If those things you mentioned weren't broken we wouldn't be here cause Tanaka would still be in charge.
They need a voting system just so I can rate this thread down.
If those things you mentioned weren't broken we wouldn't be here cause Tanaka would still be in charge.
They need a voting system just so I can rate this thread down.
Last edited by Yojadi; 03-11-2011 at 05:49 AM. Reason: Inflammatory comments
Im sorry but I dont think there is anything wrong with being able to customise your stats as you see fit. Last time I checked I can wear whatever clothing I damn well please regardless of the fact that it was appropriate for the situation. Make changes to where people can see exactly what stats they are losing for wearing cross class higher ranked gear (ive done a lot of extensive testing and on equipment you start showing positive stats within 2-3 levels of optimal not much but better then current rank and on weapons its 2 levels prior for same stats and the tier below it and 1 level to show minimal stat increase) Because people seem to think just cause you click on the gear and all stats are green that those are the stats you are getting when you ARE NOT in optimal rank. Sadly untrue. Quick solution to people having issues with the point allotment make it so each class gets its own point allotment set saved. SO you have one for your mages and melee. Issue fixed. The two systems mentioned are two of the best things in this game, and its people like YOU who lack the understanding behind the concept that is killing this game. Thanks for the bump though
Last edited by Yojadi; 03-11-2011 at 05:51 AM.
No. What's killing the game is people that think that since a lot of things are underdeveloped and need work, every single concept behind the game is "broken".
Physical levels are plenty fine as they are. They have absolutely NO adverse effect on gameplay and they allow for a degree of linear progression while keeping customizability and variety. People that want them out simply can't come to accept that a diverse mechanic can be as effective as familiar ones.
Last edited by Yojadi; 03-11-2011 at 05:51 AM.
That's because they're all asinine concepts. If any of them worked the game wouldn't be in such a ridiculously horrendous and poorly rated condition. I have yet to think of a single thing from the retail launch that was anything more than a poorly handed, half thought, hashed out idea. The game needs serious work and thank god Yoshida and his team are putting their teeth into the task. This vocal minority of people resistant to every single change is irritating. If you want to pay $50-$70 for a crummy game I can point to you several Barbie titles.
Physical levels are plenty fine as they are. They have absolutely NO adverse effect on gameplay and they allow for a degree of linear progression while keeping customizability and variety. People that want them out simply can't come to accept that a diverse mechanic can be as effective as familiar ones.
No, they aren't. They restrict player growth with arbitrary limitations and cool-downs on stat allotment. The level itself serves no real purpose other than e-peen. I am all in favor of removing the entire thing and adding in a real class system. The idea to mix and match abilities at will is a nifty idea in theory but clearly does not work in FFXIV because it leaves every single class feeling naked. I have no reason to play a conjurer over a lancer, other than to use a different type of weapon. This supreme class homogenization is what leaves the game feeling just so bland and uninteresting.Physical levels are plenty fine as they are. They have absolutely NO adverse effect on gameplay and they allow for a degree of linear progression while keeping customizability and variety. People that want them out simply can't come to accept that a diverse mechanic can be as effective as familiar ones.
A concept isn't bad just because you call it asinine. Sorry to burst a bubble.
The game is in the state it is because of bad balancing, unfinished development, lack of content and lack of UI streamlining. It has nothing to do with the basic concepts.
Wrong. The physical level and the stat point allotment, with the limitations in place to respec serve the purpose of pushing the player towards a certain degree of specialization, while still keeping versatility. If you want to play as a melee DPS, you'll specialize your point growth in dexterity and strenght, meaning that you will be a little worse at healing/nuking, when you switch to a caster, than someone that decided to specialize on that kind of classes.No, they aren't. They restrict player growth with arbitrary limitations and cool-downs on stat allotment. The level itself serves no real purpose other than e-peen. I am all in favor of removing the entire thing and adding in a real class system. The idea to mix and match abilities at will is a nifty idea in theory but clearly does not work in FFXIV because it leaves every single class feeling naked. I have no reason to play a conjurer over a lancer, other than to use a different type of weapon. This supreme class homogenization is what leaves the game feeling just so bland and uninteresting.
It also means that your heals/nukes will be weaker than your physical attacks when you use them with lancer (on top of the class affinity system)
You have plenty reasons to play a conjurer instead of a lancer, because the lancer will deal more/different damage in different ways than the conjurer, and the conjurer will heal a LOT more and over a lot more characters than a lancer.
It's massively funny that you contradict yourself on the same post. First you complain on how physical levels and respec limitations don't let you plass every single class at it's best, and then you complain about lack class uniqueness and specializationn, which is basically the opposite.
The ones that complain about physical levels and class uniqueness simply don't know how concepts like hard caps, class affinity and similar limitations work. While it's partly justified by the fact that the absolute lack of challenging content in the game makes those concepts less evident, it's absolutely hilarious how they fail in identify the real, simple problem, which is exactly the lack of challenging content, and has nothing to do with the armory system.
If a sword breaks every shield, you don't dull the sword, you make shields stronger.
And who ever said that you need to be EQUALLY effective in every class and every role?
Again, funny how you see people whining about the lack of specialization, and then others (or the same!) whining that they are forced to specialize to a very limited degree.
Last edited by Abriael; 03-10-2011 at 12:41 AM.
I can understand to a degree how that may work, but when I have to wait over several hours to "respec" my points so I can play my mage class with any degree of potentcy, that's not exactly "versatile" to me. In a game that allows you to play all classes on a single character, it shouldn't be so cumbersome to switch between them. Yes, you can grind out marks to get the traits that swap your stats for classes, but honestly that's just a pointless system to begin with. Why not include that by default? Why make me grind so that I can actually use this system?Wrong. The physical level and the stat point allotment, with the limitations in place to respec serve the purpose of pushing the player towards a certain degree of specialization, while still keeping versatility.
It's not that you "can't play every class at its best." It's that if you want to play or tinker with multiple classes you have to play all of them at its worst. The current system doesn't allow for much diversity in switching classes without arbitrarily punishing the user. Playing as a severely gimped conjurer because I decided to level lancer earlier that day does not make it "unique" or involve any specialization. And what exactly is wrong with wanting to play a job at its best? This was easily accomplished in FFXI by switching classes. It's not exactly playing every class on a single character if you're "pushed" into a single role amongst all of the classes and then penalized when you want to change that role.First you complain on how physical levels and respec limitations don't let you plass every single class at it's best, and then you complain about lack class uniqueness and specializationn, which is basically the opposite.
Have you ever experimented the effect of that difference in stats? I and quite a few others have. The difference is not nearly big enough to make you not viable in any role.
Even if you have most of your points allocated in physical stats, you're still very viable as a caster (when you use a caster class, of course). You're not 100% min/maxed, but your viability is not at all compromised. I don't think anyone will ever even *notice* if your heals heal 10-15 HP less than the heals of someone that has specialized in magical-friendly stats, you know?
I understand wanting to be efficent, but 100% min/maxing isn't nearly necessary to be efficent.
The system as it is now, allows you to specialize on a class or a role, being 100% min/maxed on that (for instance, I'm specialized on tanking), but you're still efficent in any other role, provided that you equip the right class of course.
Last edited by Abriael; 03-10-2011 at 01:00 AM.
You're just highlighting another floor in the system and reason it should be scrapped here. Physical levels mean stats CAN'T be significiant, and it's yet another thing the Dev team are changing because right now they're totally meaningless, so this customisation you think comes from simply having physical levels practically doesn't exist anyway.
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