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  1. #41
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,508
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by azura84 View Post
    I'm not picking on you Captain, but I gotta agree with Reynhart, just as with SMN and SCH you make the first 30 levels of abilities things that are universal and the core of the jobs rotations, then the jobs tailor the class to be a change to either DPS, Healer or Tank. Gladiators and Paladins would love a single sword wielding DPS job they could alternate to.
    My counter arguments still remains, GLA needs to be able to tank at lower levels, so things like the current Rage of Halone combo and Flash need to stay as core parts of Gladiator. Which would then carry over to the DPS class as well. They can remove increased enmity with a trait on the DPS version. But tanks aren't exactly damage heavy, just changing their role wouldn't change their damage done, so you might have a class that doesn't really do that much damage.

    And gear, you can make it share armor, but it can't share weapons. Like you have SMN and SCH weapons separately, you would need to create all new weapons for the new DPS class, because the PLD ones have stats non-tanks can't use.

    So I put out the question, why try to rebuild a class that works well to try to slap a DPS role on it instead of just making a new class from the ground up that is a DPS.

    The only thing they'd save time in is some basic animations, but it'd probably take even more time to rebalance the class to support a new role.
    (0)

  2. #42
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,582
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Quote Originally Posted by Vespar View Post
    No, no more jobs to classes please. Arcanist/SMN /SCH was a big enough debacle.
    It was mostly a debacle because of attribute points that no longer exist within the game.
    I think more job stones per class would be a fantastic idea. It could bring life to unused classes, make you take up the weapon you hadn't been using lately, and stuff like that.
    (2)

    http://king.canadane.com

  3. #43
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,020
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    My counter arguments still remains, GLA needs to be able to tank at lower levels, so things like the current Rage of Halone combo and Flash need to stay as core parts of Gladiator. Which would then carry over to the DPS class as well. They can remove increased enmity with a trait on the DPS version. But tanks aren't exactly damage heavy, just changing their role wouldn't change their damage done, so you might have a class that doesn't really do that much damage.

    And gear, you can make it share armor, but it can't share weapons. Like you have SMN and SCH weapons separately, you would need to create all new weapons for the new DPS class, because the PLD ones have stats non-tanks can't use.

    So I put out the question, why try to rebuild a class that works well to try to slap a DPS role on it instead of just making a new class from the ground up that is a DPS.

    The only thing they'd save time in is some basic animations, but it'd probably take even more time to rebalance the class to support a new role.
    SB SMN and SCH have already shown that class actions and traits can be retroactively modified, trimmed, or replaced upon equipping their job stones. Rage of Halone could have a different effect or be outright replaced for a DPS branch of the GLD-based job. We also have precedent for only one of the job branches retaining the previous weapon. SMN maintains ACN weapons, but SCH requires altogether different tomes.

    The question to me is simply... why attach a DPS job to a sword-and-shield class? A Ranger would clearly stem from Archer. A Geomancer would clearly stem from Conjurer. But a two-hander-wielding Templar from a Gladiator? Unlike Ranger or Sniper or whatnot, it's not about to be excluded by lack of unique base; it can work its own way up from level 1 if need be just fine.
    (1)

  4. #44
    Player
    Penthea's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    3,664
    Character
    Nettle Creidne
    World
    Moogle
    Main Class
    Scholar Lv 100
    While it might be cool to have more than just arcanist branch into multiple jobs, I do wonder how a new job connected to an already existing base class would be lvled.

    I know quite a lot of players who have literally everything at lvl 70, and are hyped for the new expansion partially because they'll be able to max out their classes again. Wouldn't players like this, or anyone who has the base class already at the current max, be deprived of a good lvling experience? At most they would only have 10 lvls to play and that's really not much. On top of that they would have to do a lot of comparatively low lvl job quests for the second job, which I can tell you as a sch main, does cheapen the experience of working through the second job.

    Of course you could lvl both at once, but it inevitably does mean one will get played more than the other instead of getting a full experience with an entirely new combat discipline. And it doesn't change that you would have only 10 lvls at most with the new job.
    (1)
    Last edited by Penthea; 11-23-2018 at 01:40 PM.

  5. #45
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by CaptainLagbeard View Post
    My counter arguments still remains, GLA needs to be able to tank at lower levels, so things like the current Rage of Halone combo and Flash need to stay as core parts of Gladiator.
    Going back to my hypothetical rework for GLA, you'd have your tank stance at level 10. It's more than enough enmity and mitigation to face any content up to level 30, when paired with role actions.
    Quote Originally Posted by CaptainLagbeard View Post
    But tanks aren't exactly damage heavy, just changing their role wouldn't change their damage done, so you might have a class that doesn't really do that much damage.
    Bumping the damage at low level to compensate for the tank stance is not that difficult. You also have the options of giving the job crystal a decent amount of STR that will make a difference at low level but won't have a real impact on higher levels, or giving traits to DPS jobs to boost their damage. For example, this Sword&Shield DPS could have Enhanced Strength I at level 10 and II at level 20.
    Quote Originally Posted by CaptainLagbeard View Post
    And gear, you can make it share armor, but it can't share weapons.
    You already have several weapons that jobs can use but their class cannot. Apart from that, since every job only uses one main stat for calculation, it could be fused into a "power" stat (No need to separate INT and MND, for example). And they're only new skins, not really "new weapons".
    Quote Originally Posted by CaptainLagbeard View Post
    So I put out the question, why try to rebuild a class that works well to try to slap a DPS role on it instead of just making a new class from the ground up that is a DPS.
    The only thing they'd save time in is some basic animations, but it'd probably take even more time to rebalance the class to support a new role.
    Because it would be faster than creating and balancing new jobs from scratch when you already have lots of existing skills. And it would also open new flavor of weapons for each role (After all, people still complain that there's not a "Sword" DPS). And, like I said, if could make some people transistion to tanks and healers smoother, if they already have some kind of confidence in the base class.
    (0)
    Last edited by Reynhart; 11-23-2018 at 11:07 PM.

  6. #46
    Player
    Freyt's Avatar
    Join Date
    Aug 2013
    Location
    The Goblet 1-42
    Posts
    643
    Character
    Rabbit Ackerman
    World
    Gilgamesh
    Main Class
    Blue Mage Lv 80
    I'd rather delete classes.
    (4)

  7. #47
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    2,022
    Character
    Mansion Viscera
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Freyt View Post
    I'd rather delete classes.
    I'm with that idea.
    It no longer makes sense to have classes. And it would avoid those classes in 30+ dungeons.
    (3)

  8. #48
    Player
    ChazNatlo's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    510
    Character
    Mirasa Thume
    World
    Hyperion
    Main Class
    Arcanist Lv 85
    I'd be interested in this. Being a Summoner main makes me poke my toe into healing as a scholar from time to time (generally only in content where my poor performance can be compensated for by a more experienced healer aware of the situation.) It'd be interesting to see more jobs per weapon. I'd count the job only jobs in this as well. Greatsword with a job crystal for a DPS, Gun healer, what have you. Though admittedly some weapons are rather specialized to explain other jobs using them.
    (0)

  9. #49
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,481
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    I would like more splits from base classes. In my ideal system, classes would be a basic archetype you take to 30, getting a few cross-class roles skills along the way, and then you put a job stone on to keep going further.

    I don't even think they strictly speaking need to move to a different role. With a bit of rejigging Marauder as angry two hander aggressive tank archetype into angry HP buffing Warrior and angry debuffer/lifesteal Dark Knight would work fine.

    From a gameplay perspective it makes little difference to be honest, I just like consistent complete systems.

    Currently the class/job system is class to 30, then unlock your job, apart from one time it's class to 30, then the option of 2 jobs. But 5 jobs don't require any class at all, and in addition, 3 of those jobs start at 30 and 2 of them start at 50. It's just incredibly messy and inconsistent to me.
    (2)
    Last edited by Jandor; 11-24-2018 at 03:11 AM.

  10. #50
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by CaptainLagbeard View Post
    My counter arguments still remains, GLA needs to be able to tank at lower levels, so things like the current Rage of Halone combo and Flash need to stay as core parts of Gladiator. Which would then carry over to the DPS class as well. They can remove increased enmity with a trait on the DPS version. But tanks aren't exactly damage heavy, just changing their role wouldn't change their damage done, so you might have a class that doesn't really do that much damage.
    .
    So you make a trait post 30 that lowers their enmity (on the abilities) and ups their damage.
    (2)

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