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  1. #11
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    Join Date
    Mar 2011
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    Mount Gagazet
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    318
    Quote Originally Posted by darkstarpoet1 View Post
    i understand your class uniqueness argument and it is very justified. i am more into character uniqueness. my character is not setup like any other character in the game and that's why i like my character. if i was required to use only say my pug abilities there would be alot of pugs with the same build i have.

    i completely agree we need class uniqueness. i just feel as though since they were allowed to be used at this point they should not be removed as being able to be used. if you want to say once the cap expands every ability after is unique to each class that would be fine. if you want to say all abilities from the guild can only be used on that class is fine. both options would give the classes that unique stuff others do not have.

    we have the same idea that the classes at this point are pretty comparable, but we also have to realize this game is still in its infancy. i think se will have more stuff upcoming to give each class its own unique feel to it which is what i expect. i just don't like the idea of hundreds of hours to level classes to get the unique character i want would wind up being wasted hundreds of hours.

    like i said i do not take offense to what you disagree with because we have spoken back and forth with civility, but the guy coming in calling my name and bashing a list of abilities that i was just giving an example of some skills that would help in a certain situation would be helpful struck me wrong. i was just sayin i would help anyone that asked me a question and gave an example of the type of stuff that would help. just so ya know i said all those II tier abilities sayin those are helpful because those are the only 3 abilities that can break those horns. i was saying you needed a cure and an ability to break them and if you kept all weapon skills that one class only then like farming horns of any sort would be mrd/arc/pug only and all other classes would have to depend on them not having the option to do it themselves.
    Just want to say before you read this long thread that I'm sorry it was so long. lol

    First of all, in regards to your part over the horns. I'm not really sure what you're talking about. Haha! But that's not saying SE won't step in and fix a minor problem such as that if things changed.

    Now when you're talking about how the freedom to choose abilities over the actions used in FFXI, they can both be setup on the same stage. I'm starting to see your side of it, but I want to show you a little more of my side of it. Yes, you're correct. The XI system made the chance to choose certain abilities rather low as regards to which sub to use, but for me it still mattered because each job was used as a unique role to itself. A Warrior couldn't copy White Mage as effectly to keep itself alive past a certain level mob, and the consequence to subbing White Mage on a Warrior limited the abilities of the White Mage and MP in total.

    To further that topic I'm on we can go completely opposite and give White Mage the subjob of Warrior. Now granted the White Mage doesn't have all the abilities of the Warrior job, it still gave some up to a certain extent to help the class.....In whichever way you could imagine.....Haha!

    Now that is basically what I would like to see also implemented. I would not care that I can pick abilities up to, let's say R25, from certain other classes. I'll make a short based list on possiblities at the end of this post.

    In your defense you want to be able to pull abilities from every job you level, except the one's already restricted to class specific. Now even though this could lead to a huge variety of different abilities, you will only pick a select few that makes the class most powerful. What I see is that a lot of classes will never see the light of day after being leveled for an ability. And that would make me furious that I had to level the class just for one or two. As stated above I'm sure a way we can remedy this is if we implement a sort of subjob feature into the class system, but instead you can choose from maybe 2 or more other classes which abilities. And also let's not forget that for the sake of this post R20-25 is the limit from abilities you can pull.

    So basically here is what we could do to help this class be more defined while still appealing to masses.

    I. Class restrictions on abilities R21 or R26 and up to class specific only. (Also I think they're going to redesign these abilities because quite frankly I think Tier 2 weaponskills as just plain stupid.)

    II. Able to pick abilities from 2 or more other classes below the rank of either 20 or 25. (Depending on what cap you want.)

    III. Able to obtain more class specific abilities through the guild mark system. (Also hope they change these around, too.)

    IV. Weaponskills should stay in their respective classes. (If they implement a system where the class is no longer tied to the weapon, then basically what they did so well with in XI's weapon skill system.)

    What do you think so far? It might seem more XI on your side, but it actually melds them both into a good harmony. Especially with the way you can pick abilities from more than just one. Let me know what you think.
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    Last edited by Kimahri; 03-15-2011 at 12:24 AM.

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