Page 2 of 5 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 48
  1. #11
    Player
    Cubester's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    176
    Character
    G'intana Fhey
    World
    Lich
    Main Class
    Pugilist Lv 100
    Quote Originally Posted by tymora View Post
    I actually like the idea of using specific jobs for specific dungeons.
    Gives purpose to being able to level up all jobs on 1 character....but that's just me.
    Trust me, it's not just you. :3
    (1)

  2. #12
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Lumiin View Post
    People are so quick to just attack and lash out. If you don't agree don't post since that helps bump it and keep it active, possibly getting a mod's attention. Or just simply say no and give your reasons in an non attacking way ._. Gesh. Not to mention this is not YOUR mmorpg.

    Anyway, I never played a game with any mob features like that, sounds cool, 'specially something like casting cure on an undead mob and that damaging them lol.
    Do me a favor and don't quote things out of contex.

    Quote Originally Posted by Aegis View Post
    The point is, the game will always need certain roles covered, you will never have a serious endgame event where certain party slots aren't reserved for certain jobs, the difference is one of degree. Tank and Healer are needed for most endgame content. For Turn 1/2 you can add crowd controller to that (silences). Mob resistances just specialise the kind of DPS that is helpful (magical/non-magical, ranged/melee).

    SE are doing all they can to promote varied parties (the recent change to LB, the party attribute bonuses) however, you can't stop an MMO community from finding the path of least resistance, be it ranged-only Garuda ex or PLD tanks only for turn 5.

    Rather than trying to stop human nature, my argument is that the mob resistances/weaknesses will allow SE to design fights where under-valued classes are suddenly valuable again, while allowing the game to recover some of its lost FF heritage.

    Late Edit: Also, I wouldn't want to get too side-tracked on mob resistances. Other effects such as following/running away/getting defensive/hp-aggro etc are all important too.
    Of course everyone will need certain ROLE. What i'm arguing is the fact we don't need certain JOB. Why i should discriminate a drg over a mnk for a content? Because one deal piercing damage and the other blunt ?
    Why a smn over blm ? Because one deal unaspected damage and the other don't, so it's more situational ? With the idea of elemental weakness every blm would end useless (not unwanted) for everything resistent or immune to fire, chopping like 70% or their damage output. This of course assuming blm shouldn't be chopped of astral fire-umbral ice mechanic, which would be a shame wasting

    Quote Originally Posted by haseo0730 View Post
    Believe me, that can be easily balanced, so that you will not have to play just a certain class/job.
    -Any class can deal piercing/blunt/slash damage. There were two types of weapon in 1.0, lets say for GLA you could use blunt or slash sort of weapon.
    -Any class can use weather for their advantage, just give them abilities with additional elemental damage (like Thunder Fist or Blazing Sword or w/e).

    Also don't forget that even today we still can use the cross class skills and abilities, this also adds up to the overall balance so that no class/job would be considered OP or crappy.
    Having all the classes dealing all kind of elemental and damage type and making them basicly all the same with the only difference some are melee and other ranged. Exacly what we had in 1.0 and people bashed because it took away any kind of difference,made every single class bland and screamed for more differentiation.
    Also, i want the point out the contraddiction in wanting more way to promote differentiation while making all jobs pretty much the same.
    (3)

  3. #13
    Player
    Anomander_Rake's Avatar
    Join Date
    Jul 2011
    Location
    I call Gridania home.
    Posts
    13
    Character
    Ezrael Azara
    World
    Seraph
    Main Class
    Lancer Lv 60
    It would be nice if they could do it right, would add a ton more diversity to how people play. would take an immense amount of tweaking, refining and balancing. and of course it would leave many players un-happy, but a lot of players also happy. can never have win/win
    (1)

  4. #14
    Player
    ZohnoReecho's Avatar
    Join Date
    Aug 2013
    Posts
    958
    Character
    Zohno Reecho
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    I would first "fix" the fact that skeletons and gargoyles are sleepable and gryphons aren't <.<
    (0)

  5. #15
    Player
    Dark-Saviour's Avatar
    Join Date
    Dec 2013
    Posts
    690
    Character
    Dark Saviour
    World
    Cactuar
    Main Class
    Carpenter Lv 80
    Quote Originally Posted by ZohnoReecho View Post
    I would first "fix" the fact that skeletons and gargoyles are sleepable and gryphons aren't <.<
    I guess you could say those skeletons are...

    *sunglasses*

    lazy bones.
    (8)

  6. #16
    Player
    Dante_Purgatory's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    94
    Character
    Dante Volio
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    @OP
    I totally agree with your ideas even though the elemental weakness stuff won't happen
    I'd love to see mobs getting their characteristic behavior back like you mentioned above.
    Some additional ideas:
    -Mobs that randomly heal you (like Hares in FFXII)
    -Mobs reacting to /emotes
    (5)

  7. #17
    Player
    Aegis's Avatar
    Join Date
    Mar 2011
    Posts
    1,161
    Character
    Aegis Elisus
    World
    Balmung
    Main Class
    Armorer Lv 70
    Quote Originally Posted by yukikaze_yanagi View Post
    Of course everyone will need certain ROLE. What i'm arguing is the fact we don't need certain JOB. Why i should discriminate a drg over a mnk for a content? Because one deal piercing damage and the other blunt ?
    Why a smn over blm ? Because one deal unaspected damage and the other don't, so it's more situational ? With the idea of elemental weakness every blm would end useless (not unwanted) for everything resistent or immune to fire, chopping like 70% or their damage output. This of course assuming blm shouldn't be chopped of astral fire-umbral ice mechanic, which would be a shame wasting
    We already discriminate among DPS classes. SMN/BLM being seen as required for Ifrit HM, BRDs being seen as required for turn 1 and 2. We also discriminate among Tank classes; almost no-one runs turn 5 with 2 WARs.

    If you added mobs with fire weaknesses and physical resistances to that hypothetical example fight, they would be sought after, but they wouldn't be stacked. Not all mobs would or should have these resistances, there may only be a few here and there. The resistances also could be slight (10% or so) to make a job preferred but not essential.

    They could also return the partial damage types from early Version 1: Some bladed lances would be 80% Piercing, 20% Slashing etc. This would allow a certain amount of horizontal progression as one weapon may be more useful than another in certain fights even if it is the same/slightly lower i-level.

    There is a lot of middle ground between all jobs play exactly the same and are interchangeable and lolBLM.

    Quote Originally Posted by Dark-Saviour View Post
    I guess you could say those skeletons are...

    *sunglasses*

    lazy bones.
    Have all my likes.
    (1)
    Last edited by Aegis; 01-03-2014 at 10:04 PM.

  8. #18
    Player
    ZohnoReecho's Avatar
    Join Date
    Aug 2013
    Posts
    958
    Character
    Zohno Reecho
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Any kind of % resisted wouldn't be "acceptable" to the mass and would just give them one more reason to denigrate a job.
    People require you to get cross class skills to increase your damage by a few % for few seconds. Guess what would happen if you had a constant damage reduction.
    (2)

  9. #19
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Aegis View Post
    We already discriminate among DPS classes.SMN/BLM being seen as required for Ifrit HM, BRDs being seen as required for turn 1 and 2. We also discriminate among Tank classes; almost no-one runs turn 5 with 2 WARs.

    If you added mobs with fire weaknesses and physical resistances to that hypothetical example fight, they would be sought after, but they wouldn't be stacked. Not all mobs would or should have these resistances, there may only be a few here and there. The resistances also could be slight (10% or so) to make a job preferred but not essential.

    They could also return the partial damage types from early Version 1: Some bladed lances would be 80% Piercing, 20% Slashing etc. This would allow a certain amount of horizontal progression as one weapon may be more useful than another in certain fights even if it is the same/slightly lower i-level.

    There is a lot of middle ground between all jobs play exactly the same and are interchangeable and lolBLM.
    magic dps could be "required" in ifrit hm for the limit, but you don't have reasons to have a full party of ranged, you need just one or two. BRD in turn 2 is a no-brainer for obvious reasons, they're the only outside paladin with a decent silence <_< back on topic, "some mob here and there" is already too much. Let's say, turn 7 have some kind of immunity to fire damage. you're a main blm in full af90 and your second job is a paladin in CT equip. That single boss will impose you to don't progress further, because your main job is completely useless and your second job it's still under equipped. This is an acceptable thing to you ?
    Same with the example of weapons you bring: let's say a boss is immune to piercing and weak to slashing, and there is that kind of lance with 80% piercing and 20% slashing. A war/pld will do 80-100% of their damage, while the drg will bring only 20% of the damage it could unsleash otherwise. 20% of damage is NOTHING. This make the drg welcome, or completely useless ?
    (0)
    Last edited by yukikaze_yanagi; 01-03-2014 at 10:28 PM.

  10. #20
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    if you remember correctly, yoshida did take time while the beta for explain why it will not happend.
    it will lead that some class, like BLM will become soo much imbah infront of some monster that it will make inefficient to bring any other class. like it was already the case in the V1.

    an example, based on what you have said: piercing against flying monster, garuda is flying (ok it's more hovering but still), then the efficient way to kill her will be to bring 3 bard+1 dragoon for kill her... monk, summoner and black mage will simply be left out.
    another example more... funny: a undead, if we follow your idea, they will be extremely weak to healing. for beat them, people will come with 6-7 White Mage for kill it simply because the damage from the healing will be more efficient.

    people tend to use the most...efficient way to clear a content, not to face the content with any setup. bringing this will lead to a huge inbalance between the class, not from the game, but from the player.... it's why Yoshida had take the decision to not put back this ingame.

    indeed it can bring more strategie...sadly player will often make any other strategie useless because the efficient it's always the better...

    ps: if you don't believe me, check your party finder on your server, it's a very good example of what people tend to do.
    (6)

Page 2 of 5 FirstFirst 1 2 3 4 ... LastLast