I actually like the idea of only one level 100 :x
I actually like the idea of only one level 100 :x
I doubt it would take a large amount of time for the Development Bros to balance things out for a level 100 cap rather than the planned level 99 cap, but I'm sure it would take some amount of time. They'll have to send an intern to fight the Flying Spaghetti Code Monster with armaments of a promise for less-miserable employment and some barely readable notes by former staff members after things go horribly wrong, after all.
Even if it just takes one workday to make Super-Jump, Composure, & Associates not usable when subbed and two days to slay the Flying Spaghetti Code Monster that inexplicably appears, I'd prefer they spend those three workdays on something else.
I'll happily welcome the 20 HP and MP, sub-job benefits, and slight level correction that I'll gain with level 100. I don't expect anything else that I wouldn't get with a level cap of 99 to come with it, though, so I'd just as soon the Development Bros. stick with their current plan.
That, and gaining one level on a half-dozen to dozen sub-jobs will hurt my wiener. That's an awful lot of warping while someone else kills stuff for my Dominion Ops or Grounds of Valor pages.
Another vote to keep it at 99. I also do not trust SE's ability to balance the lvl 50 abilities.
Except RDM learns Cures before SCH. SCH learns Cure spells at the same level that PLD does. So if anything RDM ought to get it before SCH. SCH could/should only have it during Addendum.Honestly, If RDM was to get Cure V, they would have to give it to PLD as well, considering the level range of cures. Doesn't seem right. RDM wasn't designed to be a main healer and we know this. We forced it into that position and neglected its enfeebling for years. SCH on the other hand should at least gain access to the spell.
f it all, level 100 or die. Classic action
Balance issues that are easily addressed by restricting/nerfing certain abilities on subjob, as they have in the past. Balance argument holds no water.I'd like to see the cap remain at 99 myself. There are too many balance issues with raising it to 100
At level 100, easy prey to 75 mobs should STOP FARKIN AGGROING.
I say 100.
Level 100/50 please, and unlock the exclusive abilities for nin and whm so we can use them when subbing those jobs. In case of imbalance, just reduce the effectiveness of them. Afflatus solace/misery could be kept as strong as it is though, the only thing that would do would be to make rdm and sch more viable healers.
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