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Originally Posted by
Onisake
And furthermore the damage formulas need a lot more work than class abilities right now. as that's really the root of most of our problems.
I'm sure they are doing exactly what you say: setting groundwork to allow multiple jobs to exist. HOWEVER what you have proposed does not improve the flow of transitioning GLA into a DD class. period.
Fair enough. You disagree with the OP.
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i dont' think you know/remember what GLA used to be. it's GREATLY improved from it's original state. they didn't dilute it at all. if anything they allowed it to concentrate and turn it into a worthwhile class.
I was here when the game launched. GLA at the time, despite stat scaling, was designed to be attack oriented because the shield/defense abilities you got from a equipping a shield (which levelled separately from your sword). They removed a whole bunch of GLA attacks and combined Sword with Shield to create the current version of GLA. Offensively the class got watered down between accomodating the shield skills and the ability limit the developers placed on all classes/jobs. Here's the thing I neglected to mention in the last post: GLA's current design butts heads with the intent of having jobs be the role-focused gameplay option for players. People have complained about this since jobs were implemented. If jobs are going to represent your role in a party, then classes have to be more "general" to allow multiple jobs to sprout from the classes and not create redundancy between class and job. I'm actually hoping someone talks to Yoshida about this at gamescon in an interview just to get this question out of the way.
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losing one or two abilities is one thing. Losing 5+ is another. you obsolete 5 abilities for your proposed drk at level 30 it's much worse at level 50.
5 abilities that have nothing to do with damage dealing and have all to do with tanking. On that note, I took your words to heart from two posts ago and was thinking of making an exception on Rampart, but it would need a rename. Rename it to Rally and change the defense buff granted to the party to your suggested attack buff when equipping a Great Sword.
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i'm close to just not replying to this thread anymore.
You don't have to reply to my thread. No one's holding a gun to your head and ordering you to read my posts.
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They are wanting to get away from this. they want all of your abilities to carry some meaning. It's like in FFXI where you had a bunch of WS that were totally useless.
Apples and oranges. FFXI was subject to clutter that was useless in all situations and had no part in role flexibility. That goes for spells on certain jobs, a crapton of bard songs as well as weapon skills. People didn't use daggers on a WAR because the WAR had much higher skill ratings on axe and great axe. SAMs had no sword option because their G.Katana skill was much higher than anything else. Likewise, DRK had wastes of space in elemental spells because despite their decent rating their job model did not support it between low MP and spells not scaling with any of their primary stats.
By the way, the reason so many WS were useless in FFXI was largely because it was not easy to pump damage up with stats the way others were. Even then, the WS that scales best or had the most hits won. Hence why Guillotine trumped Spiral Hell and Cross Reaper well into TAU until they nerfed its accuracy.
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this is not done by obsoleting over half of your available abilities. branching builds off of existing framework. it doesn't slash and burn half of that frame work.
There's a difference between the current foundation and having to revampt the foundation to support additional jobs branching from it. Why you'd think GLA should stay as is is beyond me, because in its current incarnation it cannot support another job aside from PLD branching from it.
Do note that I'm playing within the ability limit currently in place. I could add abilities. A whole lot. But that's wasted time because we don't know how the devs will approach this.
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Oh good. we have 3 abilities. Oh, what's this. attack increase by a whole 3%!? OH LAWDY someone get me my fainting boots! Yeah... I'll take a forced crit blind side=>howling fist over that any day.
Because my suggested numbers are absolute and written in stone...oh wait, they aren't. I like starting with low numbers so that if it needs to be buffed it can be without someone coming in from the sidelines saying it might be OP. I originally thought 10% would be a good place to start, and can change the suggested number back to that. Also note it lowers mob damage output by the same amount, and if it were up to me it would be a guaranteed effect.
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Originally Posted by
DeadRiser
I'd rather some epic weaponskill instead of Last Resort.
I would too, but I'm trying to think along the lines of how the developers think. Not to mention a WS on a 15-minute timer just seems lame to me. Blood Weapon was terrible outside of Kraken Club zergs, so I'd rather not see that again, either.