sorry, I've just never seen the need for every job to have every other job's abilities. That goes for native, gained from gear, whatever. That's why there are 20 jobs instead of just 1 where you buy items/abilities to essentially just merit your character from level 1 onwards. If you want a certain job's abilities/gear, then set it as your job. You want every job to have +12% movement, ok, if all 20 have that it is referred to as "normal speed".
My bard doesn't have the ability to do 2-3k damage in a single ability, therefore SE needs to either nerf every job that does or add a 2-3k damage ability to my bard. Sounds ridiculous? Makes as much sense and is just as valid as this thread.
No, it was a question. It really boils down to this: Is there a need for gaiters, and to a lesser extent wlegs, to still be cock blocked like they are when basically every other job in the game has gained easier access to movement speed.You don't have to. It can becondenced down to; Complaining. Why can I run fast on everything with no effort? Complaining. Why do I have to camp end game bosses for it? Complaining.
A little bit of balance in the other direction would be most welcome as the tables have turned quite considerably.
Honestly I dont know why people would oppose this. Gaiters are a ridiculous testament to the old ways, and they stick out like a sore thumb as an example of the problems we had before Abyss. Should we just keep it like that as a reminder of the ways things were? Some gaudy shrine to HNM shells and MPK? A testament to people who Bazaar the boots after their shell camped them twice a week?
Well thats kind of the problem in a nutshell. Thats exactly what has happened over the last few years to the jobs that had access to movement speed in the form of wlegs, gaiters and trotters. EVERYONE else got access to movement speed, and generally with easier to obtain items. While the difficulty of obtaining Gaiters etc. remained at the same level.sorry, I've just never seen the need for every job to have every other job's abilities.
So if we were to go by your rationale, any job that was gifted with movement speed in the last 4 years shouldnt have it.
The list includes:
-WAR
-SAM
-BST
-MNK
-PUP
-DNC
and Im sure theres more that I havent thought of.
Hell even something as simple as making gaiters Rare/Ex and a 100% drop would go a long way, its not like you can spam Tiamat for drops and it brings it more in line with what seems reasonable in the current game.
Last edited by blowfin; 05-26-2011 at 08:08 AM.
Well most of end game is abyssea anyways so there are several atmas that give you movement speed+ so yeah, problem solved. BTW, both of the good move speed+ atmas are godsends for farming seals via quests, makes it so much faster.
Exactly what is the problem here? I move around fine without +12% movement speed. When I get it by putting on one of the aketons that work in the 3 cities, I barely notice a difference. And as mentioned, the Sprinter's Shoes are available for a couple hundred allied notes. What's the problem?
Probably that we want to be able to move fast somewhere other than our home nation, and without it wearing off when we take offensive action on a mob? (or when the mob takes offensive action on us)
Just a guess.
You know that only one of your 3 aketons are actually working, and that's the one for your home nation, right?
I got -pdt and cure potency on mine (SCH can't cap cure potency easily). But I have gaiters so dont need the movement speed
Last edited by Raksha; 05-30-2011 at 11:30 AM.
So if they increased everyone's speed by 12% would the +12% movement items be useless now? Or would they add another 12% on top of that?
If it's the former that's just dumb and if it's the latter then +12% will be the new "normal speed" and you'll soon start complaining again.
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