Do me a favor and don't quote things out of contex.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.
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 ?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.
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
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.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.
Also, i want the point out the contraddiction in wanting more way to promote differentiation while making all jobs pretty much the same.
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
I would first "fix" the fact that skeletons and gargoyles are sleepable and gryphons aren't <.<
@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
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.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
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.
Have all my likes.
Last edited by Aegis; 01-03-2014 at 10:04 PM.
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.
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 ?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.
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 ?
Last edited by yukikaze_yanagi; 01-03-2014 at 10:28 PM.
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.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.