
No thank you. This is a bad idea. For one, people would instantly pigeon-hole certain jobs and dieties together for maximum benefit. Since we can be all the jobs, but not swap dieties, this would leave every job except our main one gimped. For another, connecting your character's power to anything other than your skills, traits, and gear, only increases the complexity of the game and its coding. Things like this simple aren't required. Now, if they wanted to do something like with non-combat things, such as a visual element or special emote, fine. But nothing that gives anyone an advantage. This is why the game doesn't have specs, like other games. If someone didn't have the right spec, they get exluded from activities.I know they used to give small elemental stat buffs in the past, but I was thinking in something else. What about this:
Halone: +50% experience from defeating enemies outside instances
Menphina: +5% experience gain if bonded partner is in your party; Eternity Ring cooldown reduced by 50%.
Thaliak: +10% movement speed if you're wet (doesn't work inside instances); gains an action that allows to run over water
Nymeia: Can set an extra Free Aetherite Destination; Return cooldown is reduced by 50%
Llymlaen: Reveals Aether Currents and Treasure Chests in the map; +100% experience from discovering a new location
Oschon: Retainer Ventures and Field Exploration are 25% faster, +5% mount speed in all zones
Byregot: 35 extra inventory slots
Rhalgr: +25% experience from PVP
Azeyma: Immune to fall damage; can spend 1 Phoenix Down to revive yourself (doesn't work inside instances);
Nald'Thal: Market Board fee reduced by 50%; sells items to NPCs for double the price; Gil gained by Treasure Hunts increased by 10%;
Nophica: Experience gain from Well Fed increased to 4%; gardening is 25% faster
Which one would you pick?
I'm not interested in the concept either, but what you're saying makes no sense. Nothing that they listed gives a meaningful combat advantage that would have any connection to your character's power; the closest thing there is the "+10% movement speed while wet" and "can spend a Phoenix Down to revive yourself"... both of which they specified wouldn't work in instances, and neither of which would cause people to "instantly pigeon-hole certain jobs and deities together". None of the advantages they listed, whether you consider them as written or as examples, give meaningful combat advantages in a way that matters.No thank you. This is a bad idea. For one, people would instantly pigeon-hole certain jobs and dieties together for maximum benefit. Since we can be all the jobs, but not swap dieties, this would leave every job except our main one gimped. For another, connecting your character's power to anything other than your skills, traits, and gear, only increases the complexity of the game and its coding. Things like this simple aren't required. Now, if they wanted to do something like with non-combat things, such as a visual element or special emote, fine. But nothing that gives anyone an advantage. This is why the game doesn't have specs, like other games. If someone didn't have the right spec, they get exluded from activities.
It feels like you're responding to and rejecting an idea that was never proposed.

It was a commentary on the overall idea, moreso than on the specifics, and is why we don't have anything tied to them now. The thing is, if they entertain this idea, those are the kinds of things that will creep in.I'm not interested in the concept either, but what you're saying makes no sense. Nothing that they listed gives a meaningful combat advantage that would have any connection to your character's power; the closest thing there is the "+10% movement speed while wet" and "can spend a Phoenix Down to revive yourself"... both of which they specified wouldn't work in instances, and neither of which would cause people to "instantly pigeon-hole certain jobs and deities together". None of the advantages they listed, whether you consider them as written or as examples, give meaningful combat advantages in a way that matters.
It feels like you're responding to and rejecting an idea that was never proposed.
i like the idea...it would have to be limited to pointless things though. the walking on water is a great exemple. wouls be fun a few times, but it doesnt give any advantages since you can just swim.




Mao does nots like Rhalgr bonus. Mao would prefer it to give boost to Mao burninatings things.
there's already a bad design ideas thread
They sort of tried to have them be mechanically relevant early on by giving a little bit of elemental resistances...
But then they proceeded to not make resistances into a mechanic.





What would happen to your bonuses after the 12 all die at the end of Myths of The Realm?
(Signature portrait by Amaipetisu)
"I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore
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