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Class mechanics you'd rather not see repeated.Follow

#52 Oct 14 2009 at 3:56 PM Rating: Default
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Mellowy wrote:
when other jobs have 0 MP for 5 min of 25% attack
berserk has a 3min duration, just saying
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20+ Classes with 2 being able to Tank in FFXI was just horrible, despite 3/4 of them being DDs...

PLD, NIN, WAR, SAM, MNK (some hate issues), and DNC can all tank 95% of stuff just fine. RDM tank is also amazing for certain fights.
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#53 Oct 14 2009 at 4:04 PM Rating: Good
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shintasama wrote:
Mellowy wrote:
when other jobs have 0 MP for 5 min of 25% attack
berserk has a 3min duration, just saying
Quote:
20+ Classes with 2 being able to Tank in FFXI was just horrible, despite 3/4 of them being DDs...

PLD, NIN, WAR, SAM, MNK (some hate issues), and DNC can all tank 95% of stuff just fine. RDM tank is also amazing for certain fights.
Red Mage could tank almost anything in the game. They were basically NIN/DRK without needing other people to support them. (HASTE ME QQ REFRESH ME QQ etc.)
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#54 Oct 16 2009 at 7:03 AM Rating: Excellent
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It wasn't a class in FFXI, but seeing as crafting WILL be a class in FFXIV, I'll say this: I'd rather not see crafting recipes that require you to have leveled 3 or 4 crafts to make it.
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#55 Oct 16 2009 at 12:17 PM Rating: Default
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shintasama wrote:
Mellowy wrote:
when other jobs have 0 MP for 5 min of 25% attack
berserk has a 3min duration, just saying


It is referring to chaos roll. I know it varies in % on roll and DRKs, but it is a nice quarter of 100% to write.
#56 Oct 16 2009 at 8:40 PM Rating: Decent
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If they decide to add a beastmaster or other solo type class I'd rather not lose xp for having an active pet. It would also be nice to be able to kill more than one mob with the same pet. They way they're talking casual play though these problems might not exist at all due to all classes being able to solo efficiently.
#57 Oct 17 2009 at 1:18 AM Rating: Excellent
I'd like them to do away with the general monotony of how xp/fights worked. Make mobs act differently to add a facet of strategy to fighting. But not to the point of where it's annoying (I'm looking at you Mr. Rat Who Runs Around Killing Your Timer In Nyzul).

Positioning should matter more, beyond just things such as Sneak Attack from the back or Overwhelm from the front. If I'm stabbing something in the haunches from the sides I want to see it limp a little, but maybe I'm asking to muchSmiley: grin
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#58 Oct 17 2009 at 1:28 AM Rating: Good
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Archfiend Luceo wrote:
I'd like them to do away with the general monotony of how xp/fights worked. Make mobs act differently to add a facet of strategy to fighting. But not to the point of where it's annoying (I'm looking at you Mr. Rat Who Runs Around Killing Your Timer In Nyzul).

Positioning should matter more, beyond just things such as Sneak Attack from the back or Overwhelm from the front. If I'm stabbing something in the haunches from the sides I want to see it limp a little, but maybe I'm asking to muchSmiley: grin


I know this is probably relatively useless to bring up, but back when I coded MU*s, one of things I wanted to do was make a combat-oriented game that had a bit more attention to detail to it than like the Diku MUDbases and such that proliferated the genre. One such thing I considered was mobs, along with having variable level ranges, would have a personality state to go along with them that would affect their stats and behavior. My general idea was to have elements give a strong tie to the world, and such would naturally apply toward these traits, too. Not a particularly unique concept, and FFXI has even done it to some degree, but you could expect a Wind-based mob to not only be more evasive, but if had the 'Raged' state, it'd also have upped STR. Meanwhile, a 'Sluggish' one would be more defensive, 'Observant' more intelligent, and so on. Some would be easier to kill in any given monster type, and I kind of even wanted to create an eco-system where overhunting a specific type of monster could cause another to become more populous and that one more rare until nature or the players acted to revert it.

Overall, I just want to say it was lot of little ambitious **** I never got around to because it was honestly something I didn't want to do alone. Getting people to sign on to original ideas was a total pain in the *** in the genre.
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#59 Oct 18 2009 at 12:02 AM Rating: Good
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Having really grown up in FFXI as a Beastmaster, and getting mortally wounded in my heart on December 12th, 2005 by the anti-MPK change, I'd like to see a new BST be more effective at endgame and grouping while still maintaining the ability to solo slowly. But not solo in the ineffectual, cumbersome way that was forced upon us after the mob change, but as it used to be.

So if anything, I don't want to see a repeat of the anti-MPK fix: making mobs despawn if they are outside of their natural pathing range. Preferably the system used in WoW would be good, where the mob just goes neutral and evades all attacks until it returns to its original location. If they absolutely had to repeat this feature then they should make the mob respawn at the SAME level as when it despawned. That's what really ****** me off more than anything, the fact that I could no longer construct a suitable zoo for leveling, especially if it was in a zone where my target pets could respawn at a level higher than me.

I'd like to see more classes with the ability to regenerate MP than just RDM and BRD. I leveled a BRD to 75 and while it was fun it was the most busy, mile-a-minute insane job I ever played. I used to quarterback merit parties making like 20k exp per hour pulling, buffing and CCing all at once, but one tiny slip up and it was go downhill fast. However I was quite proud of the fact that it was the only job I had where the JPs would beg me to join their groups.

Removing ninja tanking would be nice. That really ruined things for my PLD. That and PLD's awful threat generation capabilities.

That's all I got for now.
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#60 Oct 18 2009 at 12:25 AM Rating: Decent
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Tavarde wrote:
Having really grown up in FFXI as a Beastmaster, and getting mortally wounded in my heart on December 12th, 2005 by the anti-MPK change, I'd like to see a new BST be more effective at endgame and grouping while still maintaining the ability to solo slowly. But not solo in the ineffectual, cumbersome way that was forced upon us after the mob change, but as it used to be.


Afraid you'll have to be disappointed for a while. Pet classes won't be available at launch, if ever. This came up when people asking more specifically about Summoners. On the bright side, we won't be waiting for expansions to see new classes added, just regular updates could bring 'em.

Quote:
So if anything, I don't want to see a repeat of the anti-MPK fix: making mobs despawn if they are outside of their natural pathing range. Preferably the system used in WoW would be good, where the mob just goes neutral and evades all attacks until it returns to its original location. If they absolutely had to repeat this feature then they should make the mob respawn at the SAME level as when it despawned. That's what really ****** me off more than anything, the fact that I could no longer construct a suitable zoo for leveling, especially if it was in a zone where my target pets could respawn at a level higher than me.


Every time I see someone bemoaning the MPK patch and how despawns are a bad idea while suggesting the invincible return, I have to ask, what's the difference? It it despawns, people can't hurt it. They both wind up back in their roaming area. People passing through may happen upon surprise aggro with either method. What makes the despawn better, however, is if the pull was over a long distance, it'd likely return faster than just walking fast or slow.
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#61 Oct 18 2009 at 3:57 AM Rating: Decent
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About the difference between despawn or evade-roam, the benefit of evade-roam is that the mob's level would remain the same. That was always the biggest gripe of beastmasters, that their pets came back at random levels. Ultimately though, if the mob's level does not change, despawning or evade-roaming is indeed the same exact thing and makes no difference which occurs.
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#62 Oct 18 2009 at 4:23 AM Rating: Good
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Well, seeing how we won't have levels like XI does, I doubt monsters will in the same context the charm mechanic thrived upon, either. They may have varying stats, but probably nothing to stress over. Besides, the whole despawn thing could've been avoided if you released your pet in their roam area and it was something that could also be helpful in converting Ts to EMs or DCs for use. So, pardon me for not believing that an issue.
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#63 Oct 18 2009 at 4:27 AM Rating: Good
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I don't want to ever see that 24:00:00 delay again.

Fellows, Teleport items...If they could also drop the ridiculously low amount of charges on those... -.-
#64 Oct 18 2009 at 4:33 AM Rating: Good
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Oh gosh Seriha, I don't know if you played BST but those safe areas to release the mobs were not easy to nail down. They were never generalized squares or spheres or any sort of broad shape within which you could release the pet. They were literal paths, narrow spaces traced irregularly over the terrain. Trying to find them reliably was maddening. One would have to position the pet upon release absolutely perfectly or they would lose it. Being even just a few inches off (in scale to the game itself) could result in a despawn.

I dinged 75 on BST on December 13th, 2005. Two days later the patch hit so if anything I'm just glad I got to know the full experience that was solo BST leveling.

Edit: Just read your sig, you leveled BST to 75. I guess if you did it after the anti-MPK patch you had a lot of time to get used to it so it wouldn't feel so strange. I never could get used to it though.

Edited, Oct 18th 2009 6:34am by Tavarde
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#65 Oct 18 2009 at 4:21 PM Rating: Decent
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Yes, it was after, and it wasn't hard at all. Just take a couple minutes to watch your camp before you start, remember where you charmed the mob from, then release it within those areas. Sure, you might mess up now and then it'll have to respawn, but it's nothing a conversion couldn't fix.

Just off the top of my head where this was "good" for BSTs:
1) Gustav, Leeches > Goblins.
2) West Nashmau, Leeches/Saplings > Birds.
3) Mire, Sheep > Jnun/Imps.
4) Thickets, Leeches > Colibri.
5) GC, anything you could throw at bombs (especially if starting at 55, but this includes around level 48 with Bats > Explosures behind gate 1, too.)

Did a few camps lose their zest after the patch? I guess. I'd still say conversion made many more viable, though.
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#66 Oct 18 2009 at 5:35 PM Rating: Decent
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Yea, to an extent it made converting mobs quicker, but I still loved the old way. I might spend an hour converting my pets to the proper level but once I did, I could log out there for days and come back and find those same pets untouched. It was comforting :)
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#67 Oct 18 2009 at 5:51 PM Rating: Decent
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I say bring back the times of MPK, when zoning into Crawler's Nest could be like walking into the depths of ****. I guess there's no zoning in this game anymore, but they should have massive, killer trains anyway.
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#68 Oct 20 2009 at 1:37 PM Rating: Excellent
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My game mechanic I'd like to never see again is "Sneak/Invisi".
Honestly, stealth gameplay grew tiresome after the first metal gear solid.

I don't know a single player that has enjoyed the stealth elements in FFXI. It's all a mind-numbingly painful task that seems to appear at the beginning of every mission solely to slow you up.

SE, if you want to slow our journey to the BCNM battle, give us something better than stealth tactics and annoying rare drop key items. SOme of the tasks in the new mini-expansions like quizzes and games were far more entertaining than the **** that is wandering around CoP zones and Arrapago reef.
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#69 Oct 20 2009 at 2:50 PM Rating: Decent
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I agree about sneak/invis. Making it such a prevalent aspect to the game (honestly, the success of many group activities hinges not on your team's combat prowess, but that everyone has and properly uses sneak/invis) really detracts from the part of the game where you're supposed to kill monsters and work your way through an area to reach your goal. True aggro helped to absolve some of this, but overall there were just too many aspects of the game where it was far more efficient to avoid combat altogether.
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#70 Oct 20 2009 at 4:17 PM Rating: Excellent
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Seriha wrote:
Yes, it was after, and it wasn't hard at all. Just take a couple minutes to watch your camp before you start, remember where you charmed the mob from, then release it within those areas. Sure, you might mess up now and then it'll have to respawn, but it's nothing a conversion couldn't fix.

Just off the top of my head where this was "good" for BSTs:
1) Gustav, Leeches > Goblins.
2) West Nashmau, Leeches/Saplings > Birds.
3) Mire, Sheep > Jnun/Imps.
4) Thickets, Leeches > Colibri.
5) GC, anything you could throw at bombs (especially if starting at 55, but this includes around level 48 with Bats > Explosures behind gate 1, too.)

Did a few camps lose their zest after the patch? I guess. I'd still say conversion made many more viable, though.
You totally missed out on Bostaunieux Oubliette if you leveled after the anti-mpk patch. OH GOD IT WAS THE EASIEST FEW LEVELS EVER. Slimes vs. Bats meant I could quite literally charm, send slime at bat, go get a sandwich, come back, release -> rampage and repeat. It was glorious.
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#71 Oct 20 2009 at 7:25 PM Rating: Default
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PLD- if you're going to have a tank class, give it better native hate generation on shorter timers dammit (and AOE hate generation while you're at it). Also, increase damage mitigation while blood tanking.


This.
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#72 Oct 21 2009 at 12:49 PM Rating: Excellent
Zackary wrote:
Slimes vs. Bats meant I could quite literally charm, send slime at bat, go get a sandwich, come back, release -> rampage and repeat.

That's alot of sandwiches. Smiley: eek Smiley: lol

Back on topic, what about merits? I realize it's not a "class mechanic" per se, but should we have merits in any form in FFXIV?
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#73 Oct 21 2009 at 2:43 PM Rating: Decent
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Back on topic, what about merits? I realize it's not a "class mechanic" per se, but should we have merits in any form in FFXIV?


Good question. Then again, that's like asking what end game will be like, lol. We'll just have to wait and see my Galkan friend.
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#74 Oct 21 2009 at 9:01 PM Rating: Excellent
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Ok, I read most of the posts in here trying not to repeat anything. I played FFXI for about 7yrs and there was multiple aspects of the game I found either extremely irritating or just plain dumb...... It seemed like the creators of the game never actually sat down and played it themselves. Let's start with ninja class, I saw a post earlier someone saying something about being more stealthy yadda yadda. One thing I think they messed up with on ninja is the fact that you could never really utilize their throwing ability to it's max potential or anywhere close to it. End game shurikens were selling from the NPC's for like 50k gil....... and the mats to make the **** things were so absurdly expensive and difficult to make, that no one even bothered so you couldn't even get em on the AH. As I recal ninja was a throwing class dealing great damage at a range, and also dual-weilding at a fast pace. For the love of mike please fix that....

I saw another post earlier about JSE having absolutely nothing to do with the job itself and I totally agree, alot of the gear in the game was either totally useless or only really useable during specific odd situations.... which you almost never find yourself in those situations to begin with lmao!

Buffs lasting longer, YES PLEASE so annoying!

Another thing I hated was lack of tank jobs, or at the least a lack of abilities to support a person's decision to turn that job into a tank job. Reduce recast timers on hate control abilities, or make more of them simple as that. It's a huge problem throughout the game, you always see monks subbing ninja just for the shades cause if they went /war they would pull to much hate. More abilites to pull hate and keep hate on tanks would make the game much more enjoyable, and it would definetly make DD's around the world more happy! :)

I played alot of paladin in my day, I loved the job to death, so many things you can do with it just to have fun and play around. I loved the new spells and abilities SE gave to them, but my only concern is if the job was meant to tank.... where's the provoke? Or an ability similar.

There was a huge problem with some of the skills in the game as well, like Parrying and Guard for example. It would literally take you weeks to get that skill capped, probably longer.... And once you actually got it capped out it still didn't take effect NEAR as often as it should. I'd say a good 10% of the time you would parry, if you had maxed out parry gear you MIGHT be able to push it to 15-20% if your lucky. The point is, if other jobs like Samurai or Warrior were meant to tank.... how are they suppossed succed at tanking without the ability to do so?

Samurai was without a doubt my favorite job in the whole game, soooooooo much fun, the constant WS spam is a blast! Only gripe I have is low weapon damage with high delay when compared to DRK or WAR using two-handed weapons. I realize that their ability to rip out about 10 WS's in a matter of about 30secs kinda offsets that a little if you go all out. But in the end, a fully geared up WAR or DRK will destroy a SAM's numbers with weapon damage alone. Making jobs on par with each other would be great, I get kinda tired of seeing everyone being one job just cause it does higher damage and you get more invites just because of it. You used to see it all the time, pretty much everyone that played DD classes back in the day has a 75 Ranger or BLM.... or probably both hahaha.

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#75 Oct 22 2009 at 1:35 AM Rating: Excellent
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Reckthor wrote:
Samurai was without a doubt my favorite job in the whole game, soooooooo much fun, the constant WS spam is a blast! Only gripe I have is low weapon damage with high delay when compared to DRK or WAR using two-handed weapons. I realize that their ability to rip out about 10 WS's in a matter of about 30secs kinda offsets that a little if you go all out. But in the end, a fully geared up WAR or DRK will destroy a SAM's numbers with weapon damage alone.
You're joking, right? Please tell me you are.
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#76 Oct 22 2009 at 2:07 AM Rating: Decent
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But in the end, a fully geared up WAR or DRK will destroy a SAM's (in starter gear) numbers with weapon damage alone.


Fixed.
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#77 Oct 22 2009 at 2:56 AM Rating: Good
It really feels like people are stating what they want fixed in FFXI, not what they want to see in a new game.
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#78 Oct 22 2009 at 5:19 AM Rating: Good
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Skeptic wrote:
Quote:
But in the end, a fully geared up WAR or DRK will destroy a SAM's (in starter gear) numbers with weapon damage alone.
Fixed.
Hey look, its another one of those people that don't know how damage worked.
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#79 Oct 22 2009 at 8:55 AM Rating: Excellent
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lolgaxe wrote:
Skeptic wrote:
Quote:
But in the end, a fully geared up WAR or DRK will destroy a SAM's (in starter gear) numbers with weapon damage alone.
Fixed.
Hey look, its another one of those people that don't know how damage worked.
At the end of the day, even if he knows **** about the mechanics, the end result is, you guys pale in comparison to my Kabuto rocking awesomeness.
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#80 Oct 22 2009 at 9:36 AM Rating: Default
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Hey look, its another one of those people that don't know how damage worked.


Is everyone on this forum like this? I notice there's a select few people on this site that like to just jump in from time to time and make annoying little comments in an attempt to start "Drama".

Too bad.
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#81 Oct 22 2009 at 10:12 AM Rating: Excellent
Skeptic wrote:
Quote:
Hey look, its another one of those people that don't know how damage worked.


Is everyone on this forum like this? I notice there's a select few people on this site that like to just jump in from time to time and make annoying little comments in an attempt to start "Drama".

Too bad.

It's lolgaxe. How do you think he got his title of +1? Smiley: laugh
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#82 Oct 22 2009 at 1:18 PM Rating: Decent
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It's lolgaxe. How do you think he got his title of +1?


I'd probably get banned for answering that.

Edited, Oct 22nd 2009 3:20pm by Skeptic
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#83 Oct 22 2009 at 1:44 PM Rating: Decent
Skeptic wrote:
Quote:
Hey look, its another one of those people that don't know how damage worked.


Is everyone on this forum like this? I notice there's a select few people on this site that like to just jump in from time to time and make annoying little comments in an attempt to start "Drama".

Too bad.


Or the fact that is he is correct. You can call it "Drama" when someone disagrees with you, but at the end of the day you are still an idiot.

Skeptic wrote:
I'd probably get banned for answering that.


It will happen soon enough anyway. So, go ahead.

Edited, Oct 22nd 2009 2:45pm by VawnLakshmi
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#84 Oct 22 2009 at 7:00 PM Rating: Default
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Bro, the people I used to merit with were all friggen pimped out in gear. All of us had max merits and pretty much the best gear in the game aside from relics. We used to parse every single merit party, and I'd be up there but I couldn't match their damage without a relic GKT, there's just no way. I haven't played the game in roughly 6 months since I got stationed in Korea and SE has a ban here cause of all the gil sellers. So unless they've changed something in the last 6 months were samurai is rediculous again you obviously have no **** clue what your talking about. Take a little walk over to phoenix server and merit sometime with Refrost and Rubicante. If you can get even relatively close to their damage percentage on samurai w/o a relic GKT, I'll bow in homage to your awesomeness ok there princess?

Edited, Oct 22nd 2009 9:01pm by Reckthor
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#85 Oct 23 2009 at 2:06 AM Rating: Good
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Skeptic wrote:
Quote:
Hey look, its another one of those people that don't know how damage worked.


Is everyone on this forum like this? I notice there's a select few people on this site that like to just jump in from time to time and make annoying little comments in an attempt to start "Drama".

Too bad.
Everybody? No. There's an elite group of people on this site who do this really crazy thing called "thinking." And after so many years of doing the thinking for all of the morons who ask dumb questions or post excessively stupid ****, you tend to become good at pointing out posting cliches. You're one of them.


In closing, you're an idiot and a crybaby. Expect to be harassed relentlessly. Hopefully to the point where you cease posting.
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#86 Oct 24 2009 at 6:30 AM Rating: Good
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This is something that's irritated me to no end in FFXI.
Crafting. I like crafting in FFXI, and I've leveled Goldsmithing to 70, but the problems are as follows:
1.) Stop making HQ item synths with the results exactly the same as an NQ. It's annoying as all **** HQ'ing brass ingot synths all the time and getting nothing out of it.
2.) Stop punishing people that fail to make HQ's in a synth. When making a republican subligar, for example, the NQ sells for less on the AH then the legionaire's subligar does, and it's flat out worse then the bastokan. It makes sense in a way, I guess. A legionaire's subligar has a chance of being a republican while a bastokan does not, but it still just seems dumb as all **** to me.
3.) Stop making all of this equipment that's not worth the time it takes to load onto the AH list. Take the soil gi set for example. I've never seen anyone wear it, it's so trashy. I don't understand why it was put into the game at all
#87Hyanmen, Posted: Oct 24 2009 at 7:04 AM, Rating: Sub-Default, (Expand Post) Interesting class mechanics you got there. Maybe you should've checked what the thread was about before hitting that reply button..
#88 Oct 24 2009 at 10:10 AM Rating: Excellent
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Hyanmen wrote:
Quote:
Crafting. I like crafting in FFXI, and I've leveled Goldsmithing to 70, but the problems are as follows:


Interesting class mechanics you got there. Maybe you should've checked what the thread was about before hitting that reply button..


It's a class now.
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#89 Oct 26 2009 at 11:02 AM Rating: Decent
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So I hear ranged attacks get some lovin in the next FFXI update, but I'd rather have FFXIV not treat ranged attacks like they did in FFXI. Mainly, I want to be able to kite (as in, firing while moving) and remove the extremely slow ranged weapons (looking at most ranged weapons over 540 delay here, esp. guns)

I also need to echo sneak/invis. It sucks. But, why do we need to sneak/invis? Because "Easy Prey" mobs can easily maul half of the job classes, and take about a minute to be killed by a solo player in normal circumstances.
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#90 Oct 29 2009 at 1:41 PM Rating: Decent
Any weapon that can attack occassionally more than 3 times
#91 Oct 29 2009 at 2:57 PM Rating: Good
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Im not sure I like being able to have a bazzilion buffs. While it was cool that I could get 2 and a half lines of buffs on my character, I think by limiting the total amount you can have at once, might bring some class balance, and a little more tactics.
#92 Oct 29 2009 at 5:37 PM Rating: Good
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sirhenrywalton wrote:
Im not sure I like being able to have a bazzilion buffs. While it was cool that I could get 2 and a half lines of buffs on my character, I think by limiting the total amount you can have at once, might bring some class balance, and a little more tactics.
The problem with that is that while it offers the idea of "balance" it also introduces the idea of exclusion, which is something I want to see a lot less of in this Final Fantasy release.
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#93 Oct 29 2009 at 7:34 PM Rating: Excellent
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While, not really a mechanic, it does effect a lot of melee classes, and that's the way mobs get TP. While there was a change to TP sometime that changed the way it's gained to be based on the delay of the weapon, players and mobs still gained TP the same way when they got hit. This put fast attackers at a disadvantage, especially when subtle blow was not available.

I'd also want the need for excessive expendables in battle to be done away with, or at least be made readily available. So things like Ninja tools, and Arrows. While I suppose some higher end ammo should be crafted only, it should not be something that breaks a players bank.
#94 Nov 01 2009 at 10:27 AM Rating: Good
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Litie wrote:
While, not really a mechanic, it does effect a lot of melee classes, and that's the way mobs get TP. While there was a change to TP sometime that changed the way it's gained to be based on the delay of the weapon, players and mobs still gained TP the same way when they got hit. This put fast attackers at a disadvantage, especially when subtle blow was not available.

I'd also want the need for excessive expendables in battle to be done away with, or at least be made readily available. So things like Ninja tools, and Arrows. While I suppose some higher end ammo should be crafted only, it should not be something that breaks a players bank.
Ah, agreed, but mostly from a tank standpoint.
____________________________
Did you lose faith?
Yes, I lost faith in the powers that be.
But in doing so I came across the will to disagree.
And I gave up. Yes, I gave up, and then I gave in.
But I take responsibility for every single sin. ♪ ♫


Thank god I stopped playing MMOs.
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