I am going to remain positive. Even if the answers are not good at least we have an exact answer to a lot of questions!



I am going to remain positive. Even if the answers are not good at least we have an exact answer to a lot of questions!


No...if you want to play mix and match with abilities, stick with the classes. They are redoing class skills along side the implementation of jobs, so you'll still be just fine. Not sure how you got they would be taking that away, since the blueprint already stated the difference between classes and jobs.
So far from what we know:
Classes = Freelancer or jack of all trades where you can mix what you want.
Jobs = somewhat closer to standard FF characters circa IX and pre VII, specific specializations.
Or at least thats how it seems.
"There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".
http://neogaf.guildwork.com//


Seems to me like it'll just be equipping a specialization to your weapon class on-the-fly, increasing the effectiveness of skills relative to that job's role (such as WHM gaining effectiveness with healing/buffing magic) in turn for losing skills that aren't part of its role (in this case either losing skills from DoW/damaing THM/CON magic or having it super gimped) and also gaining a few new abilities to enhance and expand (which also makes up for the loss in effectiveness/loss of many ability options).No...if you want to play mix and match with abilities, stick with the classes. They are redoing class skills along side the implementation of jobs, so you'll still be just fine. Not sure how you got they would be taking that away, since the blueprint already stated the difference between classes and jobs.
So far from what we know:
Classes = Freelancer or jack of all trades where you can mix what you want.
Jobs = somewhat closer to standard FF characters circa IX and pre VII, specific specializations.
Or at least thats how it seems.
EX: Lancer unlocks job: Dragoon. Dragoon gives the Lancer the ability to wield spears with greater effectiveness and gives you the Jump ability, which vaults you into the air and gives invulnerability, then damages. Life Surge changes into Lancet and has increased effectiveness (somehow...increased draining or decreased cooldown).
That's how it seems to me.
Peach Parfait/Khulan Angura on Gilgamesh
[Removed by Moderator according to the FINAL FANTASY XIV FORUM Guidelines.]
We received favorable answers to 95% of questions in that Q&A. Questions that for the most part addressed every single major or minor concern regarding battle. There was little to no filler or lengthy explanations for why they can't/won't do X or Y.
[Removed by Moderator according to the FINAL FANTASY XIV FORUM Guidelines.]
Last edited by Melodicya; 05-29-2011 at 11:03 PM. Reason: Content was edited by Moderator due to violation of Forum Guidelines.

The question about the haste gear concerns me a little. I'm hoping the answer to it was a just shrug off. Its up to the dev team to figure out the balance, but there still needs to be items in the game that some people will just never obtain. If you wanna say that XI's pre-cakewalk days were too hardcore then fine, and I understand that they're trying to attract more players by making accomplishments easy to come by, but there still needs to be some form of ...social hierarchy...for lack of a better term.
XI: Walton [Gilgamesh/Carbuncle]
XIV: Walton Rowe [Figaro]
They had it in already but they turned it off together with player collision detection, which is bs. They should have left both collision detection types intact and improve the AI a bit maybe. Nothing spectacular, just a few more rules to try to bypass the player blocking the way.
Collision detection allows for better battle strategy, i.e. tanks stopping the mobs from getting to the magi. Having it in partially but then removing it because players complain about bumping into each other is just stupid - one doesn't complain about bumping into people/objects in real life, does one?
And if we continue to remove collision detection, why not remove it completely and just allow to run through everything? Oh wait, that's already possible in Limsa...
[ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]



At least they are acknowledging some of our concerns and thoughts, even if some of it is still in the testing/blueprinting phase. I appreciate any information. Thanks for the Q&A Devs and Reps.



Sorry, but all that does is create castes of haves and have-nots. It's not fun, and becomes a major factor/detriment in group dynamics should the stakes be raised.The question about the haste gear concerns me a little. I'm hoping the answer to it was a just shrug off. Its up to the dev team to figure out the balance, but there still needs to be items in the game that some people will just never obtain. If you wanna say that XI's pre-cakewalk days were too hardcore then fine, and I understand that they're trying to attract more players by making accomplishments easy to come by, but there still needs to be some form of ...social hierarchy...for lack of a better term.
Haste in FFXI became the make and break point for melee. That's why people are worried about how that reacts to auto-attack. I'd also toss in weapon delay and Store TP if that ever makes a return.
I'm more concerned about the feed TP thing, and hope they decide to implement boss encounter mechanics that don't use TP as a resource but either timed abilities or something else. TP feed should never be a factor in boss fights.
Also, what's all this talk about gear-swapping? I haven't seen it mentioned during the Q&A, so what brought that stupid piece of development into the discussion?
PS: And to state where I stand on that, no I do not want gear swapping to be part of this game. I hated it in FFXI and its a huge immersion killer.
Last edited by Duelle; 05-28-2011 at 07:17 PM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

yeah! definitely a big NO to gear swapping in battle, it is one of the few FFXI features that I hated, playing as a black mage, all I see is my character blinking off and on(re-rendering of character) for every single spell cast, damn annoying, not to mention the need of having huge stacks of gear in the inventory.
I enjoyed the hell out of the Q&A. Their was some great info in it. Some was vague but we got a lot of answers. Not sure what people were exspecting. If SE is working on it they can't give you a definate answer because the final product may change. I enjoyed it and can't wait to see what happens in the JUNE update.
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