In case you were wondering, he got his questions from this lovely list of suggestions
Cause its big
Key:
- = Description
+ = Suggestion
Einherjar/Dynamis/Salvage/Limbus:
* Scaling possibilities.
* Einherjar reward adjustments.
-Increase drop rates on Abjurations.
+Make the Sheep monster more common.
+Increase Abjuration drop rate with each tier.
* Hourglass fee reduction.
+Lower the cost of Perpetual Hourglass similar to what was done with Limbus.
+Create a seperate, cheaper Hourglass for CoP-Dynamis zones since they have a shorter time limit.
* Drop rate of Lv.35 armor in Salvage.
-Drop rate on Lv.35 pieces is horrible, even with Treasure Hunter 4.
+Adjust the drop rate on NMs that drop said armor.
* Drop rate of AF in Icelands-Dynamis.
-Drop rate on Relic Armor in Dynamis Xarcabard & Beaucedine is much lower than City zones.
+Adjust the drop rate on monsters. Maybe just on NM monsters?
* Drop rate of everything in CoP-Dynamis.
-CoP Dynamis zones have a horrible drop rate compared to other zones, yet the entry fee is the same even though less time is allowed.
+Adjust the drop rate to be comparable to City zones.
* Drop rate in Silver Seas Remnants compared to other zones.
-Armor/Cell drop rates are much lower compared to other Remnants areas.
+Adjust drop rates to be comparable to other Remnants areas.
* Addition of upgrade materials to Chariot drop pools.
-Many players have trouble acquiring the materials needed for Salvage Armor.
+Implement ways for players to get these items through Salvage.
+Suggestion: Add drops to Chariot Bosses. Possibly as items that Desynth into needed materials.
* Addition of Assault Points for defeating Chariots.
-Many groups ignore Chariots until drops from them are needed.
+Implementation of Assault Point rewards adds a new reason for players to clear the zone (beat the Chariot) and further allows said players to continue to participate regularly in Salvage.
* Adjustment to Salvage similar to Limbus where Treasure isn't lost when time runs out in timed events.
-Many players lose items due to defeating NMs with little time left.
+Allow treasure to stay in the treasure pool as normal when removed from the zone.
+If selling of the Rare/Exclusive items is an issue, create a waiting room with a timer for players to be warped to at the expiration of the 100 minutes granted so items can be lotted by participating players.
* Reasoning for the Sheep being so rare in Einherjar.
* Info on Mad Bomber spawning location conditions.
-The NM Mad Bomber seems to appear randomly on each side.
+Are there factors that determine which side it will spawn?
* Option to use Nyzul Tokens to buy a Remnants Permit.
-Many players wish to do both Nyzul Isle Investigation Assaults and Salvage, but can't due to Nyzul Isle offering no Assault Points.
+Allow players to purchase a Remnants Permit through the use of Nyzul Tokens.
+Allow players to gain Assault Points from Nyzul Isle Investigation assaults.
* Non-Assault methods to obtain Remnants Permits.
-Many players would like to do Salvage on a regular/daily basis. However many would also like to use their points on Assault Rewards or are unable to attain the required amounts.
+Implement ways for players to obtain a Remnants Permit without the use of Assault Points.
+Possible method: Repeatable Quest rewards. Maybe mutiple quests that can be done each Conquest Week.
* Participation reward for Einherjar even for losing.
-Many players feel that Einherjar isn't worth it unless you a large amount of members and can clear the chambers due to the event not being scalable.
+Implementation of a partial Ampoule reward.
* Adjustment to timers from 3 day wait to twice per conquest.
-Many Linkshells have players that can only make events on certain times/days making the 3 day cooldown period hard to plan events at times.
+Adjust current Dynamis/Limbus/Einherjar timers from 3 days wait to "Twice each Conquest Week" similar to the "Requiem of Sin" BCNM.
* Adjustment to Salvage set bonuses to include bonuses for having less than the full set.
-Many jobs don't make use of full Salvage Armor sets.
+Adjust the Set Bonus so that it is similar to Campaign Armor where you receive a slight bonus for each piece after the first in the set.
* Seperation of RoZ-Dynamis & CoP-Dynamis entrance timers.
-Many players would like to do both types of Dynamis, but due to the Cost:Reward for CoP-Dynamis, most tend to do RoZ-Dynamis.
+Seperate the entry timers so they are seperate events.
Campaign:
* Reasoning behind Campaign Ops disappearing from list.
* Expansion of Campaign Map to include start time of battles.
-Many players warp out to areas to participate in current campaign battles only to get there as it ends.
+Include the start time (Vana'Diel time?) of current battles on the Campaign Map when checking area information.
* Possible Skill Ups in Campaign.
-Players would like to skill up while doing Campaign.
+Allow players to skill up on monsters similar to Besieged.
* /ignorenpc command.
-Many players hate having to go through numerous NPCs to find their target.
+Implement an /ignorenpc command similar to /ignorepet.
Equipment Related:
* Upgrades to Zilart Abjuration Armor.
+Implement new armor that uses Zilart Abjuration Armor as a requirement in the creation.
* Upgrades to Homam/Nashira/Assault armors.
+Implementation of +1 versions.
* Customizable Equipment.
-Players would like equipment that is more customizable.
+Implementation of items that when traded to an NPC with a piece of armor will add the stat(s) listed on the item.
+If listing these items on the Auction House is an issue, items can become Exclusive.
* Method to change/request ToAU Mission Reward Ring.
+Allow players to change/request their Ring. Maybe similar to CoP Ring?
* More information on "Latent/Hidden Effect" items that aren't known.
-Are there more items that have unlisted effects like the item "Carbuncle Mitts"?
+List of items that have unlisted Hidden Effects.
+Descriptions for what triggers the Latent Effect on items marked as such.
* More equipement that has "Avatar Perpetuation-X" and/or "Blood Pact-X".
-These are the 2 most important stats to Summoners, yet they are rare to find.
+Implement more Equipment that has these stat bonuses.
* Adjustment to Armor Storing NPCs to store single pieces similar to Event Storage NPCs.
* Consideration for Blue Mage to equip Justice Sword.
* Reasoning behind Puppetmaster equipment options.
-Puppetmasters seem to be given most mage equipment even though they are supposed to be a front line job.
+Is there a reason why Puppetmaster gets access to most Mage-related gear and gets left out with most Melee-related gear?
* Item consolidation (ex. Combining all Obis, Elemental Staves, etc)
-Many players use up alot of inventory space that deal with the various elements.
+Implement a quest where players are able to combine these items. (Ex. Trading all 8 Elemental Obis from the "In the Name of Science" quest to create a "Prism Obi". Lesser items can be a possibility using Skillchain names (Ex. Fire Staff + Light Staff to create Fusion Staff).)
* Reasoning behind Octave Club.
-Why is it based on levels?
* More gear comparable to/better than gear released with RoZ.
+Would Salvage/Einherjar be considered the solution to this?
* Equipment quality should be comparable to the time invested in acquiring it.
* Nyzul Relic Weapons.
-What is the current status of them?
+Release a timeline regarding plans for them as well as developer thoughts on the designing of them in regards to stats.
* More adjusting of existing gear to support newer jobs (Blu/Pup/Cor/Dnc/Sch).
-Many of the newer jobs are left out when it comes to existing gear.
+Consideration of jobs to current gear that fits with their roles (Ex. Sch - Nashira set, Morrigan's Robe set, Zenith set; Dnc - Homam set, Skadi set, Hecatomb set; Pup - Shura set; etc.)
* More equipment that grants "Blue Magic Skill".
* Implementation of more Claim Slips including but not limited to Salvage/Assault/Nyzul/Etc. Armor Sets.
+Allow players to store full sets of Salvage/Assault/Nyzul/Etc. armor.
* Timeline for Relic Armor/+1 and Artifact+1 for Blue Mage/Puppetmaster/Corsair/Dancer/Scholar.
+Release of a timeline showing plans of when AF+1 and Relic Armor/+1 will be released.
* Adjustment to Relic Weapons.
-Many players feel that most Relic Weapons aren't worth the cost to upgrade them. And with the addition of new weapons, some are only slightly better than options that are easier & cheaper to obtain.
+Adjust Relic Weapons so that they are worth the investment required to obtain them and aren't easily replaced by "everyday" weapons.
* More ways to get King items.
-Many players don't have the numbers to participate effectively in Einherjar for Abjurations and feel that they cannot compete against 3rd Party programs some use at HNM camps.
+Implementation of alternate ways for groups to attain these rare items.
Job Specific: (Will break this down by job later)
* Attachments to reduce Overload for all elements.
+Implement attachments for the remaining elements that reduce the chance of Overload.
* Enhancements to the Black Mage job.
-Many players feel that Black Mage is inferior to Scholar.
+Addition of a job ability that is only available to Black Mage as a main job.
+More Black Mage exclusive spells. (Ex. Aspir II)
* Adjustment of Blue Mage Physical Spells to factor in Main Hand Weapon.
-Players feel that the attack rating of their weapon should be factored into spell damage.
* Beastmasters being able to raise pets similar to the Puppetmaster/Automaton relationship.
-Beastmasters would like to be able to raise pets similar to the way a Puppetmaster raises their Automaton.
* MP Restoring ability for Whm.
-Every other magic based job has a unique way to restore mp except White Mage.
+Implement a new spell/ability that would allow MP restoration for White Mages.
* Adjustment to Puppetmaster ability "Activate".
-Players feel that the 20 minute timer is too long due to how fragile the Automaton is.
+Lower the recast timer of the ability Activate.
* Adjustment/Inclusion of spells for Elemental Spirits.
-Many Elemental Spirits are either lacking spells they should have or tend to use spells that are of no use.
+Reevaluate the spells used by Elemental Spirits and add/remove spells as needed.
+Adjust the AI of Elemental Spirits so they don't cast worthless spells. (Ex. Silence on monsters that don't cast.)
* Increased # of buffs transferred with Empathy.
-Players would like to see more Enhancing Spells transferred per merit with the Empathy Trait.
+Increase the amount of Statuses transferred per merit.
+Raise the limit of Merits allowable on the Empathy Trait.
* Info on provocation of Stun Effect from Violent Flourish.
-Are there any stats that affect the Stun Effect of Violent Flourish?
* More Flourish options. (Dispel, Enfeebling Based)
-Despite the uniqueness of the job and capabilities, Dancer is still a less desired job.
+Implement new Flourishes with Enfeebling Magic based effects as well as a Dispel based Flourish.
* Allow Beastmaster to zone without losing their jug pet.
-Whenever a Beastmaster changes zones, they lose their jug pet.
+Allow Beastmasters to keep their jug pets when changing zones similar to the way other pet jobs do.
* Finishing the "Ni" line of spells for Ninja.
-Players are still waiting for the Ni line of spells to be completed.
+Implement the following spells: "Jubaku: Ni", "Dokumori: Ni", "Monomi: Ni".
* Adjustment to the timer of the Divine Veil effect.
-With Scholar's capabilities, Divine Veil is no longer a White Mage only effect.
+Seperate Divine Veil from the Divine Seal timer.
* Increase to Puppetmaster Hand to Hand skill.
-Players feel that Puppetmaster Hand-to-Hand skill is too low. Raising the skill wouldn't overpower them due to the Equipment options available.
+Raise the Hand-to-Hand skill cap for Puppetmaster.
* Extension of duration of Puppetmaster Maneuvers.
-Many players feel that the duration of Automaton maneuvers is too short.
+Increase the length of Maneuvers.
* Adjustment to Automaton AI. (Casting spells on monsters where they'll have no effect.)
-Spellcasting Automatons tend to cast useless spells.
-Automatons prioritize status healing over curing even with the "Damage Gauge" attachment.
-Automatons will use the highest cure regardless of the amount of HP lost.
+Adjust Automaton AI so they won't cast useless spells. (Ex. Silence on Beetles, Aspir on Warrior type monsters.)
+Prioritize Puppetmaster Curing over status healing.
+Adjust Automaton AI so it will use Cure spells more effectively.
* Future plans for Ninja main job.
-A few years ago the Ninja class was considered to be overpowered. Due to changes for other jobs and the lack of updates for the job, this is no longer the case.
-Will Ninjas ever see a signifigant change?
* Paladin exclusive spell(s).
-Dark Knights have plenty of magic exclusive to their job while Paladins have none.
-Are there any plans to implement Paladin exclusive spells?
* Consideration of a Raise/Party Reraise Dance for the Dancer job.
-Dancer was meant to be a frontline healer, yet parties still rely on others in the event of death.
+Implementation of a Raise/Reraise ability for the Dancer job.
* Scholar usefulness as a subjob.
-Many players feel that while Scholar has potential as a subjob, it still lacks spells needed to make it worth considering over other options.
+Addition of Stoneskin & Blink as Scholar spells.
* Incentive for Summoners to keep Avatars out for more than just Blood Pacts.
-SE has mentioned that it wants Summoners to keep their avatars out and has made TP affect Pacts.
-The promised TP bonus is too minimal to make it worth the mp cost.
+Adjust TP Bonuses to have a much larger impact on Blood Pacts.
+Lower the perpetuation cost of Avatars/Elementals through the implementation of a Job Trait/Ability or Equipment.
* Expand the range of Summoner Enhancing Blood Pacts.
-Many Enhancing Blood Pacts have a small range and require the Summoner to go right in the middle of battles.
+Expand the range in which Enhancing Blood Pacts affect players.
* Adjustment to Summoner Magical Blood Pacts, including but not limited to Astral Flow.
-Many of the Magical based Blood Pacts are very weak when compared to their player casted counterparts, even with TP Bonuses.
-The Blood Pacts granted by Astral Flow are rarely used post 70 due to the weakness compared to the Physical Blood Pacts.
+Adjust the strength of the Magical based Blood Pacts so they are comparable to the Level 70 Physical Pacts.
* Enhancements/Adjustments to Blue Mage Magical based spells.
-Many Magical Blue Magic Spells have a high MP cost in addition to a long casting time only to receive minor results.
+Adjust the performance of Magical based Blue Magic so that it is on par with the Physical based spells.
* Adjustment to the duration of Blue Mage enhancing spells.
-Many of the Enhancing Blue Magic spells have only a short duration.
+Increase the duration of Enhancing Blue Magic spells.
* Adjustment to the Blue Mage ability "Azure Lore".
-Many players feel that this ability is lacking compared to other jobs' 2hrs and that it is similar to the Black Mage ability "Elemental Seal".
+Entend the duration of Azure Lore and allow players access to all learned spells.
* Adjustment to Blue Mage having no Throwing Skill but access to Throwing Weapons and Puppetmaster having low Throwing Skill and access to minimal Throwing Weapons.
-Puppetmaster has a native Throwing Skill and little-no access to throwing items, yet Blue Mage has no native Throwing skill and access to a decent amount of throwing items.
+Remove the Throwing Skill of Puppetmaser.
+Implement a native Throwing Skill for Blue Mage.
* Adjustment to jobs 37 and under as more Support Job options.
-While many jobs have received changes to make them more useful as subjobs, there are many that haven't.
+Reevaluate/Adjust jobs and their abilities to make them more beneficial as subjobs.
* Allow Automatons to be cured by Party members.
-With more and more monsters using Area Attacks, Puppetmasters are having a harder time keeping their Automatons healed.
+Allow Automatons to be cured by Cure Spells.
* Adjustment to "X Killer" , “X Circle†&"Resist X" Traits.
-Many of these traits are relatively weak and/or not worth using unless you have the trait built up alot.
+Adjust the resistance rate of "Resist X" so that it actually takes effect at least 50% of the time.
+Implementation of additional effects when fighting monsters monsters of a specific "Killer" effect. (Ex. Boosts to Haste, Attack, Defense, and/or Accuracy)
+Revert Circle effects back to the way they used to work in addition to the current effect. (Ex. Monster will receive negative effects while Circle is in effect.)
* Implementation of Rare Exclusive Automaton Attachments.
* Job Traits for Pets.
+Implement more Pet based Job Traits similar to Strafe.
* More Pet Food options similar to those accessable by players.
-Players would like to see more Pet Food options.
+Implement Pet Food that is similar to player food. (Ex. Food that gives the pets Accuracy, Attack, etc.)
- = Description
+ = Suggestion
Einherjar/Dynamis/Salvage/Limbus:
* Scaling possibilities.
* Einherjar reward adjustments.
-Increase drop rates on Abjurations.
+Make the Sheep monster more common.
+Increase Abjuration drop rate with each tier.
* Hourglass fee reduction.
+Lower the cost of Perpetual Hourglass similar to what was done with Limbus.
+Create a seperate, cheaper Hourglass for CoP-Dynamis zones since they have a shorter time limit.
* Drop rate of Lv.35 armor in Salvage.
-Drop rate on Lv.35 pieces is horrible, even with Treasure Hunter 4.
+Adjust the drop rate on NMs that drop said armor.
* Drop rate of AF in Icelands-Dynamis.
-Drop rate on Relic Armor in Dynamis Xarcabard & Beaucedine is much lower than City zones.
+Adjust the drop rate on monsters. Maybe just on NM monsters?
* Drop rate of everything in CoP-Dynamis.
-CoP Dynamis zones have a horrible drop rate compared to other zones, yet the entry fee is the same even though less time is allowed.
+Adjust the drop rate to be comparable to City zones.
* Drop rate in Silver Seas Remnants compared to other zones.
-Armor/Cell drop rates are much lower compared to other Remnants areas.
+Adjust drop rates to be comparable to other Remnants areas.
* Addition of upgrade materials to Chariot drop pools.
-Many players have trouble acquiring the materials needed for Salvage Armor.
+Implement ways for players to get these items through Salvage.
+Suggestion: Add drops to Chariot Bosses. Possibly as items that Desynth into needed materials.
* Addition of Assault Points for defeating Chariots.
-Many groups ignore Chariots until drops from them are needed.
+Implementation of Assault Point rewards adds a new reason for players to clear the zone (beat the Chariot) and further allows said players to continue to participate regularly in Salvage.
* Adjustment to Salvage similar to Limbus where Treasure isn't lost when time runs out in timed events.
-Many players lose items due to defeating NMs with little time left.
+Allow treasure to stay in the treasure pool as normal when removed from the zone.
+If selling of the Rare/Exclusive items is an issue, create a waiting room with a timer for players to be warped to at the expiration of the 100 minutes granted so items can be lotted by participating players.
* Reasoning for the Sheep being so rare in Einherjar.
* Info on Mad Bomber spawning location conditions.
-The NM Mad Bomber seems to appear randomly on each side.
+Are there factors that determine which side it will spawn?
* Option to use Nyzul Tokens to buy a Remnants Permit.
-Many players wish to do both Nyzul Isle Investigation Assaults and Salvage, but can't due to Nyzul Isle offering no Assault Points.
+Allow players to purchase a Remnants Permit through the use of Nyzul Tokens.
+Allow players to gain Assault Points from Nyzul Isle Investigation assaults.
* Non-Assault methods to obtain Remnants Permits.
-Many players would like to do Salvage on a regular/daily basis. However many would also like to use their points on Assault Rewards or are unable to attain the required amounts.
+Implement ways for players to obtain a Remnants Permit without the use of Assault Points.
+Possible method: Repeatable Quest rewards. Maybe mutiple quests that can be done each Conquest Week.
* Participation reward for Einherjar even for losing.
-Many players feel that Einherjar isn't worth it unless you a large amount of members and can clear the chambers due to the event not being scalable.
+Implementation of a partial Ampoule reward.
* Adjustment to timers from 3 day wait to twice per conquest.
-Many Linkshells have players that can only make events on certain times/days making the 3 day cooldown period hard to plan events at times.
+Adjust current Dynamis/Limbus/Einherjar timers from 3 days wait to "Twice each Conquest Week" similar to the "Requiem of Sin" BCNM.
* Adjustment to Salvage set bonuses to include bonuses for having less than the full set.
-Many jobs don't make use of full Salvage Armor sets.
+Adjust the Set Bonus so that it is similar to Campaign Armor where you receive a slight bonus for each piece after the first in the set.
* Seperation of RoZ-Dynamis & CoP-Dynamis entrance timers.
-Many players would like to do both types of Dynamis, but due to the Cost:Reward for CoP-Dynamis, most tend to do RoZ-Dynamis.
+Seperate the entry timers so they are seperate events.
Campaign:
* Reasoning behind Campaign Ops disappearing from list.
* Expansion of Campaign Map to include start time of battles.
-Many players warp out to areas to participate in current campaign battles only to get there as it ends.
+Include the start time (Vana'Diel time?) of current battles on the Campaign Map when checking area information.
* Possible Skill Ups in Campaign.
-Players would like to skill up while doing Campaign.
+Allow players to skill up on monsters similar to Besieged.
* /ignorenpc command.
-Many players hate having to go through numerous NPCs to find their target.
+Implement an /ignorenpc command similar to /ignorepet.
Equipment Related:
* Upgrades to Zilart Abjuration Armor.
+Implement new armor that uses Zilart Abjuration Armor as a requirement in the creation.
* Upgrades to Homam/Nashira/Assault armors.
+Implementation of +1 versions.
* Customizable Equipment.
-Players would like equipment that is more customizable.
+Implementation of items that when traded to an NPC with a piece of armor will add the stat(s) listed on the item.
+If listing these items on the Auction House is an issue, items can become Exclusive.
* Method to change/request ToAU Mission Reward Ring.
+Allow players to change/request their Ring. Maybe similar to CoP Ring?
* More information on "Latent/Hidden Effect" items that aren't known.
-Are there more items that have unlisted effects like the item "Carbuncle Mitts"?
+List of items that have unlisted Hidden Effects.
+Descriptions for what triggers the Latent Effect on items marked as such.
* More equipement that has "Avatar Perpetuation-X" and/or "Blood Pact-X".
-These are the 2 most important stats to Summoners, yet they are rare to find.
+Implement more Equipment that has these stat bonuses.
* Adjustment to Armor Storing NPCs to store single pieces similar to Event Storage NPCs.
* Consideration for Blue Mage to equip Justice Sword.
* Reasoning behind Puppetmaster equipment options.
-Puppetmasters seem to be given most mage equipment even though they are supposed to be a front line job.
+Is there a reason why Puppetmaster gets access to most Mage-related gear and gets left out with most Melee-related gear?
* Item consolidation (ex. Combining all Obis, Elemental Staves, etc)
-Many players use up alot of inventory space that deal with the various elements.
+Implement a quest where players are able to combine these items. (Ex. Trading all 8 Elemental Obis from the "In the Name of Science" quest to create a "Prism Obi". Lesser items can be a possibility using Skillchain names (Ex. Fire Staff + Light Staff to create Fusion Staff).)
* Reasoning behind Octave Club.
-Why is it based on levels?
* More gear comparable to/better than gear released with RoZ.
+Would Salvage/Einherjar be considered the solution to this?
* Equipment quality should be comparable to the time invested in acquiring it.
* Nyzul Relic Weapons.
-What is the current status of them?
+Release a timeline regarding plans for them as well as developer thoughts on the designing of them in regards to stats.
* More adjusting of existing gear to support newer jobs (Blu/Pup/Cor/Dnc/Sch).
-Many of the newer jobs are left out when it comes to existing gear.
+Consideration of jobs to current gear that fits with their roles (Ex. Sch - Nashira set, Morrigan's Robe set, Zenith set; Dnc - Homam set, Skadi set, Hecatomb set; Pup - Shura set; etc.)
* More equipment that grants "Blue Magic Skill".
* Implementation of more Claim Slips including but not limited to Salvage/Assault/Nyzul/Etc. Armor Sets.
+Allow players to store full sets of Salvage/Assault/Nyzul/Etc. armor.
* Timeline for Relic Armor/+1 and Artifact+1 for Blue Mage/Puppetmaster/Corsair/Dancer/Scholar.
+Release of a timeline showing plans of when AF+1 and Relic Armor/+1 will be released.
* Adjustment to Relic Weapons.
-Many players feel that most Relic Weapons aren't worth the cost to upgrade them. And with the addition of new weapons, some are only slightly better than options that are easier & cheaper to obtain.
+Adjust Relic Weapons so that they are worth the investment required to obtain them and aren't easily replaced by "everyday" weapons.
* More ways to get King items.
-Many players don't have the numbers to participate effectively in Einherjar for Abjurations and feel that they cannot compete against 3rd Party programs some use at HNM camps.
+Implementation of alternate ways for groups to attain these rare items.
Job Specific: (Will break this down by job later)
* Attachments to reduce Overload for all elements.
+Implement attachments for the remaining elements that reduce the chance of Overload.
* Enhancements to the Black Mage job.
-Many players feel that Black Mage is inferior to Scholar.
+Addition of a job ability that is only available to Black Mage as a main job.
+More Black Mage exclusive spells. (Ex. Aspir II)
* Adjustment of Blue Mage Physical Spells to factor in Main Hand Weapon.
-Players feel that the attack rating of their weapon should be factored into spell damage.
* Beastmasters being able to raise pets similar to the Puppetmaster/Automaton relationship.
-Beastmasters would like to be able to raise pets similar to the way a Puppetmaster raises their Automaton.
* MP Restoring ability for Whm.
-Every other magic based job has a unique way to restore mp except White Mage.
+Implement a new spell/ability that would allow MP restoration for White Mages.
* Adjustment to Puppetmaster ability "Activate".
-Players feel that the 20 minute timer is too long due to how fragile the Automaton is.
+Lower the recast timer of the ability Activate.
* Adjustment/Inclusion of spells for Elemental Spirits.
-Many Elemental Spirits are either lacking spells they should have or tend to use spells that are of no use.
+Reevaluate the spells used by Elemental Spirits and add/remove spells as needed.
+Adjust the AI of Elemental Spirits so they don't cast worthless spells. (Ex. Silence on monsters that don't cast.)
* Increased # of buffs transferred with Empathy.
-Players would like to see more Enhancing Spells transferred per merit with the Empathy Trait.
+Increase the amount of Statuses transferred per merit.
+Raise the limit of Merits allowable on the Empathy Trait.
* Info on provocation of Stun Effect from Violent Flourish.
-Are there any stats that affect the Stun Effect of Violent Flourish?
* More Flourish options. (Dispel, Enfeebling Based)
-Despite the uniqueness of the job and capabilities, Dancer is still a less desired job.
+Implement new Flourishes with Enfeebling Magic based effects as well as a Dispel based Flourish.
* Allow Beastmaster to zone without losing their jug pet.
-Whenever a Beastmaster changes zones, they lose their jug pet.
+Allow Beastmasters to keep their jug pets when changing zones similar to the way other pet jobs do.
* Finishing the "Ni" line of spells for Ninja.
-Players are still waiting for the Ni line of spells to be completed.
+Implement the following spells: "Jubaku: Ni", "Dokumori: Ni", "Monomi: Ni".
* Adjustment to the timer of the Divine Veil effect.
-With Scholar's capabilities, Divine Veil is no longer a White Mage only effect.
+Seperate Divine Veil from the Divine Seal timer.
* Increase to Puppetmaster Hand to Hand skill.
-Players feel that Puppetmaster Hand-to-Hand skill is too low. Raising the skill wouldn't overpower them due to the Equipment options available.
+Raise the Hand-to-Hand skill cap for Puppetmaster.
* Extension of duration of Puppetmaster Maneuvers.
-Many players feel that the duration of Automaton maneuvers is too short.
+Increase the length of Maneuvers.
* Adjustment to Automaton AI. (Casting spells on monsters where they'll have no effect.)
-Spellcasting Automatons tend to cast useless spells.
-Automatons prioritize status healing over curing even with the "Damage Gauge" attachment.
-Automatons will use the highest cure regardless of the amount of HP lost.
+Adjust Automaton AI so they won't cast useless spells. (Ex. Silence on Beetles, Aspir on Warrior type monsters.)
+Prioritize Puppetmaster Curing over status healing.
+Adjust Automaton AI so it will use Cure spells more effectively.
* Future plans for Ninja main job.
-A few years ago the Ninja class was considered to be overpowered. Due to changes for other jobs and the lack of updates for the job, this is no longer the case.
-Will Ninjas ever see a signifigant change?
* Paladin exclusive spell(s).
-Dark Knights have plenty of magic exclusive to their job while Paladins have none.
-Are there any plans to implement Paladin exclusive spells?
* Consideration of a Raise/Party Reraise Dance for the Dancer job.
-Dancer was meant to be a frontline healer, yet parties still rely on others in the event of death.
+Implementation of a Raise/Reraise ability for the Dancer job.
* Scholar usefulness as a subjob.
-Many players feel that while Scholar has potential as a subjob, it still lacks spells needed to make it worth considering over other options.
+Addition of Stoneskin & Blink as Scholar spells.
* Incentive for Summoners to keep Avatars out for more than just Blood Pacts.
-SE has mentioned that it wants Summoners to keep their avatars out and has made TP affect Pacts.
-The promised TP bonus is too minimal to make it worth the mp cost.
+Adjust TP Bonuses to have a much larger impact on Blood Pacts.
+Lower the perpetuation cost of Avatars/Elementals through the implementation of a Job Trait/Ability or Equipment.
* Expand the range of Summoner Enhancing Blood Pacts.
-Many Enhancing Blood Pacts have a small range and require the Summoner to go right in the middle of battles.
+Expand the range in which Enhancing Blood Pacts affect players.
* Adjustment to Summoner Magical Blood Pacts, including but not limited to Astral Flow.
-Many of the Magical based Blood Pacts are very weak when compared to their player casted counterparts, even with TP Bonuses.
-The Blood Pacts granted by Astral Flow are rarely used post 70 due to the weakness compared to the Physical Blood Pacts.
+Adjust the strength of the Magical based Blood Pacts so they are comparable to the Level 70 Physical Pacts.
* Enhancements/Adjustments to Blue Mage Magical based spells.
-Many Magical Blue Magic Spells have a high MP cost in addition to a long casting time only to receive minor results.
+Adjust the performance of Magical based Blue Magic so that it is on par with the Physical based spells.
* Adjustment to the duration of Blue Mage enhancing spells.
-Many of the Enhancing Blue Magic spells have only a short duration.
+Increase the duration of Enhancing Blue Magic spells.
* Adjustment to the Blue Mage ability "Azure Lore".
-Many players feel that this ability is lacking compared to other jobs' 2hrs and that it is similar to the Black Mage ability "Elemental Seal".
+Entend the duration of Azure Lore and allow players access to all learned spells.
* Adjustment to Blue Mage having no Throwing Skill but access to Throwing Weapons and Puppetmaster having low Throwing Skill and access to minimal Throwing Weapons.
-Puppetmaster has a native Throwing Skill and little-no access to throwing items, yet Blue Mage has no native Throwing skill and access to a decent amount of throwing items.
+Remove the Throwing Skill of Puppetmaser.
+Implement a native Throwing Skill for Blue Mage.
* Adjustment to jobs 37 and under as more Support Job options.
-While many jobs have received changes to make them more useful as subjobs, there are many that haven't.
+Reevaluate/Adjust jobs and their abilities to make them more beneficial as subjobs.
* Allow Automatons to be cured by Party members.
-With more and more monsters using Area Attacks, Puppetmasters are having a harder time keeping their Automatons healed.
+Allow Automatons to be cured by Cure Spells.
* Adjustment to "X Killer" , “X Circle†&"Resist X" Traits.
-Many of these traits are relatively weak and/or not worth using unless you have the trait built up alot.
+Adjust the resistance rate of "Resist X" so that it actually takes effect at least 50% of the time.
+Implementation of additional effects when fighting monsters monsters of a specific "Killer" effect. (Ex. Boosts to Haste, Attack, Defense, and/or Accuracy)
+Revert Circle effects back to the way they used to work in addition to the current effect. (Ex. Monster will receive negative effects while Circle is in effect.)
* Implementation of Rare Exclusive Automaton Attachments.
* Job Traits for Pets.
+Implement more Pet based Job Traits similar to Strafe.
* More Pet Food options similar to those accessable by players.
-Players would like to see more Pet Food options.
+Implement Pet Food that is similar to player food. (Ex. Food that gives the pets Accuracy, Attack, etc.)


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