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  1. #1
    Player

    Join Date
    Mar 2011
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    148

    [Dev] Battle Attribute Allotment

    While I’m happy with most Battle Reform Blueprint, one thing catches my eye.
    The decision: attribute point allotment will no longer accompany gains in physical level, and will instead occur when characters rise in class rank. Although the amount in frequency of points awarded will be lower than previously, players will find that each point will have a more profound effect.
    And then in *Job he says:
    Rather than being advanced versions of classes, we would like players to think of jobs as specialized playing styles optimized for partying.
    Now my question is, how is this not going to force us to do many jobs, classes for reasons like more attribute point’s and skills??

    Edit: Since X Letter from the Producer, most of the questions have been answered in "list of changes"

    Edit: The only question left is, if there will be any bonus attributes, for characters with multiple classes and jobs.
    (2)
    Last edited by Sweetheart; 05-21-2011 at 09:48 AM.

  2. #2
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    I'm assuming it'll be tied to that class and/or job. So, your THM 50 would have a completely different pool of points from your 23 PGL, for example.
    (2)

  3. #3
    Player

    Join Date
    Mar 2011
    Posts
    148
    Quote Originally Posted by Viridiana View Post
    I'm assuming it'll be tied to that class and/or job. So, your THM 50 would have a completely different pool of points from your 23 PGL, for example.
    This would be great, just switch class and u are rdy to go, same going 4 skills exept, extra ones slightly improving other classes maybe. Like that we wouldn’t be forced much, to do multiple classes, jobs, just the ones we like
    (1)
    Last edited by Sweetheart; 05-19-2011 at 09:48 PM.

  4. #4
    Player
    Join Date
    Mar 2011
    Location
    リムサ ロミンサ
    Posts
    1,084
    I think pretty silly that people selected to manually add points, instead of the system automatically distributing them for you. Seriously, how many people are going to play a melee mage? Also how would this work with the jobs? Let's say I choose White Mage for my job and I join a party. My party members are going to assume that I placed most of my points in Intelligence or Peity, but instead I placed them in STR or DEX.

    EDIT: Now I'm hoping that when you switch classes, whatever points you placed in your stats are saved for each class, but if they don't we'll have a lot of pissed off people. But if it doesn't then that solves my White Mage problem above, I can just change out my stats.

    EDIT 2: Also if my stats are saved for each class, does that mean I can't change them anymore?
    (0)
    Last edited by Sonic_the_Hedgehog; 05-19-2011 at 09:55 PM.

  5. #5
    Player
    Viridiana's Avatar
    Join Date
    Mar 2011
    Posts
    3,481
    Character
    Aria Placida
    World
    Lamia
    Main Class
    Ninja Lv 88
    Yeah, I'd expect them to be saving the skill setup for each class, especially since they indicated plans to do so for gear/skills. They never said anything about taking away the ability to re-distribute the points, either, so I'd expect that to stay, as well.
    (0)

  6. #6
    Player

    Join Date
    Mar 2011
    Posts
    967
    Going by the original vision they do want to force you to rank up ALL the jobs.
    (0)
    I have 8 crafts at 50. All I did was watch T.V. and spam standard for easy mode synths. Enjoy leveling those crafts in 1.19 and beyond everyone!

  7. #7
    Player
    AlexiaKidd's Avatar
    Join Date
    Mar 2011
    Posts
    1,455
    Character
    Alex Kidd
    World
    Spriggan
    Main Class
    Marauder Lv 90
    The key to this is making sure that every class/job has some use of every attribute. At the minute if you are a MRD you don't really have use of things like INT, PIE, MND so you just ram everything into STR, DEX and VIT. If they make certain abilities use modifiers from across a range of attributes then you can really be allowed to focus on customising your play style.

    So for example with MRD you could a make certain weaponskill have a heavy INT modifier so you sacrifice stats in other area's to make sure that you could deliver that weaponskill better than a MRD who focused on different area's. So maybe you wouldn't hit as hard with normal attacks as the MRD stood next to you but when you deliver that weaponskill that you put INT into it would do a lot more DMG than someone who didn't.

    I think something like that would be pretty cool.
    (5)
    Last edited by AlexiaKidd; 05-19-2011 at 10:38 PM.

  8. #8
    Player
    Kiroh's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,478
    Character
    Soube Miseux
    World
    Midgardsormr
    Main Class
    Conjurer Lv 90
    I can see one MAJOR problem with tying attributes to class rank, that being that a rank 1 THM with 10 rank 50s will now be exactly the same as a new player on a rank 1 THM. They've gone from forcing you to rank all classes to making it so that no amount of ranks in other classes benefit you outside of the class itself.

    I just hope by then that surplus is gone. Yeah, try to rank up that one class with 50% exp reduction now that no other class ranks are of any benefit to you outside of shared skills (which you won't have access to when playing a Job defined class, so enjoy).
    (1)

  9. #9
    Player
    WintersMoondancer's Avatar
    Join Date
    Mar 2011
    Posts
    138
    Character
    Sorrow Nightwind
    World
    Sargatanas
    Main Class
    Black Mage Lv 80
    With all said, I'm hoping the point reallocation penalty is removed. Would be much better to switch from melee to mage and be able to allocate all your points at once instead of the current system which leaves you as either half a mage or half a melee.
    (0)

  10. #10
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    377
    What I would like to see is a system where, obviously, every job has an independent pool of attributes, but also, where only a proportion of the newly acquired attribute points are customizable.

    Say you gain a rank on your R30 pug. You gain 1STR, 2DEX, 2VIT, 1MND, 0INT (you could earn 1 int every second rank) and 0PIE, + 1 point to spend in the attribute you like. This "bonus" point does not have to be earned at every rank. For example: automatic stat allocation until rank 10. R10-19: 1 bonus, allocatable point every 3rd rank, r20-30: 1 bonus point every 2nd rank etc. So by rank 30 you got 8 bonus points to spend where you like, which could be comparable to the bonus that you would get from quality gear.

    In such a system you could have way less points overall, and less points to spend, so no need for allocating 2 attribute points in order to actually improve 1 attribute past 40 like it's the case currently. Also each point is supposed to be much more meaningful.

    And this favors character development as you not only become stronger as you rank up, you gain more means to personalize your class by deciding where you allocate the bonus points. You should be able to reallocate them at will.

    To replace the current phys rank they could grant players some bonus points according to certain requirements, like having another job at rank 30, then 50 (for example), and you could have a limit of bonus points obtainable from your other classes depending on the rank of the class you are currently playing.

    Example: R1-10: max 1 additional bonus point coming from your other leveled classes
    r10-15: max2
    r16-20: max3
    [...]
    (0)
    Last edited by northernsky; 05-19-2011 at 11:48 PM.

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