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Campaign rank and enhancements (random brainstorming thread)
Posted: Nov 7th 2009 8:58am | IP: Logged | Reply to this
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So, I was reading the "Campaign is broken" thread, and got to Mellowy's rant about how Campaign is "supposed" to be designed for casual players but they end up getting screwed over because of the fact that you don't start getting the good xp/an until you get to the higher ranks. Well, it got me thinking: SE should just scrap that whole system, and give all ranks the XP/AN per minute that Moonlight Medal holders currently do.

Instead, give your character special bonuses and certain unique job traits/abilities only in Campaign (highlighted the important part for anyone planning to blast me for suggesting overpowered sh*t. Yeah, I am, but it's Campaign, so who's it hurting?), based on his/her current rank.

For instance (just kinda throwing out ideas here atm, all JA/JT names are tentative :p)

All jobs: +3% HP and MP, +1 to all primary attributes per rank, -2% all MP costs per rank; +100% Recycle, Ninja Tool Expertise, Card Expertise, and Jug Expertise (hey, if they can pull Conserve TP out of their asses, they can pull the last two!)

BLM: +2 Magic Accuracy and Magic Attack per rank
@Star Rank: Spikeskin (JT): Reduces incoming physical damage when you have a Spike spell up, starts off at -66% PDT but decays as you take damage, down to a minimum of -10%
@Emblem Rank: Voracity (JA/1min Duration/1min Recast): Makes your next Drain or Aspir into an AoE spell

WHM: +2% Cure Potency per rank
@Star Rank: Revivesence (JA/Instant/30sec recast): Instantly removes the effect of weakness on target player.
@Emblem Rank: Goddess' Veil (JA/1min Duration/1min Recast): Your next healing or enhancing spell (Stoneskin, Blink, Regen, Barblargra, etc.) costs 2x its normal MP, but effects all nearby players and Allied troops

That's all I can think of for now anyways, feel free to add your own, or any other comments, concerns, or requests for me to perform an acrobatic maneuver in the direction of mobile pastry.

Laters!
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Posting from Dynamis - Aht Urhgan Whitegate
Posted: Nov 7th 2009 9:46am | IP: Logged | Reply to this
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I think easiest system would be to allow people of higher rank to buy more temp-items. It could be temp shuriken, temp arrows, temp bullets, temp jugs, temp elixirs, temp RR-scrolls etc.

Should of course also be AN discounts at higher ranks so you don't end up using more than you gain at higher ranks.
Posted: Nov 7th 2009 9:48am | IP: Logged | Reply to this
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Temp everything would be pretty sweet. I'd kill to be able to buy an oracle's drink (the besieged MAB+ drink iirc) or a revitalizer on my blm.
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Posting from NYC, New York
Posted: Nov 7th 2009 10:40am | IP: Logged | Reply to this
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I'm not sure if Temporary Equipment is technically possible (Ammo is equipment, after all) in the game code, so the alternative is pretty much a latent that renders whatever otherwise useless outside of Campaign.

I do like the concept of job traits perhaps enhancing per rank. Resists could actually hit 100%, Auto Refresh could finally get multiple tiers, DA/TA procs could get upped, Defense Bonus traits could get PDR applied to them, MATK gets MCRIT%, and so on.

I know an old idea was to spend a nice chunk of AN (maybe 10k) to get your stats buffed to a General equivalent's for that fight. Only one person per unit in attack/defense could claim the buffs, and it'd give people an option to take some of the harder NMs without relying so heavily on NPCs. These specially buffed PCs could also get access to things like the Campaign WS or stuff like Reviviscence if they're also the appropriate job/weapon.

And un-nerf forts.
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Fairy Seriha RDM BLM WHM SCH BLU SAM DRK WAR THF DRG BST SMN
Aion: Kaisenel
42 GLA Dian Alchemy (399)
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17 SOR Vensmuth 10 ASN Draclau
10 TEM Seriha 01 RAN Kalsena
Posting from Your brain, prattling about RDM melee.
Posted: Nov 7th 2009 11:20am | IP: Logged | Reply to this
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I made this thread, that is still on the first page concerning unique abilities that are active during campaign.
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Posting from London
Posted: Nov 7th 2009 1:49pm | IP: Logged | Reply to this
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Give people more incentive to tank so people stop playing "hot potato" with monsters and NMs!

After receiving an attack from a monster: Player receives a bonus to Critical Hits and Attack for five to ten seconds after the enemy's attack was performed.

Just an idea. Drives me nuts to see even paladins afraid to tank the jerks! I'm a Thief, and 4/5 times I'm the tank.
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Posting from a Giant Chicken
Posted: Nov 7th 2009 6:45pm | IP: Logged | Reply to this
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Yeah, that's part of what I was hoping to fix with this, is making players less afraid to tank NMs because (hopefully) the +%HP from having a good rank will let them actually take more than one or two hits before dying
Posting from Dynamis - Aht Urhgan Whitegate
Posted: Nov 7th 2009 9:48pm | IP: Logged | Reply to this
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I think they should add sigil bonuses for each freelancer that your nation recruits, similiar to how it works once you actually recruit Titania.

Example: Pet: Regen/Refresh option from the sigil list if you recruit Choh Moui.

Then during campaign, perhaps their potency could be buffed up depending on your medal rank.
Posted: Nov 8th 2009 1:36am | IP: Logged | Reply to this
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Recycle/expertise just being added with traits would be nice. I think some other traits being added to help give mage jobs an incentive to melee. And please, please, please give people traits to let them tank more. The incentive of getting exp easier is there, but still so many people would rather wait for someone else to tank.

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Posting from Garuda
Posted: Nov 8th 2009 3:10am | IP: Logged | Reply to this
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Seriha wrote:
I'm not sure if Temporary Equipment is technically possible (Ammo is equipment, after all) in the game code, so the alternative is pretty much a latent that renders whatever otherwise useless outside of Campaign.


Temp items don't seem to stack either, at least not the ones we can get in caskets or from allied notes (I don't recall if any assault temp items do). I've always wondered why bst even have to equip their jugs anyway, ninja tools aren't equipped and the code is able to remove them from inventory 1 at a time. With actual ammo it makes sense, since they have damage delay and other stats.
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I'm curious to see how Mellowy is we're going to turn this thread into something about SMN bait.
Popular poster is popular!
Posted: Nov 8th 2009 5:55am | Edited: Nov 8th 2009 5:55am | IP: Logged | Reply to this
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I hope if something is added, its added automatically as part of recieving your Campaign tags. Its already a bit of a nightmare getting tags, joining a union, then buying the odd temp item. By this point, Gi'Ghi has usually come over and introduced me to his ability to down me faster than my PC can load him up :P

Edited, Nov 8th 2009 5:56am by Kordain
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when the soul is endangered it must become a Warrior.
Posting from London, England
Posted: Nov 9th 2009 2:54am | IP: Logged | Reply to this
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AS thief that is nearly ALWAYS tanking...I`d like to see campaign give credit for evading attacks as well as taking shots to the face.
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Posting from Garuda
Posted: Nov 9th 2009 5:12am | IP: Logged | Reply to this
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Quote:
I'm not sure if Temporary Equipment is technically possible (Ammo is equipment, after all) in the game code, so the alternative is pretty much a latent that renders whatever otherwise useless outside of Campaign.


what about some kind of temp potion that give an "unlimited shoot" effect lasting few minutes ?

but even if i can see the point(money used), mages would probably be jealous since there is no way SE is going to give them unlimited mp for campain...
Posted: Nov 9th 2009 10:16am | IP: Logged | Reply to this
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Well, if you're gonna go with a US Potion route, make one for Conserve MP, too. Might not be infinite MP, but it could be close with high enough percentages.
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FFXI:
Fairy Seriha RDM BLM WHM SCH BLU SAM DRK WAR THF DRG BST SMN
Aion: Kaisenel
42 GLA Dian Alchemy (399)
25 CHA Brangwyn 25 CLE Viersia
17 SOR Vensmuth 10 ASN Draclau
10 TEM Seriha 01 RAN Kalsena
Posting from Your brain, prattling about RDM melee.
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