The "whole picture?" imho, the ability to be all classes/jobs on one character is a terrible, terrible one. It is not 'customization' in classes/jobs. Far from it.... when in this game everyone talking about BiS, why anyone will think customization is exisited. ^^;
In this game, the multi job system is what your customization. Some ppl lv a tank, some lv a dps, some focus in healing.
IMO that's what OP asking, character customization, however, some ppl cannot see the whole picture and only focus on one job, or one weapon (ie. novus).
Please realise how the dev implemented those suggestions from the forum. ^^;
Btw, since YoshiP has mentioned that ARR was designed as all class/jobs on one character, I don't understand why someone would like to play it while saying it is terrible.
Because if monsters did this they could be locked down into ping pong aggro without doing any kind of attacks. Also, it would be possible to cancel their strong attacks by swapping hate.-THEY HAVE TERRIBLE CODE AND CANNOT FIX THIS AGGRO BS THAT HAS BEEN IN THE GAME SINCE RELEASE. HOW HARD IS IT FOR ENEMIES TO CANCEL THEIR IMMEDIATE ACTION, STOP CROSSING AN ENTIRE FIELD, AND GO TO A DAMNED TANK AND BEGIN THEIR ATTACKS AS SOON AS THE TARGET IS CHANGED? WHY IS THIS STILL AN ISSUE A YEAR LATER?
"Terrible code" maybe, but I'm pretty sure you have no understanding of what you are talking about.
While I am not wholly in favour of the current system (I prefer the early V1 armoury system) all classes on one character is a genius, genius idea. It worked in XI quite well. You could customize by subjob selection and merit traits/ability selection. Of course there were cookie cutter builds there, but that's the same in all MMOs.
Yoshi-P said they are looking into changing the armoury system somewhat, but that's quite a bit in the future and won't be as extreme as changing the foundation (you can be anything/everything).
Game balance is something many people don't seem to grasp very well.Because if monsters did this they could be locked down into ping pong aggro without doing any kind of attacks. Also, it would be possible to cancel their strong attacks by swapping hate.
"Terrible code" maybe, but I'm pretty sure you have no understanding of what you are talking about.
Something that would help with the "depth" would be to put the elemental wheel back in. You know, make it so you would heal Ifrit if you hit him with Fire, you can kill the undead with Cure. I miss that...
Elemental Wheel..
"Debuff Wheel", e.g if say Geomancer or Red Mage or whatever new mage they add casts Choke debuff you can't have that and its opposing element on at the same time.
Bring Back stat debuff skills.....you know, the Absorb - Stat/Defense/Attack stuff Thaumaturge had in 1.0?
Introduce the Helicies spells to SCH that they had from XI, which are powerful DoTs based on your nuke damage. The algorithm already exists in ARR with Thunder Cloud.
The only reason this would be anywhere near true is because Yoshida decided that Thunder should be a DoT rather than a nuke.
Last edited by Tupsi; 09-09-2014 at 01:14 AM.
Or, y'know, give them the full complement of elemental spells like they should always have had. Like conjurer used to have in V1 (and it should always have been CNJ -> BLM, not THM -> BLM).
3 years on, still pissed off about that.
Yep.
Conjurer:
http://www.final-fantasy-14.org/abil...&submit=Filter
Thaumaturge:
http://www.final-fantasy-14.org/abil...&submit=Filter
So, honestly, THM was already setup for being a Red Mage/Dark Knight type of Job, but they took a lot of stuff from XI and mix/matched it on the Mages, just a shame people complained about: "too many skills/spells, I don't know when to use them."
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