Not at a bad Idea at all.. now do you have to be a in a party of how many people for this effect to take place??

Not at a bad Idea at all.. now do you have to be a in a party of how many people for this effect to take place??



I thought that the buff should really benefit all classes equally, thats why I didn't go MACC for THM, it only really benefits one class, mp bonus benefits all classes.
Plus I thought TP generation was more interesting than crit for LNC. (perhaps overpowered though?)
Hard to say really you could have it as low as 2 people, that's up to SE to decide I guess.
Hopefully not, Ideally the buffs that replace the existing system would be similar to Strength in Numbers.
I wouldn't want it to make the game easier, it's already far too easy as is, and if it did have that effect hopefully SE would retune aspects of dungeons to compensate for the changes.
Last edited by Jinko; 04-19-2012 at 08:24 AM.

You're kinda missing my point in its entirety though - there is little reason to introduce these class-specific auras and doing so only introduces more problems than it solves.Hopefully not, Ideally the buffs that replace the existing system would be similar to Strength in Numbers.
I wouldn't want it to make the game easier, it's already far too easy as is, and if it did have that effect hopefully SE would retune aspects of dungeons to compensate for the changes.
The actual problem is that the party bonus in any form is not really so much "boring" but is "pointless" as-is: it could be removed tomorrow and absolutely nothing would change about how the game is played. I've never needed 'at least four or always eight' people for an XP run (because while the bonus is nice it is just that, a bonus), I'm fairly certain we can do Darkhold with just six people now, and the Primals require eight so the fights are more or less tuned to the bonus. And even ignoring that, I'm not sure how giving classes their own specific-type auras that don't stack makes anything more interesting, with the exception of them actually being very potent.
The way to make the auras interesting is to have them be powerful enough so that you can make gear decisions and changes based off of them, because then it allows for more options and viability to gear. I can't ever imagine using a Sibold's Reach over an Ifrit's Battleaxe because the gains (+10 Attack Power) aren't worth the losses (-1 damage, no +Fire Resistance, and then a whopping -20 Accuracy), even with the current Strength in Numbers buff. But then if I can go "huh, my static has an ARC in it, that should raise my accuracy high enough to use the other axe," then bam, that's a benefit to having individualized auras, and then you'd be able to use all kinds of wacky statted gear that you may never use "alone in a white room" so to speak.
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