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  1. #1
    Player
    Mishakai's Avatar
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    Mar 2011
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    Character
    Mishakai Katyn
    World
    Balmung
    Main Class
    Gladiator Lv 50
    OK.. Hmm..

    @OP.. That's alot of info to digest..

    /reserved

    And it's 7 pages down...

    Initial Thoughts:

    I think the current problem with the Armory system doesn't stem from the system itself, rather the perceived roles and abilities that certain classes/jobs/whatnot should have.

    People define the Guardian as the "Tank" because they are the only melee class with the ability to equip a shield, not because of the abilities they get. Arguably, marauders make a better tank (at least earlier on) because of defender. Theoretically, I could make a Marauder Tank with the proper abilities and traits from other classes; quite easily actually. I know this is what you're changes are supposed to facilitate, but I believe that the current system facilitates it just fine.

    The issue you speak of goes away if people ask for a role rather than a class when looking to fill a spot in a group. Technically, with the armory system, I could make a Guardian whose role is Healer and do just as good as a Conjurer if played properly (made easier now by auto MP Regen out of combat).

    Honestly, the Armory system is the absolute LAST thing I want SE to touch. I'd rather them fix things that are obviously a decade behind the curve in MMO technology than change things that may very well be "next generation" and completely misunderstood.

    From an equipment perspective:

    Rather than defining binary boundaries between what gear each class can equip, they defined a set of rules that modifies the attribute bonuses granted based on how well mated a piece of gear is with the class that has it equipped. This follows along the lines of.. yeah, a mage can wear plate but his spells might not be as effective, or that a Tank could wear cloth, but not get quite the protection expected from a full suite of plate. That's not to say they don;t have other abilities to compensate.

    XIV is not complete in this regard, however, there is a definite uniqueness offered by the Armory that is absent in just about every other MMO I have played. To bring in buzzwords.. The Armory system is a very sandboxy trait in an historically theme-park based IP.

    I'd rather they expand around the possibilities of the Armory system before limiting it to humor more conventional approaches.
    (0)
    Last edited by Mishakai; 03-19-2011 at 12:34 PM.

  2. #2
    Player
    kukurumei's Avatar
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    Mar 2011
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    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Mishakai View Post
    Honestly, the Armory system is the absolute LAST thing I want SE to touch. I'd rather them fix things that are obviously a decade behind the curve in MMO technology than change things that may very well be "next generation" and completely misunderstood.
    That's arguably the first thing they need to touch. The armoury in essence is the weak link in any proposal to fix things. It's inherent idea of flexibly is flaws beyond a few patches.

    This is how it currently works:
    "OK who wants to tank?"
    "I do" equips proper skill combination -tanks monster
    everyone else /sit

    Ok who wants to DD? 10 spots
    -people equip skil combos BR spots
    /sit

    Whether you're a arc or a glad or anything doesn't matter, because it takes 3 seconds to leave the party and become that role. Everyone is the exact same you are sitting in the side lines or doing something anyone else can do.

    Arguably the only real role that is unique at this point is the healer, since only DoM can AoE. and Arc only because of AoE range.

    It's basically a clone wars. Just because you have roles doesn't make you any more special. /leave party /join party is all that seperate everyone.

    The armory system breeds clones basically. You are role outsourced at the drop of a dime, because anyone can be anything simply leaving a party.

    A system combination on top of another combinations only makes that 3 second /leave party into 10 seconds /leave party.
    (0)

  3. #3
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    Mar 2011
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    Quote Originally Posted by kukurumei View Post
    That's arguably the first thing they need to touch. The armoury in essence is the weak link in any proposal to fix things. It's inherent idea of flexibly is flaws beyond a few patches.

    This is how it currently works:
    "OK who wants to tank?"
    "I do" equips proper skill combination -tanks monster
    everyone else /sit

    Ok who wants to DD? 10 spots
    -people equip skil combos BR spots
    /sit

    Whether you're a arc or a glad or anything doesn't matter, because it takes 3 seconds to leave the party and become that role. Everyone is the exact same you are sitting in the side lines or doing something anyone else can do.

    Arguably the only real role that is unique at this point is the healer, since only DoM can AoE. and Arc only because of AoE range.

    It's basically a clone wars. Just because you have roles doesn't make you any more special. /leave party /join party is all that seperate everyone.

    The armory system breeds clones basically. You are role outsourced at the drop of a dime, because anyone can be anything simply leaving a party.

    A system combination on top of another combinations only makes that 3 second /leave party into 10 seconds /leave party.
    Let me try and clear this up by clarifying the idea of what I'm going to call Compounded Penalties.

    Spells and Abilities will now favor a WEAPON CLASS (the weapon that taught you the spell/ability) and ONE or MORE TITLES in addition to being optimized for a given RANK.

    To use CURE as an example again:

    CURE
    Conjury Optimal Rank: 4
    Favors: WHM, PLD, etc.

    This gives me three different variables/affinities that I have to meet for fully optimizing this ability: weapon class, title, and rank.

    (Assuming All Optimal Rank)

    WHM/CON
    Weapon Class:Since you are using CON as your weapon class you meet this affinity.
    Title: Since Cure favors WHM, you meet this affinity.
    Rank: Since you are r4+, you meet this affinity.
    3/3 = 100% effective

    PLD/GLA
    Weapon Class:Since you are using GLA you DO NOT meet this affinity
    Title: Since Cure favors PLD, you do meet this affinity.
    Rank: you meet this affinity.
    2/3 let's say is 75% effective.

    DRK/MRD
    Weapon Class: Since you are using MRD, don't meet affinity
    Title: Since Cure doesn't favor DRK, you don't meet this affinity
    Rank: you are r4+ you meet this affinity
    1/3 let's say is 50% effective.

    Additionally,

    WHM/THM
    Weapon Class: do not meet this affinity, since it is base CON
    Title: you do meet this affinity
    Rank: you meet this affinity
    2/3 = 75% effective

    While your Cure is less effective with base THM than with base CON, you still have now a 100% effective sacrifice to make up for it. Also, your WHM title is going to give you healing bonus, so let's say arbitrarily you get +20% healing then your WHM/THM is cure=95%, and sacrifice=120%.

    This doesn't have to cut off by 25% each time, these are just arbitrary numbers to illustrate an abstract concept. If your rank drops below the optimal rank your effectiveness for that spell is further affected by a greater compounded penalty.

    Let's look at the effect of this when choosing to act out a role like "tank":

    PLD/GLA
    Rampart (+GLA, +PLD) = 100
    Phalanx (+GLA, +PLD) = 100
    Sentinel (+GLA, +PLD) = 100
    Provoke (+GLA, +PLD) = 100
    Defender (-GLA, +PLD) = 75
    Foresight (-GLA, +PLD) = 75
    Featherfoot (-GLA, -PLD) = 50
    Defensive Bonus (PLD) = 100
    Shield Mastery (PLD) = 100
    Fealty (PLD) = 100

    BLM/GLA
    Rampart (+GLA, -BLM) = 75
    Phalanx (+GLA, -BLM) = 75
    Sentinel (+GLA, -BLM) = 75
    Provoke (+GLA, -BLM) = 75
    Defender (-GLA, -BLM) = 50
    Foresight (-GLA, -BLM) = 50
    Featherfoot (-GLA, -BLM) = 50
    Elemental Seal (BLM) = 100
    Magic Attack Bonus (BLM) = 100
    Conserve MP (BLM) = 100

    Do you think that the BLM/GLA will be able to tank nearly as effectively as the PLD/GLA? No. And it shouldn't because BLM shouldn't be able to steal the role of tank that is associated with a PLD. However that doesn't mean that sometimes, for a very particular situation, I might want to use a title with a weapon class that doesn't usually have that much synergy. Like I might decide to use BLM/MRD to level up solo because I decided that I wanted to balance out my use of TP and MP for a particular solo session.

    This system leaves options open to you but encourages/discourages certain choices, especially those that are at extreme opposites of what you would expect.
    (1)
    Last edited by Carpe; 03-19-2011 at 03:31 PM.

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