I think if the Armoury System was originally more designed closer to this to begin with. But at the current direction, I can't see this fitting into the schema.
SUPER TANGENT below totally NOT ripped from one of my pre-FFXIV launch blog posts on some obscure website. Bold for addendum.
edit: And removed because this is not the appropriate place to post it.
Are you really that illiterate?
Its the damn title, YOU HAD TO READ THIS SHIT TO POST HERE. or do you just randomly click threads and reply to first post you see?
Anyway, on to the discussion, don't know about granting abilities, but I would like to see Materia with auto-skills like we would find on gear in other FF titles, like Auto-Shell, Auto-Reflect, Auto-Regen, etc... apply effect once per battle when/if HP reaches crit, etc...
And don't forget Auto-Raise (15% chance if you die) ^^Anyway, on to the discussion, don't know about granting abilities, but I would like to see Materia with auto-skills like we would find on gear in other FF titles, like Auto-Shell, Auto-Reflect, Auto-Regen, etc... apply effect once per battle when/if HP reaches crit, etc...
Or introduction of Phoenix for Summ-...oh wait people are complaining about adding jobs and classes to this game. Seriously though, if summoner is added and they die last in a party, Phoenix can auto raise the party like FFIX since we're in the job trait frame of idea suggestions.
I would appreciate a "talent" system built into materia for jobs. I don't want to see skills from other jobs being put into materia, but having the option to specialize a skill via materia would be really neat (Ie: Diablo 3 runes). Ie: A materia to make lightning spells AOE instead of single target, or a materia to make fire spells single target rather than aoe. Materia that reduces cooldown of barrage. Basically something related SPECIFICALLY to the job, but gives a variety of options to play in many different ways.
To me, materia should be more than just an enchanting/jewelcrafting service.
I think this would be a very cool addition if they did it as follows: Player equips featherfoot materia to a pair of shoes. Say its a level IV materia. Said player now has a 8% chance to have featherfoot activate each time he is struck. The same mechanic could be used for protect and a lot of the other defensive abilities. Since the armory system allows you to already pick and choose, this could be a nice addition that still limits player control, helping to keep it balanced. Oh, and these shouldn't stack.
I also would like to see materia that adds mp and hp siphon to weapons, even if its just a small amount.
Last edited by Biggs; 01-14-2012 at 02:29 PM.
No confirmation on Jobs prohibiting cross-classing. All that was ever said in this regard is that switching to a job would limit one's ability to cross class.
Considering the recent confirmation that job quests will be unlocked by having a primary class at level 30 as well as a specific sub class at 15 it isn't a far stretch of the mind to say one will be further limited in the number of skills they can cross-class as well as only be able to take from the sub class.
As for the idea of materias granting skills, I don't think it'll be easy to balance or worth the trouble. The whole point is for jobs to be dependent on others. The limited cross-class is by design, and thus a system that covers that weakness is counter-productive.
Personally, I think a lot of unique passive effects should be incorporated into accessories as well as some rare gear.
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