Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 21 to 30 of 40
  1. #21
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Xlantaa View Post
    Fall damage reduction is not really useful on duty, only on open world.
    It's also advantageous in frontlines due to allowing you to take routes that would cripple or kill the other classes.
    (1)

  2. #22
    Player
    ErryK's Avatar
    Join Date
    May 2014
    Location
    Ul'dah
    Posts
    2,424
    Character
    Ethan Vayne
    World
    Ragnarok
    Main Class
    Sage Lv 100
    Feels like a whole lot of something just for a whole lot of nothing.
    (6)



    Baby, tell me, what's your motive?

  3. #23
    Player RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,146
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    FFXI had elemental resistances and even general damage type resistances as well as an MMO which would effect party compositions depending on end game activity and even preferred exp locations for lvling up or earning merits. However it still didn't completely exclude jobs from content. However jobs in FFXI had more options. BLM, RDM, and SMN had every element available for magic. Physical damage jobs had weapon options that could change the type of physical damage they dealt between slashing, piercing, and blunt. Something we don't have in FFXIV. That said job specific traits and implementation of damage resistances would atleast shake up the end game "meta" making the ideal party comp change depending on content. As it is now jobs are chosen over others anyway for other reasons and that's always going to happen. The difference we have now is those reasons are the same for all content of that type.
    (0)

  4. #24
    Player
    Jijifli's Avatar
    Join Date
    Jun 2015
    Posts
    1,384
    Character
    Jijifli Kokofli
    World
    Balmung
    Main Class
    Arcanist Lv 55
    Quote Originally Posted by RitsukoSonoda View Post
    Snip
    Yes, jobs will be picked over others for one reason or another. But that reason shouldn't be because the boss is a specific enemy type.

    Imagine you're in a raid team, focused on 100% effectiveness. The team goes the meta, and enjoy their jobs too. Your melee dps end up being Samurai and Ninja. You beat rooms 1 and 3, but come room 3, the boss is a Dragon. Statistics say double DRG is better than any melee combo in the fight because of the DRG trait to kill dragons quicker.

    Are you going to force the SAM and NIN to change to DRG, just for the fight? Are you going to replace them completely if they say no?

    That's what these traits can do. The current special traits given to ninja barely effect a fight at all. But if the trait isn't even noticeable, how is it anything special like anyone wants?
    (1)

  5. #25
    Player
    Alacran's Avatar
    Join Date
    Mar 2011
    Posts
    964
    Character
    Maeror Montealvo
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Are we talking about cosmetic traits? If so, i feel a few additions would be very welcome. As mentioned before while Ninja have their weapons drawn they do a flip while running, could the same not be done with a Dragoon jumping with it's polearm drawn (jump animation off the ground-> landing animation change), or certain emotes added to every job that can only be done while that job stone is equipped (as is done in FFXI).
    https://www.youtube.com/watch?v=II8pZ_mG6f0
    (0)

  6. #26
    Player RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,146
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Jijifli View Post
    *snip*
    Killer traits in FFXI actually didn't do anything noticeable for damage or resistance against specific monsters. They really only came into play soloing unless you were a PLD which got undead killer. What killer traits did is create an x% chance of intimidating that type of enemy making it lose an action if it attacked the person with the trait. So really you're blowing it out of proportion. Damage output was more a matter of damage types/elements vs the resistances of the enemies you were fighting. Which doesn't exist in this game for the most part aside from certain enemies using buffs.
    (0)

  7. #27
    Player

    Join Date
    Apr 2015
    Location
    Ul'dah
    Posts
    734
    i rather they limit the "flavor of the month" the best they can, it can ruin good mmo for people. it was pretty bad in ff11, and lets not forget the blm only garuda fights in 1.0
    (1)

  8. #28
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Evogolist View Post
    Ever since the introduction of jobs into the XIV universe, it's always puzzled me how we never had any job specific traits. I'm not talking about those crappy second rate traits that we have now, but more so the ones that have made every job in the Final Fantasy series feel special and unique. Heavensward made it even more apparent as it was the so-called expansion that tried to promote how cool drg was. And just look how well that went? A drg without some kind of advantage over dragons and wyrm type mobs.

    To get straight to my point, while XIV jobs are cool and all, they each lack that certain something makes each job special. These are what make and has made these jobs special in the franchise and SHOULD be there. So dear devs, could you please consider this as we make our way to future patches/expansions?
    I can't agree with any of this.

    First of all, aesthetically speaking, every job is unique from one another, starting with designs to animations. There is the caveat of SCH/SMN and the summoning act but that's where it ends.

    Secondly, in terms of gameplay, specific traits that would give an advantage over a type of content just leads to promoting exclusion. Looking at your main class just from the profile, if such a thing existed, you'd be the first one out of the door in favor of a drg.

    "I'll just switch to a drg then" You could tell yourself and maybe that'd be fine...and then it would rarely see the light of day for anything else outside dragon slaying.

    So if you could suggest something that would make jobs even more special (aesthetically) than they are now, feel free to suggest. Or elaborate why they don't feel/look special.
    (3)
    Quote Originally Posted by Rein_eon_Osborne View Post
    Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.

  9. #29
    Player
    Vandril's Avatar
    Join Date
    Jul 2014
    Location
    Ul'dah
    Posts
    555
    Character
    Ter'vin Valash
    World
    Diabolos
    Main Class
    Ninja Lv 70
    Quote Originally Posted by KageTokage View Post
    It's also advantageous in frontlines due to allowing you to take routes that would cripple or kill the other classes.
    Was advantageous in Frontlines. Since they overhauled the PvP system in Stormblood, that trait no longer exists in Frontlines.

    ...I miss it.
    (1)
    If you're incompetent, you can’t know you’re incompetent. The skills you need to produce a right answer are exactly the skills you need to recognize what a right answer is.
    - David Dunning

  10. #30
    Player
    Jijifli's Avatar
    Join Date
    Jun 2015
    Posts
    1,384
    Character
    Jijifli Kokofli
    World
    Balmung
    Main Class
    Arcanist Lv 55
    Quote Originally Posted by RitsukoSonoda View Post
    Snip
    I wouldn't say I'm throwing it out of proportion. If it's just cosmetic I don't have an argument, but if they did put in something where, say, DRG did more damage to Dragon/Wyrm enemies, you'd get two situations. Either it's not noticeable, in which case what was the point wasting design time on it instead of something more useful, or it is noticeable, and it excludes some people for not playing that job even more.

    I don't know. Maybe I get scared because people want elemental immune enemies.
    (3)

Page 3 of 4 FirstFirst 1 2 3 4 LastLast