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  1. #1
    Player
    Alise's Avatar
    Join Date
    Mar 2011
    Posts
    1,071
    Character
    Alise Reinhart
    World
    Tonberry
    Main Class
    Gladiator Lv 80
    There would be no point to play multiple class if they remove the cross skill feature which is reason people play cross-classes now.

    If crossing were actually the problem, then why CON/THM spell also look so plain/suck? So I agree that animation could improve as cross-class skill too! it is only up to them to work on it or lazy.

    (0)

    FFXIV : ARR all instance boss gameplay video can be found here..
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  2. #2
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Alise View Post
    If crossing were actually the problem, then why CON/THM spell also look so plain/suck?
    I thought this was a good point, but if you look at the whole development situation concerning battle effects, Spells and WS are all included together. If you spend too much time on one, the other suffers. Or if you expand one too much, the other suffers as well.

    So, just because spells suck, doesn't necessarily mean its an art problem, it is still a design problem.

    Another point that could be made, if less time is spent on making effects & animations work for all the classes, more time would be available for spells. So both could improve by simply limiting weapon skills to their weapon.

    ****Also I think some people might be getting confused. This thread is only about limiting weapon skills, not all actions. Those not familiar with ffxi, a weapon skill would be considered any melee skill like Skull Sunder or Red Lotus Blade, or possibly even magic skills like Damnation and Radiance.
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  3. #3
    Player
    MeowyWowie's Avatar
    Join Date
    Mar 2011
    Posts
    1,162
    Character
    Meowy Wowie
    World
    Balmung
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Roaran View Post
    ****Also I think some people might be getting confused. This thread is only about limiting weapon skills, not all actions. Those not familiar with ffxi, a weapon skill would be considered any melee skill like Skull Sunder or Red Lotus Blade, or possibly even magic skills like Damnation and Radiance.
    I have to agree with this. I think some people are getting confused with the difference between Weapon Skills and Abilities/Magic. Even if they restrict WS's to their parent weapons the system is still very customizable. To me, it just makes sense that Weapon Skills should be just that, Weapon Skills. Abilities and Magic should remain unchanged.

    In the end, I think the new job system they're working on will take care of all this. Though I'm assuming they they might restrict WS's, Abilities and Magic with it, something many will not be too happy about. For example: Changing to Paladin will only let you equip staffs, swords and daggers for weapons; healing and buffing spells for magic; and enmity generation, defense/magic defense buffs for abilities.

    I personally would accept this system, but I'm sure many will not. We'll see what happens.
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  4. #4
    Player
    Davorok's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Duh
    Posts
    640
    Character
    Davorok Byrmwilf
    World
    Excalibur
    Main Class
    Gladiator Lv 52
    Anyone who wants the Armory System to remain as it is has already lost this argument. They are changing it. Despite being unique and interesting in a sandbox mode kinda way, it was a dismal failure. It seems most people want more defined Class Roles and I think that is what we are getting.

    I hope we still can cross-abilities (some anyway, I can't survive without Sacrifice 2)) but I always thought using an Axe Weapon Skill with a Bow is extremely silly.

    Think about it...if a Pug is loaded up on Axe Weapon Skills and Abilities, it comes to a point where you're not a Pugilist anymore but rather a Marauder using Hand-to-Hand weapons.

    Why bother having Class Names at all then? We are all just "Adventurers" using weapons and skills all willy-nilly so from now on I want to be called a "GladiMar PugLanConTurge".....or maybe just "Weapon Master"...but I really just want to be an Archer.
    (1)

    Papa was a rolling stone...wherever he laid his barbut was home.





  5. #5
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Davorok View Post
    Anyone who wants the Armory System to remain as it is has already lost this argument. They are changing it. Despite being unique and interesting in a sandbox mode kinda way, it was a dismal failure. It seems most people want more defined Class Roles and I think that is what we are getting.

    I hope we still can cross-abilities (some anyway, I can't survive without Sacrifice 2)) but I always thought using an Axe Weapon Skill with a Bow is extremely silly.

    Think about it...if a Pug is loaded up on Axe Weapon Skills and Abilities, it comes to a point where you're not a Pugilist anymore but rather a Marauder using Hand-to-Hand weapons.

    Why bother having Class Names at all then? We are all just "Adventurers" using weapons and skills all willy-nilly so from now on I want to be called a "GladiMar PugLanConTurge".....or maybe just "Weapon Master"...but I really just want to be an Archer.

    thing to keep in mind is most of the weapon skills, arent particular to that weapon, like red lotus, is not called red lotus blade, it is just red lotus. The description of concussive blow is beat an enemiy about the head, doesnt require fists to do that.
    Far as a marauder using hand to hand skills, really it is not the weapon skills that tend to define the class, it is usually the basic attacks. Pug is defined by heavy strike, flurry, light strike and pummel. light strike enhances defense and evasion, making them one of the best dodge charachters, and then they can make people pay with on evade moves. Flurry and heavy combine to make a pugilist able to deal a lot of blows fast. Its really that defines pug.
    Anyhow they are going to make some changes, but i think they will probably keep the armory system mostly intact.

    Honestly the thing they could best do to make battle more entertaining is add more unique looking weapon skills, and even abilities. they could do different motions for some of the skills.
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