only place anyone would go if Kings were on the same timer. If the Kings were still lottery, this would solve nothing.

Make a player's Defense Value play a slightly bigger role in the damage they take when hit. This might help PLD's get parties more often.

Defense isn't the problem, it's the way level difference affects it (PDIF -.1 for every level below the attacker - works the other direction too, PDIF -.1 for every level below the defender). However, if you think defense is not that much of a concern, explain why PLDs eat defense food?
 
Tagrineth said:
Defense isn't the problem, it's the way level difference affects it (PDIF -.1 for every level below the attacker - works the other direction too, PDIF -.1 for every level below the defender). However, if you think defense is not that much of a concern, explain why PLDs eat defense food?
In endgame they pretty much only eat +hp food, and forgo defense gear in exchange for more hp; so if they fixed defense then pld might actually be more useful.

As for the damage cap thing, I remember people were talking about some kind of cap for a weapon's damage regarding weaponskills as a fix for everyone going /nin. If I remember correctly, weaponskills capped out on weapon damage at 54-ish; which would gimp 2-handed weapons. I really didn't look into it all that much, but that's just what I remember people were discussing several months ago.
 
Make all items r/e and use the gil for monopoly wich will be accessable by trading 1ks, bs or ISP to nearest npc.
German_Monopoly_board_in_the_middle_of_a_game.jpg

gogo!
 
1.)Do something about goddamned ulli.

Make selling the pop items(or most of the big gilseller ones) for gil against the TOS. Use that anti gilseller taskforce that we supposedly have now. The only reason Sky pop items are sellable and tradable were to make transfering stones convenient.

Have a GM watch every time ulli popped which isnt that often. If the gm sees a trade of a large amount of gil for the stone either outright or via trade to lot and such a thing is against TOS then insta ban to the entire group.

Make ulli pop faster? It's the bottleneck that occurs from its pop time that makes it a lucrative target for gilsellers. If it showed up as often as something like zip unless we somehow lost 90-100% of all claims to them(unlikeley) Gilsellers wouldnt be able to charge as much money to those fools that pay them. Gilsellers don't have the skill to kill byakko on this server and the other small ones at least so there would be no profit for the gilsellers at ulli anymore.

2.) make god gear THF wearable. The best gear availiable for thf by miles is completely unwearable by thf.
 
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Khajit said:
1.)Do something about goddamned ulli.

Make selling the pop items(or most of the big gilseller ones) for gil against the TOS. Use that anti gilseller taskforce that we supposedly have now. The only reason Sky pop items are sellable and tradable were to make transfering stones convenient.

Have a GM watch every time ulli popped which isnt that often. If the gm sees a trade of a large amount of gil for the stone either outright or via trade to lot and such a thing is against TOS then insta ban to the entire group.

Make ulli pop faster? It's the bottleneck that occurs from its pop time that makes it a lucrative target for gilsellers. If it showed up as often as something like zip unless we somehow lost 90-100% of all claims to them(unlikeley) Gilsellers wouldnt be able to charge as much money to those fools that pay them. Gilsellers don't have the skill to kill byakko on this server and the other small ones at least so there would be no profit for the gilsellers at ulli anymore.

2.) make god gear THF wearable. The best gear availiable for thf by miles is completely unwearable by thf.
Bold: That's just stupid. You can't make it illegal to sell something, the only way to do that would be to make them rare/ex and it's already been discussed how that would just fuck up sky even more. Even if they did make it unable to be sold or rare/ex, the gil sellers would just get the gem from Despot and have people pay for them to pop Byakko and back off.

They just need to reset his spawn time, since they changed it to begin with to make him a bottleneck to stop overcrowding at Kirin. It's still not happening, and it's causing way more problems than any predicted benefits.

2) Every thf whines about not getting byakko haidate, we know you want it, get over it. Homam is your god gear, some jobs that can't wear it would like to.
 
Bajaratt said:
In endgame they pretty much only eat +hp food, and forgo defense gear in exchange for more hp; so if they fixed defense then pld might actually be more useful.

As for the damage cap thing, I remember people were talking about some kind of cap for a weapon's damage regarding weaponskills as a fix for everyone going /nin. If I remember correctly, weaponskills capped out on weapon damage at 54-ish; which would gimp 2-handed weapons. I really didn't look into it all that much, but that's just what I remember people were discussing several months ago.

Actually it's fSTR that "caps" at 54ish damage, in that any weapon above 54ish gets the same relative str vs. vit bonus. It doesn't increase anymore like it did at lower dmg: ratings.
 
If i were a designer I'd


do a backflip!....


actually I'd

Fix the depop system
make HQ gear actually look different on the character
Make NPCs available to fight in Ballista I.e Volker from Bastok could be on bastoks team, he could be programmed to like kill anyone with petras or somethin lol
Add Beasmen seal 99s bcnms
Add a "God" maat fight where he is all the jobs -blu,cor,pup(those jobs not allowed in bc) sounds like AV but its an old man, that would be programmed to react to the characters actions and he be unsilenceable/stunable, He would have Final heaven and attack every 2sec, dunno just an idea, would be a really fun fight! maybe an ultimate fight 18 pcs vs 18 npcs from related missions/quests(i.e maat) all in one ultimate BC!
Would add stronger orcs/yagudo/quadav
would add rank 15missions for starter nations, would be retarded hard
would add option to join jeuno allegiance these missions would be 10x harder than starter nations, all
The story for dynamis is ok but they only talk about DL , need more of a detail, and what really happened back in those days.
would add moogles/chocos as enemies lol
adjust chain system
make mobs more reactive to player actions, like why does a mob cast blaze spikes when its getting pounded... The ranger rats run away when they getting pounded, this is like one of those steps
Raising the level cap would be kinda cool but would be hard but would please more than 75% of the ffxi community ( dont lie youd like it lol) would have to make mobs higher level have twice as much HP def and str , could make the landkings hnm currently out cap everyone in the alliance to 75. like player pops genbu right away would say all players in alliance are capped to 75 dunno just an idea =\

quote by neo "Please be respectful and dont attack the person" happy face
there is so much stuff i would do to the jobs and mobs but lazy ;\
these are my thoughts if you dont like em i dont care lol
thanks ... wait why am i thanking you???;\

lots of spelling errors here I just noticed but i dont feel like correcting myself
 
Khidir said:
Hmm ok how about this

A new ja for smn it works like an asorb spell only its called

Heretic Seal Recast 10 mins(or 20 is best?)

The users stats are transferred to the avatar/spirit the % of stats and drained are determined by the avatar's element/stat association* and perp is enhanced or weakened by the current day.

Ie cast Ifrit>Heritic Seal>Firesday= more Str drained from the pc than any other avatar and the stat its opposing element is weakest in in this case water or mind would have the least addition bonus to the avatar, doing heretic seal on ifrit on firesday would cut its perp by half(too much?) and "allow" it to melee where as if it was heretic sealed on watersday its perp would double.

Carbuncle, Fenrir, and Diabolos would have equal stats all around doing heretic seal on their day would enhance their bps effectiveness.


*= Its a theory on Alla that the avatar's strength for the pc depends on their race ie elf with levy would be strongest since the theory suggests water is related to mind(by association not by a modifier's purpose like int and black magic) and garuda would be weak for an elf smn because of their races low agi. Stacking agi,mnd,etc. would not affect the avatars performance, its based only on the natural stats which brings up the old shot down theory that stats influence avatars.


An enormous problem with that is that if avatars were modified to act according to their corrosponding stat, wether permanent or due to some JA, it'd make Ifrit(STR)/Titan(VIT)/Carbuncle(CHR) absolute crap since SMN gets horrible stats in those departments regardless of race. Also, things you hear on Alla should be taken with a grain of salt; My VIT is my lower stat on SMN and I find Titan to be my second be useful avatar when it comes to offensive stuff, so even that makes it pretty obvious that my stats don't effect the avatars.

Halving perp cost would be neat, but it'd also be far too much of a reduction since that means Austere + HQ Staff = Free ava on matching day. =/ Just my opinion though.
 
Laubibent said:
maybe an ultimate fight 18 pcs vs 18 npcs from related missions/quests(i.e maat) all in one ultimate BC!

I've tossed a similiar idea to some friends. All 18 jobs in an alliance, only one of each allowed in to the BC, versus all 18 AF NPCs as the corresponding job.
 
Skaw said:
I've tossed a similiar idea to some friends. All 18 jobs in an alliance, only one of each allowed in to the BC, versus all 18 AF NPCs as the corresponding job.

There'd hafto be some kindof modifier one would think. Otherwise it'd be "ES Sleepga, pull WHM NPC away, [AF -> Sleepga II -> AF / -ga III] on the rest, zerg WHM". =/
 
That's simple. Increased damage distribution penalties over multiple targets from area attack/magic.
 
Skaw said:
That's simple. Increased damage distribution penalties over multiple targets from area attack/magic.


Astral Flow doesn't get a damage penalty though, if you think about it. That's why it's so disasterous in Dynamis, whereas even mobs' -ga IIIs might only drop people by 200-400. Still sounds like a really fun idea, just dunno how they'd get around SMN 2h without totally screwing over BLM in the process.
 
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