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  1. #1
    Player Omen's Avatar
    Join Date
    Jul 2014
    Posts
    17
    Character
    Rorix
    World
    Sylph
    Main Class
    THF Lv 99
    I see your point it would rattle up job system for sure. But is that really a bad idea for FFXI?

    making ppl have to test out new approaches to the current setups could be very interesting and might even lure in some old players maybe even new ones.

    Just imagine if one of the War slot abilities gave any job "Provoke" that alone could open some interesting doors or to keep to the Passive Trait route be something like Enmity generation multiplied by a large number.

    Something drastic like redesigning all the jobs from top to bottom could bring a new age to FFXI but thats another topic.

    For fun i'd like to see creative ideas of possible slot abilities for job classes. I'll add to original post a template for the fun of it.
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  2. #2
    Player Karbuncle's Avatar
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    Mar 2011
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    4,314
    Quote Originally Posted by Omen View Post
    I see your point it would rattle up job system for sure. But is that really a bad idea for FFXI?
    After 13 years of it being the norm? It could... people might not enjoy it or adapt to it, could kill the game really if it goes over wrong or is implemented wrong.

    They could also introduce it right, and people could love it and it'll rejuvenate job combinations and such. They could make it to where only very specific traits could be set, Dual Wield, Fencer, Etc... One for every job perhaps, and every job still got their traits normally, these traits would just be something you could add on extra. Also, I don't think they could be full power or that would be too OP (other jobs gettin Dual Wield V would kinda ruin some 2handed users).

    So say, this could be how it works... Each job unlocks 1 trait for cross-traiting at level 99, and of a specific tier, like follows:

    WAR: Unlocks "Fencer" II
    MNK: Unlocks "Max HP Bonus" III
    WHM: Unlocks "Divine Benison" II
    BLM: Unlocks "Elemental Celerity" II
    RDM: Unlocks "Fast Cast II"
    THF: Unlocks "Critical Attack Bonus" II
    PLD: Unlocks "Shield Mastery" II
    DRK: Unlocks "Attack Bonus" II
    DRG: Unlocks "Conserve TP"
    BRD: Unlocks "Resist Silence" II
    SMN: Unlocks "Max MP Boost" III
    BST: Unlocks "Resist Slow" II
    RNG: Unlocks "Accuracy Bonus" II
    NIN: Unlocks "Dual Wield" II
    SAM: Unlocks "Store TP" II
    BLU: ..... Nothing?
    COR: Unlocks "Rapid Shot" II
    PUP: Unlocks "Resist Amnesia" II
    DNC: Unlocks "Skillchain Bonus" II
    SCH: unlocks "Clear Mind" II
    GEO: Unlocks "Conserve MP" II
    RUN: Unlocks "Magic Def. Bonus" II

    That way, each one offers something unique, but not too powerful... BLU idk though btw.

    Instead of costing points to set, You can have 3 "Slots", and set any 3 you want... Which could favor certain ones, perhaps they could also make it like Instincts in Monstrosity as you kinda suggested... but giving each one a point value might make it more balanced?
    (1)
    Last edited by Karbuncle; 08-28-2014 at 06:48 AM.

  3. #3
    Player Omen's Avatar
    Join Date
    Jul 2014
    Posts
    17
    Character
    Rorix
    World
    Sylph
    Main Class
    THF Lv 99
    Quote Originally Posted by Karbuncle View Post
    That way, each one offers something unique, but not too powerful... BLU idk though btw.
    Think Magic Attack Bonus or Magic Burst Bonus are the only things left from your list Karbuncle that Blu could benefit from.

    Any other ideas from anyone?
    (0)