Um.... all of that stuff is in FFXI. The armory system is simply weapon = class. All the other stuff from ffxi you want probably wont work in FFXIV.
Um.... all of that stuff is in FFXI. The armory system is simply weapon = class. All the other stuff from ffxi you want probably wont work in FFXIV.
My XIVPad: http://xivpads.com?1307179
Well Actually in XI you had a Weapon that a Job is most best suited for.. then you got Optional Weapons in which you can be say a SAM, and Your an A+ at Great Katana, but you rather use a Polearm, well you have to suffer with a B+ Rating on a Polearm.
But in a sense, it makes you want to use the weapon that the job is most suited for.
Are you stupid or something?Hi Rykan, could you do me a few favors...?
First get to understand what these systems are, because they are by far not the Achilles Heel of this game.
You probably just don't get it and thats okay your obviously new to this.
Next I'd like you to take some time to browse this the guide in my signature, because it will open your eyes to the wide possibilities of the job system.
Last I'd like you to clean out your nostalgia hole because this is not ffxi. If you would like your dragon to have a healing breath go back to ffxi. If you would like your bosses to be soloed with an OP subjob then please return to ffxi. If you think that everyone is a carbon freak then you obviously havent played ffxi. diversity comes in how you solo buddy, theres no room for I wanna do it my way in a party, im sorry.
OP has a valid opinion. I think the armory system look good on paper, but I certainly think its stupid. Its a step down from FFXI where it should have been a step up.
HOW is the thread allowed to exist ? Shut this crap down please.
I think the major issue is that he treats everyone who disagrees with him poorly.
Show support for this:
http://forum.square-enix.com/ffxiv/threads/43949-Enmity-decay
I don't know about the flame war going in this thread but I agree with OP on the armory system being a broken gimmick filled system that only survived because SE was afraid scrapping it would cause mass hysteria from the "I dun wanna lvlup again" crowd, or were just too lazy to do so.
Honestly, I would love a well rounded job system where you don't need to borrow any abilities from any other job (You can play all the jobs if you want, but those who don't want to, wont have to play jobs they don't enjoy for a couple of abilities)
The whole level everything! use all the abilities! gimmick ran its course, then it was limited then limited again with the implementation of jobs so why not take it a step further and just make a job good because its balanced and the player is skilled not because the player has more abilities.
It's also very convoluted to add new classes anyway! for SAM you need a base class like bushido that nobody really cares about since it exists just so SAM can exist, or covert an available class to unlock SAM which uses a 2 handed katana not a spear/axe/knuckles/staff and that would just break the armory system (Equip axe > equip job stone > equip katana instead of axe? > now you're a SAM!)
Hell... maybe once that gets sorted out we'll be able to have more weapons to use instead of being locked on one type (Tun-fa Monk/Mace Paladin/Hammer Warrior/Crossbow Bard anyone?) and it "should" be easier to balance if/when they decide to add new jobs.
i think the original armory system was 100x as good as the job/subjob trash that was in xi. the opinion may be valid, but the way the op has treated others who opposed their views has alot to do with why this opinion is treated this way.
http://crystalknights.guildwork.com/
Now that's out of my system, the armory system is fine as is, the real issue is the jobs aren't balanced yet, that takes awhile to do, especially when players find new exploits that the devs weren't expecting. (i.e. in XI, SAM was intended to be a parry tank, and NIN a multirange DD, it wound up the other way instead.)
Having a base Armoury system is fine and requiring multiple classes for Jobs is fine as that supposedly helps you learn about what other roles are doing and also tempts you to play different roles yourself.
It just feels theres still something missing or overlooked...
In the original system, albeit I wasnt high level at the time, I found I was just cross classing the same skills on every class (feint, skull sunder, raging strike, etc). In the current system that is more or less still the case, whether by choice or by not having much else to cross class (e.g. the choices for whm and blm are similar and limited).
It would be more interesting if cross class skills were similar to how materia in FF7 worked or a junctioning type system, you equip or link them together for various additional effects. Say you are on WHM and you have access to Sentinel or Featherfoot, you could link sentinel to your cure line to give a defence boost on your cures or link it to featherfoot to give an evasion boost to your cures. Then on BLM if I linked featherfoot to Sanguine Rite I could get double the MP back from each hit taken while Rite is active. Or say on WAR, if I linked Sentinel to Mighty Strikes, instead of making critical hits, i would be able to break the mobs armour, shield or weapon thereby lowering its defence or attack. In this manner, the cross class skills would in effect be turned into passive traits when used cross class, the action bar would save some space, you would never see a different job using another job's abilities actively, and it would not be so hectic mid battle)
Another point that seems forgotten from 11's subjobs, you didnt just use a subjob for its skills, but you had the traits on top. In 14, the traits dont cross class. Sometimes I wish I could cross class the traits instead of the skills!
That type of cross classing would open up a lot of diversity within the playerbase and lead the way for out of the box wacky builds that no one thought of but work.
Last edited by Altanas; 05-27-2012 at 08:48 AM.
lol, no...I'm actually just a little narcissistic, and feel like my opinions are so important, and so "vital to this games success", that I make an effort to get all the info out there as fast as I can xD
These "feelings" have been brewing for quite a while, but I've been too busy (and too lazy) to really get on here much. Anyway, to AceofRains:
I perused your Armoury/Job system document, and I gotta say....it gave me a little hope for the game. I still, absolutely, despise the Armoury System (simply because it only offers one extreme or the other), but at least it's not completely hopeless.
And, Volsung, dude/dudette.....you can't be serious lol
The reason ppl are still "whining" is because it's always been one extreme, or the other: There's either SO much versatility that we have no choice but to lvl every single class, just to feel well rounded (making every one a carbon copy of each other); or there's so little versatility (pre-determined sub-classes) that no one stands out from the next guy. I think the easiest way to remedy all of this, might just be to allow weapon diversity among the classes/jobs.
If a PLD wants to equip a staff, then let him; if a MRD wants to equip a spear...then let him.
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