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  1. #1
    Player
    Velox's Avatar
    Join Date
    Sep 2013
    Location
    Sharlayan
    Posts
    2,205
    Character
    Velo'a Nharoz
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Renen View Post
    snip
    And WHM will have all those same skills again. People forget how long FFXI has been out. Currently we gain about 3 skills class skills and 2 job skills every 10 levels, so that's 5 skills. That means when the level cap is raised to 80 at some point in the future, we will have 15 more skills to work with for WHM. If you gave the current WHM all the skills from the current WHM in FFXI, you would have 0 room to grow. You also have to account for the amount of "fluff" in skills. There's really no logical point to having Shell and Protect as 2 different skills since they will ALWAYS be cast together, which is why SE combined them into 2. Same thing with how Raise now automatically moves you to the caster's spot, instead of having it split into 2 skills (one which moves your body and one which raises you).


    At any given point, a MMO developer will have 2-3 years of content planned out, including class adjustments and skills. SE wants the current classes to have room to develop further, which is why things are so basic right now.
    (0)

  2. #2
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,439
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    Quote Originally Posted by Velox View Post
    And WHM will have all those same skills again.
    So many useless skills. We already have Cure and Cure II that do the same thing, we don't need 4 more. If this is the kind of "complexity" people want, I hope we'll never come to that.
    (0)

  3. #3
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Moqi View Post
    So many useless skills. We already have Cure and Cure II that do the same thing, we don't need 4 more. If this is the kind of "complexity" people want, I hope we'll never come to that.
    Cure I isn't useless, it's good when you are balancing threat gain, mp conservation, and healing output.
    (3)

  4. #4
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,439
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    Quote Originally Posted by Magis View Post
    Cure I isn't useless, it's good when you are balancing threat gain, mp conservation, and healing output.
    If you're talking about FFXIV, yeah, I know :/ That was my point, we don't need 6 spells that do the exact same thing, two are enough.
    (0)
    Last edited by Moqi; 09-07-2014 at 04:19 AM.

  5. #5
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Velox View Post
    which is why things are so basic right now.

    The game is so "Basic" right now not because they want room to grow it's because basic is simlple to control and balance. Unique gameplay elements can play out unpredictably and turn into things that were not planned (FFXI Ninja for example was originally built as a damage dealer, but became a tank due to players learning to skillfully utilize shadows)

    It's a shame I'd prefer more unique gameplay elements and reactionary abillities. The game is currently rotation oriented instead of thought oriented.
    (3)

  6. #6
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Jynx View Post
    The game is so "Basic" right now not because they want room to grow it's because basic is simlple to control and balance. Unique gameplay elements can play out unpredictably and turn into things that were not planned (FFXI Ninja for example was originally built as a damage dealer, but became a tank due to players learning to skillfully utilize shadows)

    It's a shame I'd prefer more unique gameplay elements and reactionary abillities. The game is currently rotation oriented instead of thought oriented.
    Don't see how new gameplay being created by the players themselves is a bad thing. Heck, most of the coil strats are different from how SE intended it (T6 with super slugs for example).
    (1)

  7. #7
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Magis View Post
    Don't see how new gameplay being created by the players themselves is a bad thing.
    I'm not saying it is a bad thing, it's just something the dev team seems to be clearly avoiding at all costs. Even if it means boiling all classes down to the most basic template of Tank, DPS, Heal
    (3)

  8. #8
    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 Jynx View Post
    The game is so "Basic" right now not because they want room to grow it's because basic is simlple to control and balance. Unique gameplay elements can play out unpredictably and turn into things that were not planned (FFXI Ninja for example was originally built as a damage dealer, but became a tank due to players learning to skillfully utilize shadows)
    Yes. God forbid the playerbase experiment and learn to do things in a way devs don't expect. Thank god that hasn't happened yet in this version of the game.
    (0)