You don't need to make a thread complaining about this not being FF11, they can already tell that it's not when people keep referring to a combat station as "Damage Per Second" instead of "Damage Dealer".
You don't need to make a thread complaining about this not being FF11, they can already tell that it's not when people keep referring to a combat station as "Damage Per Second" instead of "Damage Dealer".
Agreed; there's things that are probably a good idea to take inspiration from XI, but not everything in XI was a good idea. One (just one) of the major reasons 1.0 failed was an attempt to "just do what XI did but prettier" in many respects, not realising that in the decade since XI, a lot of those things were simply no longer acceptable.
As for the question of whether we could use an Evade Tank - I don't think so. Don't get me wrong, yes, it's a niche playstyle that wouldn't overlap with what already exists, but evade-based tanks are either godly or trash even if not RNG based, and one of XIV's design principles seems to be to avoid situations where a class is heavily desired for one fight but considered trash for another.
It's a Final Fantasy game and I online one on that. What do you think most people are going to reference? Derp FFXI that has been going for 12 years now..... Problem is this is FFXIV-Wow and people want the FFXI feeling back but not in the exact same way. Deal with it.I cannot be the only one who is tired of people saying "give me this because i liked it in FFXI" or "nin was tank in FFXI, so will be tank here" (followed by tears when it is DPS). I'm getting really tired of the comparison between the two. I didn't get mad when my Monk couldn't use suplex, but Sabin from FFVI was a Monk and had suplex. It's a different game with a different engine and different feel. The characters and classes are different, so can we PLEASE stop using XI as a basis for how this game should/will develop?
Having a new tank class wouldn't change the expectations of the tank role in ffxiv. That being said, adding in a new tank won't suddenly make people who hate tanking or being the leader in dungeons play tank more often. It's not going to increase the amount of tanks in DF. People will just FATE level it to 50, farm gear for it on other jobs, and then walk around town looking like a ninja. They'll still do their dailies as DPS or whatev. Tank rarity in MMOs isn't a new thing, and a shiny new class isn't going to change that. There are other issues at play.
Please don't speak on my behalf.
I think XIV could successfully borrow some systems from XI to flesh out content and introduce activities for larger than 8 man groups to participate in.
I for one would love to see XIV bring in forced pop open world NM with tiered progression. I would love an area like SKY from XI which requires planning and teamwork to make your way to a larger boss.
How about some non-time attack boss runs as end game content. Something like new dungeons that are 8 man dungeons, or extreme versions 8 man versions that require actual job mechanics and team work to make it through a pack of mobs. I'm talking about BLM actually needing to use sleepga for crowd control. or Brd use shadowbind, have a drg save spine shatter dive and leg sweep for key moment stuns...
Make some content not gated by completion, but rather gated by lower drop rates so there is more repeatable content with the possibility of great rewards.
These things were/are all present in XI, but for the most part a sorely missing from XIV.
So yes, give me more things in XIV that are similar to XI's content. I'm not asking for a direct copy of systems from XI, but something similar that would expand the openness and replay value of XIV.
I would like to see zones populated with elite type mobs (read dungeon difficulty) that requires at least a light party to safely navigate. Doing activities like FATE or mob hunts in these zones will reward you with side grade progression.
People complain about egis because they're fucking stupid. They are boring and don't give summoner the feel of actually summoning anything worth while.It's totally about that, just about everything (non balance related) that people complain about regarding jobs is borne out of some notion they got from previous FF titles.
Examples:
- RDM melee crowd in XI
- SMN's complaining about their Egi's in XIV
- People who want XIV DRG's to have wyvern pets
People seem to think "Oh I LOVED Job X in FFII, it should be exactly the same as that in every FF game for eternity.".
Also, people use ffxi more often than other titles because it was an mmo and mmos are harder to create balanced ideas for. It was tried and tested and found to work in that environment so it is more likely to function as intended without destroying the original feel of it.
PGL could get a tank job, cause you got fist of earth, featherfoot, can cross class skills from mrd/gld.
you got mantra/heal, so you could be a little squishier tank that can self heal a bit, as WAR.
There's no reason why Rogue wouldn't be able to get a tank job, but Ninja isn't going to be tanking anything...except maybe Caduceus slimes, Scourges, Raff Bees, Brainjack.
At most it might have Utsusemi, as BLM got Manawall, that can block 2 attacks. But Utsusemi might make you able to dodge X attacks, but it would have long CD, so it would be emergency thing, that may be useful in some cases...like dodging landslides, divebombs, but it's not going to make you a tank, just like manawall doesn't make you a BLM tank.
That doesn't even scratch the surface of how many FFXI enemies are in this game. (I was limited to the 1000 character limit) If they don't want to make this like FFXI they really should put original enemies. At least make them look different as if not the same thing but with higher graphics.
1. Characters are the same just diff names.I cannot be the only one who is tired of people saying "give me this because i liked it in FFXI" or "nin was tank in FFXI, so will be tank here" (followed by tears when it is DPS). I'm getting really tired of the comparison between the two. I didn't get mad when my Monk couldn't use suplex, but Sabin from FFVI was a Monk and had suplex. It's a different game with a different engine and different feel. The characters and classes are different, so can we PLEASE stop using XI as a basis for how this game should/will develop?
2. Mobs are the same with same names.
3. Classes and jobs are the same with minor tweaks.
If SE doesnt want us to keep bringing up XI then dont mirror elements of the game. This game is headed in a direction that wont outlast XI. If they wanna keep it alive in the near future they better take more ideas from XI. Its not like they are copying.... they ARE the same company.
No, clearly they want to make it like FF3, I mean look at Crystal Tower, right?*That doesn't even scratch the surface of how many FFXI enemies are in this game. (I was limited to the 1000 character limit) If they don't want to make this like FFXI they really should put original enemies. At least make them look different as if not the same thing but with higher graphics.
Implementing lore/creature designs from previous games in the series is a fundamentally different matter from the implementation of actual gameplay matters.
So is XI the only other Final Fantasy game you've played or something because uh we've got an entire history of a series with a frequently recurring class system featuring several recurring classes you might be interested in.*
* there's actually something to be said for XIV possibly taking more inspiration from III than XI in terms of class design and its highly deliberate, structured character growth.
Last edited by Garlyle; 06-12-2014 at 09:03 PM.
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