To me, this seems very disappointing:mad::mad:, kind of like its the same exact job but with 5 new flashy things... how does anyone else feel about this?
Printable View
To me, this seems very disappointing:mad::mad:, kind of like its the same exact job but with 5 new flashy things... how does anyone else feel about this?
I'm not sure how i feel yet, but i'm not surprised or disappointed since we've known this for months now.
Jobs were never really meant to feel like entirely new classes. They just enhance them with unique/powerful abilities & adjust base parameters.
Those enhancements mixed with the new AF gear (which sounds very powerful) should be a great change. At the very least, it'll still be more options even if we don't full time Jobs.
We've had this information since November.
New skills look sweet -- a nice start to defining jobs
Like the previous posters have already said, that information's been said for months.
when you tell ppl to follow information on lodes forum, they say that the forum is full of bullshit and now you see this
i apologize, i was unaware that the info has been out that long haha but how is bard supposed to be a defining job with only 5 party buffs, saying that all 5 are buffs i mean
Is the new job specific gear in 1.21 or is it 1.22 ?
It's defining in the sense that we obtain these unique abilities while limiting us to only certain abilities. The foundation of being an Archer is still there, Bard just enhances it. AF gear will also enhance it even further.
So the difference is the abilities, armor & base parameter shift.
well i kind of figure it wouldn't be that far from the same moves/spells wise. it's not like pld wasn't kinda able to be put together with gladiator and some other moves. only thing is it had way more then needed from other classes. didn't expect it to be too much more different just less options and more in line with a real pld not a jack of all trades gld/pld. besides i'm sure we will get new moves and stuff after 2.0 and we start seeing cap raises.
well do you want to switch through 3-5 skill bars again like we had patches before? so its better that we have "only" 5 new skills per job... which are ausum and not THAT much.
but i understand, that have been my first impressions too. but wait and you'll see. more doesnt mean better.
and there are even more levels to come, when SE is going to raise the lv cap. so im happy with it.. that we have 5 new skills for now... or do you want like i said to switch between 7 skill bars while fighting? would be a mess.
Havent you seen the trailer about the job skills (one skill is shown for each job)?
Job Classes - Skills Trailer Youtube
and well, one skill from the bard that is shown within the trailer is an "active" combat skill. i think about 3 will be songs (mp refresh/hp regen/more defense) and the rest 2 skills will be active skills.
but there has been a list already with the job skills.
I'd also like to point out that from the traditional classes;
30 -> 50; 5 Additional Abilities; 5 Additional Traits.
Not sure why this seems to be a surprise? I'm pretty sure the 5 new skills doesn't include traits? If it does, I'm still not disappointed as I think the jobs themselves will have unique ways of playing. Be it through management or just general usage.
Hmm so if I understand it correctly: It's not just that you get only 5 cross abilities, but you can only get them from two specific classes. So for example that only classes the would be able to use Raise (or Cure) would be Paladin, White Mage and Bard. The only classes that can use Invigorate are Dragoon and Monk etc.
This is really disturbing. For example for dungeons/endgame: Why would we want to bring a Dragoon or Monk or Marauder as damage dealers if the can't even offer the slightest support to the group. Everyone would bring Bards as damage dealers just for that reason, besides the fact that everyone is already bringing Archers now because of the easy damage they do and minor damage they take.
This is what I thought of as well. They just further enhanced the Bard while shafting every other DD Job (not class). Does the Monk or dragoon have a far superior attacks? I'd like to think so, but I don't see it. Jump? really? For the monk sap does sound intriguing, but we have to see it in action and how effective it really is.
Then again, you can go as monk, find that it sucks, change back to PGL.... problem solved :)
Check it out by yourself: Class Reforms & Actions Lists.
Ah, I'd almost forgotten about that post! Thanks for the reminder!
He mentioned brand new class and job abilities for 2.0 too
You have to consider that switching to bard means you are loosing B2B, Keen Flurry, and Invigorate. You are now going to be tasked with keeping peoples songs up, and your stats are also going to be affected in someway. Your AF is probably going to be support oriented, which means you'll be relying on melds for DD gear.
On the other hand, MNK and DRG stat changes will most likely be str boosts at least, and they both still have access to all 3 lnc dd skills+blindside, get new dd skills and combos, and their AF is most likely going to be heavy DD gear that we already know trumps melded gear.
Also, look at the two abilities Sap and High Jump. Jumping out of AoE and freezing a target (maxi moogle?) Also imagine how fast 100 fists of fire will take down wiskerwall...
It's making classes easier but also more challenging. Now you dont ahve to worry about all the other abilities from every other class you had. But you also have to concentrate without having decoy or sentinel depending on your class. Also you better have players that can avoid death cuz not everyoen can raise :)
It's a great way of further defining our roles within parties. Why should everyone have access to Raise, just because it makes it easier? This makes things more specialised and, as I said, will help with that sense of defining roles.
When you equip a job stone, it seems that you're not expected to play your class as you would normally play it anymore. You're taking up a job and that will have a different playing style. It seems that people will still be required to play as, for example, a Lancer OR a Dragoon depending on the situation and not as a new-and-improved "Oh I'll permanently be a Dragoon" Lancer.
Don't know it until you try it!
when i am using a job over a class, invigorate will be missed greatly.
Granted if you are doing group content with people set to jobs there is more then likely going to be a bard some where in the mix. The push button to gain tp button will likely not be missed unless the tp regen song is really weak.
I think we all need to really re-think party play once jobs are released. The big mystery right now pertains to how much will stat/attributes change when equipping a job stone. For example, Archer to Bard could lose a lot of DD ability, but gain a lot of MP, allowing them to be a pure support class, with access to Conjurer spells such as cure and raise. So, someone playing as a Bard will need to give up the idea of being a DD in order to focus on supporting the party, which could have much farther reaching benefits than simply killing stuff.
People will need to change their perception of what works best right now, vs. what works best with the interplay of everyone using jobs and playing their roles. If that doesn't happen, no matter how well jobs are implemented, the system will fail.
Anyone on Gungir/Mysidia who wants to experiment the dynamics of jobs working together send me a message once the patch rolls out, I'm all for running old content/strongholds and experimenting to find the optimal ways to play with our new "toys".
I want to say, if I wasn't mistaken, that there are new spells and stuff being added in this patch as well (in addition to what we see in the job skills) that have not been mentioned. I can't really find where I read that though, but pretty certain.
i agree with this. :) I'd rather have 5 flashy skills that look AWESOME plus new gear other than some 30 weapon skills that look like a piece of crap and do little damage :) http://assets-cloud.enjin.com/users/...nal/566179.jpg
When 1.21 comes out.. Threads that relate to 1.21 will be behind us.. on how uber jobs are going to be :D
Also, keep in mind we are still capped at level 50, leave some moves for level 99.
As far as all jobs being unable to equip raise, it's not that big of a deal. People got by in FFXI with only whm and /whm classes being able to raise. And don't forget, whm is getting chain spell back and a spell that removes weakness. So basically a whm can raise 2 ppl with no weakness, and cure the weakness of a 3rd job in the pt that can be raised by a pld or brd, effectively making it seem like there were 3 cnj raising in that same time period. And how many parties won't bring a paladin/bard, very few I'd say. Relax
Yes, we got along fine without everyone being able to raise by their job skills in XI...because we also had access to RR items lol I'm sure there's a few people who didnt take them along, but if it was available, its silly not to use it. Really though, fussing over it changes nothing, it is what it is. And I'm sure eventually if they make something like a Master Job or something, that will ultimately only use one class -> job -> specialist abilities/traits in the end. This is Yoshida's vision now and his is a narrower one than the previous director, so, as said. It is what it is.
Only 5 new actions, for now. The level cap will eventually go up and I'm thinking we'll get more job actions when that happens.