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Originally Posted by
MartaDemireux
Weapon types: I agree it would be a good chunk of work for animations but they'll be doing that eventually anyway. They wouldn't need to make as many as you may be thinking, though. Currently if you equip a different class's attacking skill, you'll do a "base animation" with the skill's visual effects. This is the physical equivalent of the casting animation.
I have to wonder why you think "they'll be doing it eventually". It a lot of work and, unless they decide to specifically allow for multiple weapon loadouts for each class, it's work that they wouldn't *have* to do, and it's exactly as much work as I think it would be. MAR has 10 different attacks with unique animations that would need to be remade to work with your 2 hatchet idea. The only animation that actually *had* an animation that *wouldn't* need to be remade is Mercy Stroke. Considering that you have about 10 abilities per class that actually require animations (most CDs have a minor particle effect at best), you're really asking for an entirely new class's worth of animations to be remade. On top of that, you're asking for new gear to be statted out along with entirely new models for each which is more work on top of that. For a tiny bit more work (i.e. come up with new ability names), they could some up with an entirely new class, which would be a *much* bigger payoff than simply allowing a single job to use some different animations.
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For the worry on dual-hatchets, the stats could easily be applied to just one and the other one just be there for animation purposes (exactly like PGL/MNK, they have one weapon but its animated/displayed for both hands).
The issue with this is that 2h axes are not the same models as would be used by your dual-hatchets idea. Unless the items were coded to be size variable based upon what class is using them (of which there *isn't* any precedent), you'd end up seeing BZK packing 2 full sized axes rather than 2 hatchets.
Also, books are books as far as the game is concerned. The only difference between them is that some can only be equipped by SCH while others can only be equipped by SMN. You're not talking about creating separate weapon categories, which is what you're asking for. There is precedent for jobs based off of the same class using the same weapon category but there is nothing remotely close to classes using different categories. Furthermore, it's important to remember that weapon determines what you base class is.
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For your casting concerns with Drain, Swiftcast from THM negates any argument.
No, it doesn't. You're effectively requiring DRK to use Swiftcast any time it wants to use Drain. The same would apply to Thunder (which, once again, would be useless; it's a class that is going to stack STR so that cast will be completely and utterly worthless). Abilities should be useful without forcing them to rely upon a different ability. It would be like requiring Inner Beast, Steel Cyclone, and Unchained to only be used after Infuriate rather than at 5 stacks of Wrath. THM is completely and utterly worthless for DRK. None of the additionals would actually accomplish anything except for fulfill your concept that DRK should have access to THM.
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On your note for Blood Weapon and Dread Spikes: these drain health from the enemy. MRD abilities heal you based on the damage, DRK would heal you based on the damage while deducting that from the enemy's health. So they're similar but not a copy and better fill the DPS role.
That's exactly what Bloodbath already does and all you're doing with Dread Spikes is giving Vengeance a functional 10% damage reduction. You're not appreciably differentiating them from other classes. Even more so, you're not really changing GLA to any appreciable extent with your changes. They'll still just be spamming Halone. All you're doing is giving them a couple additional tank abilities (Blood Weapon and Dread Spikes) and a few marginally useful attacks on long CDs (60, 120, 180). None of those abilities are even designed to have synergy with the existing GLA abilities so all that your DRK would be is a GLA that does some DRK attacks every couple of minutes (since I doubt Drain is going to be something used on CD).
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I'm also guessing you didn't play FFXI? DRK there had abilities that would drain their health to which they would then just Drain it back immediately after or the healer would see a DRK in their party and keep an eye out for when they used their abilities to know they need to pop a Regen on them. Worked fine there and the DRK would only die if the healer hadn't played with a DRK or the DRK got overzealous.
I don't think anyone would claim that FFXI was anything remotely close to a good example of balanced game design. Using it as an example of "well it worked *there*" doesn't really carry much weight.
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On GEO: Similar to how BLM works to THM, GEO will primarily be using CNJ nukes.
CNJ doesn't actually have "nukes". By the time you're 30, you'd have Stone, Aero, and Stone II, which really means that your rotation would be "Aero>Stone II spam". At 46, you'd get Aero II which just swaps out one of your Stone IIs every 12 seconds. The only "real" attack that WHM actually gets is Holy, and that's off of the job, not the class. All you'd be doing is adding a toggle that they activate at the start of the fight. For any DPS job to be based off of CNJ, you *really* have to do a lot of work to add to the CNJ attack rotation because, without it, there's not going to be much going on there.
You have to think less GLA>PLD (minor benefits to base class) and more ACN>SCH (a whole set of abilities that form the basis of your job/role). Right now, you're more on the GLA>PLD side of things. This is why I think that GEO would have 4 different abilities that are each tied to a different terrain that can be used independently of one another. If you just go with a toggle and some support CDs, you're not going to create anything that resembles what a DPS rotation/priority should actually look like.
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I think you skipped reading "Ignore Terrain" ability that would base the next Geomancy spell element on your own elemental resistances.
Not really. Once again, it's just allowing you to ignore that one aspect once every 3 minutes. For everything else, you're at the mercy of a part of the game outside of your control.
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There are potions in game that you can drink to raise a specific elemental resistance. These are easily crafted and currently extremely cheap.
And the devs have explicitly said that they don't want any classes to rely explicitly on consumables for their abilities. Saying "well, a consumable lets you kinda get around this major issue once every 3 minutes" is bad design on multiple levels.
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This would make choosing your Guardian actually have meaning in-game.
Which I'm pretty sure they *don't* want to do. It would be like making your *birthday* have game impact or race more than minute differences.
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Heavy however I don't think will be an issue. We still don't know how PvP will play out now as it has changed a lot since beta. There are going to be PvP only skills too and they could easily lock out certain skills from PvP like Heavy or at least limit its duration.
I'm assuming you mean "Gravity" here instead of Heavy, since Heavy is the status effect. If you don't think it'll be an issue, what's the point of saying that it can't be cleansed? NPCs already *don't* cleanse debuffs so the only possible reason for it to be on there would be for PvP.
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There are several skills that would be OP in PvP currently in game anyway like Shadowbind (10sec Bind, 12 second recast) and Sleep/Repose.
Both of those break as soon as the target is attacked so it's not the same as "lolmelee for 30 seconds because I can kite you not problem".
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As an example: PLD stunning Ifrit can get wonky if anyone else stuns something. This would be a way for TIM to get a Stop in if they see a PLD's Stun got resisted due to the DRG Leg Sweeping either on purpose or accidentally.
The entire point of the DR on Silence/Stun is that you have to actually sync them properly. The only reason to make this a "unique" status effect that operates off of a different DR is because you just don't like that aspect of the game. Given how specific the devs have designed content around specific stun/interrupt cycles, I'm pretty sure that they *don't* want to arbitrarily simplify it, especially if said mechanic is unique to a single job.
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Demi spells: I intended their damage is purely dependent on the MP cost.
I got that. It also means that the ability would be completely broken. Use it at low levels, and it's worthless. Use it at high levels with high level gear, and it's suddenly monumentally powerful. Potency is a static value across all levels for a reason: if you don't turn it into a static value, it starts scaling exponentially and getting *way* too powerful the higher up you get. Just look at Flare: it consumes 100% of your MP for a 260 potency attack. Your suggestion would give TIM a 300+ potency hit for what is, for all intents and purposes, the cost of a Blizzard. The cost is arbitrary and the potency scales too well. It's not a good mechanic in any way.