I hope ARC stays the best spike dmg in the game so peregrine cries more otherwise . . .
changes yes please i like new shiny things
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I hope ARC stays the best spike dmg in the game so peregrine cries more otherwise . . .
changes yes please i like new shiny things
In most of the proposals that came up for how to handle classes... Only mine had this in mind going forward and came up with a solution, along with a few other things people tend to overlook.
Just a thought.
This was long, drawn out, and unnecessary speculative rant that could've been kept in any of the other threads.
Sorry but it would have been off topic as it has nothing to do with the actual job system and was instead a speculation about how future weaponclasses would be implemented around it. This would have either hijacked or been lost in another discussion. And no your thread wasn't the first or only one to mention anything like this mine was just the first to bring it public as its own topic, please get over yourself.
What affect.
Got archer to 26 yesterday. Totally spoiled and brattish population base, ranger fans. They shouldn't give us any tp for multishots. I can solo things a full party at my level gets capped sp on faster than I can get hit three times. Glass cannon my ass lol...
SE has themselves a case of the chronically spoiled. The jobs a broken joke.
lmao
Actually, beside etymology, you basically said that adding a class that wields one or two handed oriental blades with a bunch of weapon and ninjutsu skills would be a good idea. I can agree with this.
Also, as some others pointed, some skills could be redundant, but I don't necessarily see this as a problem. Obviously we don't want to see the same ability with a different name.
But their could be some adjustments to damage and healing modifiers to ninjutsu spells vs CON or THM spells (VIT and DEX vs MND and INT for example, so you keep focusing on DD-like stats allocation with no penalty on spell damage). Weapon skills could exploit the elemental properties even more. And from an aesthetic point of view, a whole new wave of different looking gear available and new animations for weapon skills could be a great thing.
Class uniqueness is not limited to the role it plays, it also refers to the perception you get from playing it and from your ability to quickly recognize a character that plays it.
Cairdeas - We both know that you and I are playing a game. One of us is going to end up saying, "I told you so!" If you are that person, I'll delete Belgian Rofl and make a new anonymous character out of shame. That being said, I really think implementing traditional Jobs on top of classes is a ridiculous idea that will not be implemented.
This is not a very risky bet to make, who really thinks that SE will directly use an idea presented in the forums?
Now surely you wish to share with us why you think that adding jobs on top of classes is a ridiculous idea.
lol everything I posted in the first post was speculation on how they would implement a new weaponclass while still thinking about how it works with the Job system they've said they are implementing. Right now its more then likely we'll get the job system before we get new weapon classes.
SE has yet to disappoint me with how they have implemented any of the changes in XIV so far. I have no doubt the way they implement Jobs will be easier to understand then anything I could describe. And will most likely be on par with something I've written though probably not directly birthed from my thoughts. As of today. I've now written atleast 20 different ways they could implement Traditional Jobs into FFXIV and a majority of those were written before the official forums were even released.
I'm sure atleast one of them is probably close to how SE does it.
I like the idea. I'm iffy on the melee enhancing spells (Enspells) coming from this class rather than Red Mage because if you give this class enspells and emphasis in magic-melee , this means Red Mage might get screwed with support abilities a second time around (the one thing I do not want to see happen in this game). I'd place more emphasis on the Draw Out part of the samurai (as seen in FF tactics) with a couple of strike-type skills. Attaching Ninjutsu to this was smart and quite creative, IMO. I'll support this, so long as Utsusemi does not darken my doorstep to ruin another game.