This section is exclusively for things that aren't in the posts above that were an after thought based on questions asked by other posters.
COMPILATION OF BALANCES AND MODIFICATIONS BASED ON FEEDBACK
- Path introductory quest level requirement reduced to Lv20. (Unsure if FFT unlocks will be used - Players want but it seems grindy and unnecessary.)
- Removal of Physical Level and it's Stat Allocation.
- When removing talents from a certain tree ones stats will go down to the stats for the base class. Abilities/Traits/Skills for that particular spec will be unequipped. (Something will need be done in regards to Weapon = Class since removing a talent like "Equip Kunai" would effectively remove that weapon.)
- The Base Class will be the one acquiring points. They are free to turn into an Advanced Class by putting points in.
- Player will retain level when switching specs. Progress is not lost.
- Players are able to branch out into another spec but minimum amount of points must be spent in 1 spec before moving into another. Example: 30 in MNK / 5 in NIN (for some Evasion+% buff).
- Minimum amount of points must be spent to reach next tier of a particular tree. Example: This would make it so that MNKs cant reach all the way down and steal Kunais from NIN.
- For players that are currently above the rank which introduces specializations; all they need to do is complete the quest and they will receive all their points immediately. If a player is 50 they will be able to spec into whatever Advanced Class branches out from their current Base Class.
- A template feature that would allow players to swap to previously saved specs/talents/abilities/gear configurations by using 1 button would be a great addition (not just to this - but the game in general).
Edit (3/16/11):
- Base classes have their own set of abilities/traits/skills/spells which are generic. These can be used cross class and spec.
- Specs have their own set of abilities/traits/skills/spells which can only be used by that spec.
- You are free to change specs whenever. Points need to be redistributed unless SE adds templates.
- You are free to change classes whenever by switching to different weapon. (I would never change this. This is what defines an FF MMO.)
Point of keeping some abilities/traits as spec only is to promote uniqueness and move away from this insanely broken system where everyone is everything.
Purpose of specs themselves is to introduce FF classes, which they intend to do, while giving the current classes a purpose - evolving into the FF classes. If they just add new classes - that won't fix anything, just add more things that needs to get balanced. Talent Trees themselves don't have to be used (even though it is), but its nice to have a GUI to play with when allotting points and mouse over description of what skills/abilities/spells/traits do before you spend points on them.
Edit (3/20/11):
Suggestion by Jericho:
Gladiator (Sword/shield, Great sword) -> Dark Knight (Great Sword), Paladin (Sword, shield)
Pugilist (change name?) (H2H, Dagger) -> Monk (Hand to Hand), Thief (Dagger)
Archer (Gun, Bow) -> Ranger (Bow), Corsair (Gun)
- Limit specializations to 2 per Base Class.
- Base Class will eventually learn passive trait that allows use of another Weapon Type. Keeping the Weapon Type specific to the Base Class will allow us to swap specs without having our weapon removed.
Possible Suggestion for Expansion Base/Advanced Classes:
Expansion one:
Tamer (Club, Gemmed-wand or something) -> Beastmaster (Club), Summoner (Wnad or something)
Expansion two:
Ronin (Great Katana, Katana) -> Ninja (Katana), Samurai (Great Katana)