


For me, what's important is whether the new skills are just extra additions without modifying current play style or mixes it up instead. Like, instead of getting another off gcd skill that you add in to your weave ins for more single target/aoe damage, they add something like:
-warriors getting a somewhat short cooldown skill that costs 1 wrath, making them choose between full speed wrath build up or constantly getting the effect this skill provides but slowing down on hitting max wrath.
-dragoons getting a skill that makes the dragoon jump into the air and not return for a period, breaking his rotation completely but modifying some of his existing moves (mid air spear throw?), adding some effects that makes this skill somehow useful.
-black mages getting an ability that adds multiple stages of astral and umbral mechanics back into their rotation instead of the current instant 3 stacks of umbral and astral at current max leve, possibly playing with plus and minus.

Level 55 Job quest, I don't care if you give me a new skill, lower Enkindle CD please....


We get stronger, enter mroe dangerous places, get better loot, why is this a bad thing ?, why would i want to be constantly shot in power with dungeons weve done many times over, whats wrong with ripping the old stuff quickly, old is old.This game has sorta shot itself in the foot with the Class/Job system. I honestly don't see them ever releasing additional 1st tier jobs (ie PLD, WHM, BLM, etc) for any existing class, for instance (without reworking the entire system). Then, gear iLvl will make no sense once actual character level starts to increase (if I'm level 60, is iLvl 60 gear good enough? Probably not as the dungeons for Level 60 characters will assume everyone's in iLvl 115+ gear, etc).
The entire system is severely flawed without a serious overhaul.
At this point, no class should have abilities added for the sake of damage. Any new abilities would be for utility.
And no ability should be OP at any time. Not sure where you got that idea from.

The OP is also assuming the level cap is being raised to 55 - May go up to 60 anything is possible at this stage.

People really say this alot and sometimes I wonder do they actual have the idea themselves are pick it up from someone else. The system can work because it is working now, they can release how you put it a 1st tier job and just put it behind some gate besides quests if they want to limit access to it initially. The level grind avoided is not an issue more so then being fun to play as they can make job exceptions that do no effect the other side of the line besides the choice of the 30 stat points which will become more and more marginal as the gear gets stronger.
Mitsuda Yasunori + Soken Masayoshi Track Collaboration 2015! <The Dream>
Because difficulty should scale in content, not equips.
That's what a lot of F2P MMOs don't understand and it's a reason why there's a new cycle of OP Gear/Impossible Content every quarter. It gets old fast and when you have the gear, there's no challenge without one-shot mechanics. Why bother dodging an AoE when it hits you for less than half as much and your healer heals more than twice as much as he did before?
Equips shouldn't overshadow content.
I'd like to say Tera is at least a decent example of this. Running Manaya's Core HM is still somewhat tricky if you don't know the fight, regardless of how high your ilvl is.
The new skills should just build around the current ones. For example you get a move at 55 and 60. At the end of, say the RoH combo, you would get a new choice between two new skills.
Mostly though I just want interesting new areas to explore.
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