Can't wait to mess around as well Griss!
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if I meant enemy TP management I would have said enemy TP management, but right now with the Ifrit fight you do absolutely zero enemy TP management, and though we are loosing moonrise and twisting vice I dont consider that the fundamental play style of a lancer. Lancer IMO is a Mid ranged damage dealer, we just also had the ability to slow down and remove TP from the enemy which really isn't needed anymore.
"How it effects people who come after us?"
What are you going on about? New players aren't going to have any problem acclimating to something that will be set in stone before they even start and is thus normal.
Everyone else who has rank 50's won't have a problem because they'll still be able to cross class a bunch of abilities anyway.
You and anyone else lose nothing.
YOu have describe the Party roles of every Class. Solo Combat is what classes are for and they operate completely differently. You cannot honestly believe that Conjurers Soloed by "Mostly Healing"
Gladiators specialized in Reactive WSs and Shutting down enemy abilities. They now have No offensive Skills
Lancer was a Tactical fighter with a steady defense. They are now all out DD with no Tactics or Defense
Conjurer was an Run and Gun nuker who specialized in mitigating Damage and elemental magic. They now heal.
Thaumaturge specialized in Enfeeballing and Nuking to take down enemies and absord spells to boost their skills. Now they nuke.
Archer was a heavy ranged DD that specialized in precision and control. Now they are an abomination that dont even get to chose the rate at which they expend there arrows.. Infinite quiver is just a step away.
MRD and PUG are the only two classes that have escaped most unscathed. Except now PUG has the useless ability to attach fire to its melee attacks. A skill that will do nothing considering very few enemies in this game are weak to fire and elemental dmg does nothing to increase potency without elemental weakness.
Also, did anyone notice Water doesn't exist anymore?
Looking at the mage classes... Honestly, they look like good classes, I will say that.
The Black Mage and the class its derived from certainly look neat. It's interesting how the three elements seem to have their place: fire for crowds, lightning for spike damage, and ice for movement-altering utility. It's set up in a pretty easy-to-understand and familiar manner in which players can look at them and say "Hey, this is pretty familiar, I know what to do with these."
The White Mage and its original class seem to fit in with a woodsy place; the Aero-Tornado combo and the Stone-Quake combo (will those remain the spell names?) both look like they could be fun uses of my MP for when I'm not actively healing, and those are good, appropriate elements for nature-loving tree-huggers. Very druidic, not bad, but I'd have loved to see water, my favorite element, represented.
That being said...
I'm seriously concerned. Where's the class that "possesses the ability to call forth and command the latent aether within oneself through deep introspection" and has a mastery over "powers of life, death, and the beyond"? What happened to the class that "calls upon elemental forces present in nature"? Why is the job/class that's all about preserving one's life force and raising the dead based "where the voices of Eorzea's elementals are said to be most powerful" while the elemental nuker comes from a temple and ossuary, a place meant to serve as the final resting place of a person's remains?
If we're getting such drastic class changes in 1.20, it had better come with equally drastic changes to the guilds, the quests, the story...
I see, so that's your playstyle. Unfortunately for me mine seems to differ from the style majority has used. :( I guess that's understandable considering I don't really do endgame, so my priorities and needs tend to differ from those who only consider specific endgame fights.
Hi yukikaze,
Well said. :) With this ability it seems like it'll be *really* beneficial to keep pouring Cures onto the Paladin (Tank) which then keeps Healing on the rest of the melee party.
Can't wait to see more of these synergies come up. :)
- PLD Abl. 2 Grants a HoT effect on all party members within range when a healing spell is cast on you.
The reason your play style differs from what they keep talking about is they are talking about party roles. These people who blindly accept Yoshida ideas as perfect do not seem to understand Class = Solo , Job = Party.
These classes the way they are set to be implement are Heavily leaned toward party play which is the exact opposite of what we were told would be done.
Lol how can you assume so much without even playing it yet? How do you know they aren't changing how elements damage do to mobs that are weak against it? If I'm not mistaken, we are also getting stat redistribution to an extent, so who's to say you can't focus on one type of element?
I mean sheesh, you just keep b*tching
just keep b*tching
just keep just keep just keep b*tching
What do we do when we don't like change? B*tchinggg B*tchinggg
MRD Abl. 3 - Grants Absorb HP effect to next attack.
PUG Abl. 1 - Restores HP.
PUG Abl. 2 - Makes your next attack a crit when executed from behind the target. Traits may trigger INT bonus.
ARC Abl. 2 - Reduces enmity and increases TP generated by next action.
CON Mag. 1 - Restores a portion of the target's HP.
CON Mag. 5 - Creates a barrier around the target that prevents a fixed amount of damage.
THM Abl. 5 - Reduces MP cost of next attack magic spell by half, and restores MP when cast is complete.
are some of the cross class abilities I will be using for party AND Solo play
fundamental play styles are not changing at all, you are just looking for something to bitch about.
also if you where playing lancer as anything other then DD then you where doing it wrong, which would explain why you hate parties so much.
Are you Dumb or do you not realize that the point of these forums is to give feed back on the Game?
I think these changes are awful. I'm not going to keep that from the Devs. They have a right to know these changes are awful.
I honestly believe that implementing these class changes in this way will do irreparable harm to this game. MMO players these days are lazy. They are not going to play an MMO in which soloing is a chore.
Yoshida did actually, way back when he took over. He said something to the effect that he's only got one chance to really drastically change things.
While I may not agree with what Kiote's saying or how he's saying it, he does have a bit of a point. Right now is the time to start giving feedback and letting the developers know our concerns. If we can spot an issue a mile away that they might have missed or that they can monitor before release, it'll save us all a headache in the long run.
How has the solo style of CNJ really changed? You still have nukes. Nuke, cure, nuke, cure. Your means of soloing has not changed.
The only "reactive" weaponskill Gladiator had was Phalanx I/II. The only real damaging abilities they have are Riot Blade (Which shouldn't be used as a DD WS) and Circle Slash I/II. These are not definitions of the fundamentals of the job. Tanking is.
The combo systems negates your entire "no tactics" argument. And it's good that they don't have high defense capabilites, or else we get into the problem XI had where any melee job could tank and the actual tanking classes are passed over. Also, LNC is still retaining it's class fundamental of "Damage Dealer"
Maybe back in the day when mage jobs could solo anything becaue of Emulate, but since then CNJ has been a primarily healing class. The fundamental job of healing and party support has not changed.
I believe some of the spells have additional effects as well. And really? You used Absorb Attack/Accuracy/Evasion to boost your mages stats?
They are gaining even MORE control abilities when the job updates. Also, if you don't want to shoot an arrow, turn away, close your action bar, enter passive mode, or (if it's implemented as such) disable the toggle for auto-shooting. And Archer is still retaining it's fundamental role as a ranged damage dealer.
You should read up on a Monk ability from XI called "Formless Strikes". Have you considered the possibility that besides elemental weakness, there may be enemies who take more damage from magic attacks? Take less physical damage? Have a physical barrier that causes only elemental attacks to deal damage?
You can still use every single job in a solo situation and light parties. Hell, you can use all of them effectivley in a full party, raids and bosses until jobs come along.
You're arguing a point that has no validity. The fundamentals of the classes are remaining intact and the means of performing that fundamental purpose have simply been adjusted.
EDIT: Also, it was mentioned classes are for Solo AND Light Party play. Not just solo.
I too would like to complain about things that I don't yet understand fully and haven't had a chance to try out. Everyone listen to the opinions that I formed in the last few minutes after skimming the announcement!
Agreed. I'm not a fan of a good amount of these changes, so I, like the Dev's, would be interested in hearing the potential issues that alot of these changes may cause.. BEFORE they are implemented. It is somewhat exciting to be able to try out some new abilites, but we seemed to LOSE a helluva lot more than we gained.. I'da been happier with them just incorporating some of the new abilities/combos while keeping the majority of abilites we already had, there was no need to wash out everyones action list completely, and then turn around and give us fewer options to customize our playstyles.. We'll see how this all goes in a month I suppose..
I feel honored :p. But its true.. Peoples head buttexplodes on every announcement... "WTF MAN ARE YOU F'IN KIDDING ME" Type attitudes is what I hear out of the handful of complainers :/. At least other Complainers had Reasons to complain about... this Nothing really changes, Just "actually defining the roles of the classes, while still be able ( to a degree) cross-class. This argument is so Idiotic its not funny :/.
Key word. The game. Which means you'd have to play it first to really know it.Quote:
Are you Dumb or do you not realize that the point of these forums is to give feed back on the Game?
All this so far is speculation, and crying about speculation. People are crying about the limit of 25 total abilities while in some MMOs, especially FFXI, you were lucky to have 15 at that level, especially if you are a melee.
People are just too adjusted to having exhaustive spell libraries and cry that their list of spells they never actually used is now gone.
At least one of you will be eating crow on patch day, provided any of you last that long.
Umm. If this was directed at me, I feel obliged to mention that I don't hate party play. I simply prefer solo and duo. It's very easy to play almost exclusively solo or duo in this game currently, if party searching has been fixed I don't know about it, so nobody finds me for their parties. I don't go actively looking for a party with shouts or such, like I said I prefer solo and duo.
Naturally, the needs of a class are different in party play and I wouldn't imagine using the same abilities for solo and party. I guess that's where the problem is. LNC class identity might be intact for party play after these changes (I wouldn't know, I don't have enough experience of it), but for efficient solo it doesn't appear to be for the moment.
Half the Ablilties on Each class are barely if not at all used anyhow.. Wiping out the ones that are useless and no one uses ..doesnt effect how we play... ( except for the changes they are making with the abalities they know for certain we do use.. like for an Example:
LNC Abl#2Quote:
Consumes TP to increase attack power and damage sustained, up to a maximum of three stacks. Cannot be used simultaneously with LNC Ability 3.
This hear is an Example of Ferocity: Ferocity Only Increased your attack power once at the cost of HP. Now its been Reversed with added effect.
Consumes TP
Damage Sustained
Stack up to three times
What this basically means that this is an "Enhanced Ferocity". as so is a lot of the Abilities on that list, they are Enhanced and slightly tweaked.
LNC. Abl. 5Quote:
Sacrifices HP to increase damage of next attack.
Edit: This is the LNC Exclusive one, the other one Ferocity #1 is still in the game and will be Crossed classed. The Ferocity #2 is LNC only with Enhanced Capabilities. Keep Ferocity #1... for Cross class.. and Giving Ferocity #2 LNC some Definition to the Class itself.
Seems like Ability 2 can be stacked with Ability 5 ( Doesn't say "cannot be used Simultaneously")
I'm interested to see how this all turns out. I trust they have tested and know what direction each job/class is going.
You something, i had a really tough time accepting a bard/archer combination. But giving it some thought... it's exactly the same concept as Corsair was. Buffs with ranged damage capabilities LOL it just struck me
o,O what world are you in?Quote:
Lancer was a Tactical fighter with a steady defense. They are now all out DD with no Tactics or Defense
Lancer did not have a steady defense. What defense it had was literally borrowed from other jobs. What it had was sustainability due to surges, and it looks like it hasn't lost that entirely. And as far as borrowing defenses, it's STILL THERE. It might have gotten nerfed a bit, but honestly, LNC had it coming.
And as far as being a tactical job. Due to combos, ALL jobs have gotten far more about tactics then Lancer ever was. It's no longer 'Buff, Buff, Doomspike II, get TP, repeat.' Now you have to plan your attacks, figure your combos for stuns or sustained/spike damage. As a dragoon you got to figure the timing on your jumps, offensive and defensively. When to draw in fleeing opponents, and so forth.
There is a LOT of depth here to be had, but we'll have to play it to find out how much actually pans out.
Seriously, the negative nancys in this thread need to chill out.
You're oversimplifying what these class revisions have to offer. They are far more complex and tactical classes then you're making them out to be.
They had paltry offensive skills to begin with. With the guard changes that have already taken place Phalanx was a shadow of what it once was before, and it was the only Reactive WS they had. All of their offensive ability was in their weapons skills which all basically did the same damage at lower levels. Other offensive ability came from what they could cross class. They still have offensive weapon skills in the adjusted list, and using combos increases their damage. And they now have MORE options in regards to reactive abilities. They also still have shield bash and can stun in place of Riot Blade pacification effect. The ability to shut down enemy abilities is still there as well.Quote:
Gladiators specialized in Reactive WSs and Shutting down enemy abilities. They now have No offensive Skills
Lancer is still tactical and strategic. You can increase your TP through the use of an ability, increase the damage of your next attack. And reduce the recast of your next weaponskill. Your auto attacks can steal HP. You lose out on an attack speed ability, being able to transfer enmity, and you're obvious weaker in defense. But you can manipulate your TP and weapon skill recasts in order to initiate combos more frequently, and take advantage of the effects offered by those combos. In place of Diversion you can absorb HP from an attack directly, which can be boosted by depleting the effects of one of your other abilities.Quote:
Lancer was a Tactical fighter with a steady defense. They are now all out DD with no Tactics or Defense
CON still specializes in mitigating damage by healing, because healing is and always has been a method of doing so. They can also generate a barrier around a target that prevents damage. Similar to Stoneskin. Their damage mitigation potential is still intact. They also have a version of protect. They have their own nukes that can inflict additional effects. They also have an ability that can increase their magic attack at the cost of healing ability. So now CON is a well-balanced class that can switch from support to nuking when the situation arises. Wow. That's pretty much what they were before.Quote:
Conjurer was an Run and Gun nuker who specialized in mitigating Damage and elemental magic. They now heal.
This one is true. They are a more destructive class now. And all of their nukes have additional effects. They can still enfeeble through their damage spells, although the enfeebles aren't the same as before. They no longer have absorbs. or Sac. Or dedicated enfeeble spells. But if BLM can solo in FFXI, this new class should be able to do it as well. I have no comment on whether changing this class so drastically is a good thing or a bad thing. Maybe to those who already leveled it and like the class as it is, it's a bad thing. Outside of that, I can't see the issue until we actually see the class in action.Quote:
Thaumaturge specialized in Enfeeballing and Nuking to take down enemies and absord spells to boost their skills. Now they nuke.
Archer's abilities before focused on either reducing enmity, increasing accuracy, or increasing damage with a few utility abilities thrown in. The new changes do the EXACT SAME THING FOR CRYING OUT LOUD. The only difference is they get an auto attack. Which as an ability means it can be turned on or off. Even if you were a monkey, you should be able to control what you're doing just fine.Quote:
Archer was a heavy ranged DD that specialized in precision and control. Now they are an abomination that dont even get to chose the rate at which they expend there arrows.. Infinite quiver is just a step away.
You won't know how useless or non-useless the elemental attacks are until we see them in action.Quote:
MRD and PUG are the only two classes that have escaped most unscathed. Except now PUG has the useless ability to attach fire to its melee attacks. A skill that will do nothing considering very few enemies in this game are weak to fire and elemental dmg does nothing to increase potency without elemental weakness.
This is true. Classes don't have access to a water nuking spell. Yet.Quote:
Also, did anyone notice Water doesn't exist anymore?
This list is getting me pretty excited. It seems like they spent a good deal of time on it and it shows. The game is going to get a lot more tactical.