Dear SE, I was wondering if you can tell us what direction the ffxi jobs are heading in?
A link to great examples you given us in the past.
http://www.playonline.com/ff11us/top.../060330_1.html
Thanks for taking the time to read this.
**Edit**
Dear SE, I was wondering if you can tell us what direction the ffxi jobs are heading in?
A link to great examples you given us in the past.
http://www.playonline.com/ff11us/top.../060330_1.html
Thanks for taking the time to read this.
**Edit**
Last edited by Soundwave; 06-04-2011 at 08:15 AM. Reason: Quote/Dev Tag
Hail to the king baby, Sig by Kingfury
I'm sure this will come in update notes like they always have.
That being said, I think it's safe to assume that they will continue the current trend:
WAR: heavy hitting and unbelievably high tp gain, no real defense and stupid high enmity gain.
MNK: high dps but slower tp gain, defensive.
WHM: cure better than thou
BLM: nuke better than thou
RDM: debuff better than thou
THF: TH better than thou
PLD: lol
DRK: I assume they'll continue to try to buff both sides of DRK, damage and magic, although probably to no avail.
BST: hard to say since nothing has really been added to bst but stronger jug pets
BRD: can't go wrong with capping haste, so no matter what SE does unless RDM gets Haste II for 40%+ haste SE doesn't really need to give anything to BRD to be able to keep it's place in parties.
RNG: increase damage output to offset the loss of no haste. rng TH shot was unforseen, maybe they will add more to that
SAM: increase SC and MB damage from their SC i assume. Maybe native regain?
NIN: hard to say, they've had some pretty substantial upgrades since 75. Reduce TP gain more maybe.
DRG: more heavy hitting but no defensive side. updates to the forced breath abilities maybe
SMN: really needs ALOT to make it comparative to any other job atm, and SE seems to be giving it nothing but trash and niceties that aren't really needed.
BLU: this job has a lot already, heavy nuke damage, heavy physical spell damage, and more MP efficient (and more powerful) cures than both RDM and SCH atm. It could use a new head butt though.
COR: has gotten quite a bit since 75, although it's still nothing compared to BRD.
PUP: lol
SCH: has gotten a lot since 75, a lot more buffing and nuking power but has strayed away from the curing side. this might be it's direction
DNC: needs waltz recast reduction. Maybe SE will help them out in that department D:
anyway speculation based off of how SE has handled things since 75.
Asked for similar a bit back, but it pretty much went ignored. The fact we're supposed to get some kind of 'Job Adjustments' in June according the plan would suggest something is in the pipes, but for all we know that just be a few minor tweaks while some jobs need many and major. I'm still waiting for them to make on their promise to overpower some jobs to emphasize their vision of them. We arguably got a hint of that with WHM and its current curative prowess, while other jobs like MNK and WAR could be open for debate depending on how you consider the availability of Emp WS, which from my perspective, are still kind of rare on Sylph.
- SAM, MNK, and WAR will receive ridiculous DD buffs.
- PLD will receive more seemingly-random buffs as SE desperately tries to find a way to make it the only 'real' tank.
- NIN will be somehow adjusted and 'discouraged' from tanking.
- THF will be nerfed by accident. Repeatedly.
- RDM and BRD scare SE and they will not receive a substantive adjustment.
- PUP and BST confuse SE too much to receive a substantive, relevant adjustment.
- BLM will continue to receive new nukes that cap their enmity and drain 1/2 their MP pool in one nuke.
- WHM will continue to exclusively receive new and higher-tier curative spells and abilities.
- BLU and COR will wait and hope that they strike gold and their new spells/rolls are actually useful. It's always hit or miss for them.
- DRG will receive another jump or two. Why? Just because.
- SE will consider introducing a Level 49 level cap on SCH and DNC.
- DRK was scheduled to receive an adjustment, but SE kept missing the deadline.
-- Fan of Abyssea and FFXI's New Direction ---- THF - DNC - BLM - RDM --
You forgot about RNG DD. That's ok. So did SE.
BAZINGA!
Edit:
FTFYOriginally Posted by Eeek
All joking aside though, I am quite interested an optomisitic about some of these job adjustments. Many of the things that have gone into the game recently have come directly from suggestions and conversations on these boards.
And while there are some completely ridiculous ideas flowing around, they seem to only go with the good ones, and it has been an improvement overall, imo.
Edit 2:
Oh wow, just reread that link...I almost forgot that they promised to fix perfect dodge back in 2006 lol.....yeah. Here's hoping. Mind you the idea they listed there is full of suck. Maybe that's why they scrapped it.
Last edited by Nebo; 06-01-2011 at 02:12 AM.
I'd be inclined to agree with this reasoning if DD + WHM couldn't already kill everything in Abyssea, with lot sof jobs capable of soloing.3) With enough appropriately leveled mobs to throw at an NM, a BST (or group of them) is basically invincible. This is largely why you don't see Charm as an option in Abyssea.
Basically this. How could bst having charm in Abyssea areas break any type of game balance when other jobs are capable of even more broken feats (unlimited mp, sky high crit rate, empyrean weaponskills that do god-mode damage)? Last time I checked, one of the primary complaints of the community was that Abyssea nms were too easy. If this really is the case, what real advantage would bst have over other jobs in Abyssea if they had the ability to charm mobs?
I believe it's especially silly that in a zone filled with natural enemies, charm is useless. Abyssea might be the current end game loot zone but it's also the primary xp zone. It makes no sense to bsts who have leveled the old school way (charming mobs) to go into a zone slated for xp and not be able to play the game the way they have always played it. Some bsts choose the job for the sole reason they could do it solo. There's tonnes of camps in Abyssea filled with natural enemies that are never occupied because most players gravitate to camps with the easiest, least threatening mobs. Why make these camps if hardly anyone uses them? The majority of bsts would make use of these underused camps rather than popular camps in Abyssea, at least that's how old school bsts worked previously.
If its a matter of Abyssea's mechanics, i can accept that. To most bsts though, having their prime job ability stripped away from them in the premier locale for xp is a slap in the face. Putting in the same work as other empyrean weapons and having the weapon skill be barely better than our nyzul ws is a slap to the other cheek.
Last edited by Aldersyde; 06-02-2011 at 02:30 AM.
I've always felt that SE won't give bst significant buff because they are too concerned with making them too strong and upsetting their conception of game balance. Consequently, this fear makes them bend over backwards to make sure they don't get significant buffs. I'm not saying bst is weak, I love bst, but I do believe bst gets shafted a lot compared to other melee dds.
My prediction for bst is that by lvl 99 is that we still won't be able to charm in the prime xp area (Abyssea), they still won't have a ws better than rampage (lol at Cloudsplitter and building Farsha), and our best jug will be a damn crab again (although the vnm version would be pretty cool). Personally, I hope for an ability to charm large mob via ability or trait, or large mob jug pets but with the way SE has adjusted bst in the past, I can't see it happening. Doesn't matter though, I'll still play and love bst.
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