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> [Suggestion] A few requests, Can we has...

 
post Jan 10 2012, 08:48
Post #2641
Pickled_Cow



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QUOTE(skillchip @ Jan 9 2012, 23:34) *

Allow weapon or gear set swaps for a large action cost like 6x normal attack. Would be nice to be able to switch between damage types or styles mid grind


I've always believed that if such a system was implemented, then [tvtropes.org] this should be invoked.

But a different concern is what about stat bonuses? Should your stat change with your gear set, or should you be anchored to the stat bonuses you entered battle with?
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post Jan 10 2012, 10:17
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Upon completing arena challenges, can the final battle log include a little extra info to say the total exp and/or credits earned for that challenge?
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post Jan 10 2012, 11:32
Post #2643
skillchip



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I love how the picture in that link about costume changes is Final Fantasy 7

And bonuses should switch, change from 2h to dual wield and get iris strike but lose shattering. Change from Light to Heavy get the additional mitigation and endurance but lose the agility, crit, and resistance.

This post has been edited by skillchip: Jan 10 2012, 11:33
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post Jan 10 2012, 12:36
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buktore



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If doable, weapon-specific skills.


kthxbye.
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post Jan 11 2012, 03:43
Post #2645
Pickled_Cow



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QUOTE(skillchip @ Jan 10 2012, 09:32) *

I love how the picture in that link about costume changes is Final Fantasy 7

And bonuses should switch, change from 2h to dual wield and get iris strike but lose shattering. Change from Light to Heavy get the additional mitigation and endurance but lose the agility, crit, and resistance.


I was only talking about stat bonuses, STR, DEX, AGL, END, INT, WIS.

QUOTE(Raidy @ Jan 10 2012, 08:17) *

Upon completing arena challenges, can the final battle log include a little extra info to say the total exp and/or credits earned for that challenge?


Also this. Let's throw in a complete loot acquisition form while we're at it.

This post has been edited by Anomtai: Jan 11 2012, 03:54
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post Jan 11 2012, 05:14
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I think stats should be locked with what you entered in with
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post Jan 12 2012, 22:17
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Starts out too slowly.
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post Jan 13 2012, 09:01
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Monster Lab related
The Undead class needs to be revamped. As it is, they are currently the most bottle-necked in terms of PL. The four 75 resistances that they start out with is more of a detriment than a benefit. It might have been good early on when the ML was first introduced, but now that it's matured and crystals have become easier to obtain, it's becoming a roadblock to getting an Undead to a decently high level.

Suggestion
Reduce the four 75 resistances that they start out with to 50 and boost their stats accordingly. Note that I'm being ambiguous on the stat part because I don't know how Tenboro balances between stats and resistances so I'll let him judge that. Also note that I'm not suggesting to nerf Undeads by lowering their resistances to 50, this is to help them reach PL's that's on par with other monsters. Even with a resistance of 50, it's easy to get them back up to 75 just by upgrading it 25 times now that crystals have become significantly more abundant and easier to obtain.
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post Jan 13 2012, 10:48
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That is a fantastic idea Sushi! Probably should Apply to all monsters that start with 75 though
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post Jan 13 2012, 19:34
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Allow Dovahkiins to send Tokens via Moogle Mail.
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post Jan 13 2012, 19:44
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bring back montage, i need to start leveling mage proficiencies and it something to do while i sleep. or something time consuming that takes no effort.
magical crits should proc CM, just like physical crits proc their thing.

This post has been edited by qqaaqq: Jan 13 2012, 19:49
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post Jan 13 2012, 22:25
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I also suggest to add a major res weakness to giants. Just -25 is not enough given how piss easy it is to make it into a +res. And they have a truckload of HP!
I suggest Darkness.

I also like Sushis Suggestion regarding Undeads.

I also have another suggestion:
Oldschool Grindfest:
Original Mobs only, Second Wind, no Stamina drain. All Drops, Credit and EXP gains reduced A LOT. And it is limited to 1 run a day or just the old limit which locked you out for days after a long run.
Its just for nostalgics and to look how strong we are now against classic mobs.



This post has been edited by Ichy: Jan 13 2012, 22:27
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post Jan 13 2012, 22:58
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I'm sure this has been mentioned alot before but can it be made so you don't have to reset the whole ability tree to make it so you can redestribute ability points, maybe have to modes for the ability tree "adding points mode" and "removing points mode", in removing points mode you could either have a static amount of credits deducted for every point removed or have it so you remove all the points you want then hit confirm and have whatever amount of credits removed that way. Because how it is at the moment is a real pain
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post Jan 13 2012, 23:02
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I would just ask for a reduction to END for Giant ... 14 is a bit too much.

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post Jan 14 2012, 01:51
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I second Sushi's suggestion for Undeads!

QUOTE(Ichy @ Jan 13 2012, 21:25) *

I also suggest to add a major res weakness to giants. Just -25 is not enough given how piss easy it is to make it into a +res. And they have a truckload of HP!
I suggest Darkness.


I'm not sure about that, they already have like the lowest WIS in the game, and with their weakness in Elec/Wind, damage on them should be pretty much the highest a mage can deal - major weaknesses aside.

Giving them even Darkness weakness not only sounds a bit lazy to me ("let's give the most common monster in the game a major weakness to the most common element"), but also kinda messes up with the balance, since they'll be weak to basically everything a mage use...

Besides, what really Giants screw up are melees, since everyone who doesn't own a rare ethereal mace (way harder to obtain than a top end mage weapon) is just screwed agaisnt them - and even with an ethereal, they're bulky enough to do fine.
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post Jan 14 2012, 05:36
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QUOTE(wr4st3r @ Jan 13 2012, 15:51) *

Darkness

QUOTE

the most common element

lolwut?
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post Jan 14 2012, 06:19
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Seems like most high level players are going that now a days
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post Jan 14 2012, 06:20
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Seems like most high level players are going that now a days
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post Jan 14 2012, 07:53
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Anyone feel that health pots are totally useless and are only good for selling to shop?

Been a long time, but they should switch out the health potions to draughts to make them a bit more useful. Duration should be longer so that a mana potion & regen are lesser than the draughts duration.
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post Jan 14 2012, 08:42
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Felt like that since I got cure
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