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  1. #91
    Player
    Huginn's Avatar
    Join Date
    Dec 2011
    Location
    Gridania
    Posts
    301
    Character
    Huginn Aesir
    World
    Hyperion
    Main Class
    Archer Lv 50
    I left EQ for FFXI within 48 hours of playing FFXI... Please do not bring EQ and WoW to Final Fantasy. Especially please do not bring skill trees that can not be easily completely changed.
    Many people who play FF greatly enjoy the flexibility of being able to do whatever they like at any point. We like being able to just switch jobs anywhere and the ability to switch roles within a job.
    Although skill trees are neat and fun, they tend to lend themselves to exploitation and elitism with the whole "you don't have X at max skill level? GTFO of party"
    (0)

  2. #92
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    FF Tactics This would be sweet


    FF XII This would also be sweet, if you take out all extra stat bonuses and traits
    Skill Trees are kinda limiting, but I like the idea of further progression through stat points and upgrading spells and such.

    I'm excited to see what kind of system appears in 2.0.
    For now, even though you can level all classes and cross class 60% of skills and yet all classes/jobs are IMO well balanced, why ruin a good thing.

    Cookie cutter builds will always be the norm as long as you can just google "FFXIV Best BLM Build"

    On a side note: A guy I work with is big into a certain game "OWO" Did you know you can just go to a website, type in your class and it will tell you what skills you need to have to maximize your potential?
    Then when you have all your skills done you can type in your current gear setup, and it will tell you what pieces you need to change, and where and how to get them.

    We barely know what the stats even do in this game, so I can understand some peoples frustrations (sarcasm )
    (1)
    Last edited by Judge_Xero; 06-29-2012 at 12:52 AM.
    "I don't always drink beer, but when I do, it's often."
    Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community

  3. #93
    Player
    IStolzI's Avatar
    Join Date
    Jul 2011
    Posts
    202
    Character
    Stolz Phoenix
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    I know ppl hate hearing XI but I would like to see a return of the merit system in the bonus point system we have now. It was such an awesome concept, in my opinion. What I would like to see is when there are multiple jobs per class, you can earn bonus points for the class that can be spent on one of the jobs.

    For example say you get max 10 bonus points for GLA. You can spend them to crank up PLD abilities or hypothetically DRK abilities. So while You can play any class, at the end you will pick a job to specialize in per class. Of course have the option to reroll, but no on the fly or without penalty.
    (1)

  4. #94
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Also, you guys need to get within your theories the fact that "Once you choose it, you can't alter it" and "It takes effort to change your skillset" are actually counter to XIV's game design.
    From the get go we were always able to quickly change and adapt our skillset. So remember for whatever ideas you throw around, keep in mind that you need to be freely able to shift and change between builds at no cost. Just how the Armory System as it is right now won't impose on you nothing but having to re-wait on the cooldowns again when you classchange.
    (1)

  5. #95
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    If we're looking at a skill path with a set amount of skill points, then a Keeper of the Hymn could reset to be under the same system as the attribute point lock down.
    (0)

  6. #96
    Player
    Rannie's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    3,079
    Character
    Rannie Lfey
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Firon View Post
    You must have been a bad player for using classes before jobs came out learning the fight on class or job will make you better.



    That's whole point i was saying PGL IS GOOD FOR SOLO!!!!!! I even use it for fighting lvl 54 mobs cause they drop some of the items i sell!!!!
    Actually I've been in many parties with him and HE was the one who helped me become a better healer when I wasn't able to play as ofter as I could I go to him for advise on jobs and classes because he knows how to play them and he is good with them. As with a lot of our other Ls members. I value his advise a lot. Thanks Kraus for helping me and teaching me one of the best ways to play as a Conjurer when I was still going wtf.
    (0)
    I have a secret to tell. From my electrical well. It's a simple message and I'm leaving out the whistles and bells. So the room must listen to me Filibuster vigilantly. My name is blue canary one note* spelled l-i-t-e. My story's infinite Like the Longines Symphonette it doesn't rest- TMBG Birdhouse in your Soul
    A huge THANK YOU!!!! For FINALLY selling the Meteor Survivor Polo on the store. AND a huge thanks to my friend who bought it for me while he was at Fan Fest!!! YES I finally have my POLO!!!

  7. #97
    Player
    Ksenia's Avatar
    Join Date
    Oct 2011
    Location
    Ul'dah
    Posts
    1,100
    Character
    Ksenia Solo
    World
    Sargatanas
    Main Class
    Weaver Lv 100
    FF14 is one of the few games where they have the ability to keep us unique because they didn't make crafting a sub menu for your combat. Allowing us to be unique crafters also avoids the FotM of min/max. I would prefer a Ranger that was a split with a gathering class and able to set loot priority so they became a master at gathering hides or shells, capable of unlocking unique loot tables only a Ranger can get. Break that down further and make a Specialist Ranger who can loot unique or rare gems from the beasts they slay. Dragons Eye or Tortoise pearls. Needing Mining, Jewel crafting and a combat quest line for such a specialist.
    (0)

  8. #98
    Player
    Nazrakin's Avatar
    Join Date
    Jun 2012
    Posts
    61
    Character
    Nazrakin Gorecleave
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Kyra View Post
    Ive already explained 100 times in this thread why there wouldnt be an "ultimate" build for each class. Use your imaginations and creative thinking proccesses which i know a lot of people dont seem to have.

    Also yes.. a skill tree could be a 1 path only thing OR they could also let you max all the paths if you wanted but only after you have maxed 1 specific path. And then the exp required to get skills from another path would be exponential and very time consuming. Some players would be happy with the path they have chosen and leave it at that, while more hardcore players would want to push there character even further and im talking 500k+ exp just for 1 skill upgrade on a second path so it would really be an endgame form of character advancement that would take a lot of time. But its there as a choice if you wanted.
    What you're describing will do nothing but foster animosity and frustration throughout the entire player base and cause a balancing nightmare for the developers. This isn't a fresh idea, many MMOs have (unsuccessfully) tried to balance around these types of conventions and it just doesn't work. Players are left on the bench or forced to play specs/classes they don't enjoy. Developers have to balance the game around 3x as many character choices. It just becomes a mess and I'd rather they devote that time to giving us new classes.

    I'm not saying that there is no place for skill customization, I just don't think skill trees belong here. Instead, I'd like to see a resurrection of the merit system that isn't just tied into grinding mindlessly.
    (0)

  9. #99
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Skies View Post
    Also, you guys need to get within your theories the fact that "Once you choose it, you can't alter it" and "It takes effort to change your skillset" are actually counter to XIV's game design.
    From the get go we were always able to quickly change and adapt our skillset. So remember for whatever ideas you throw around, keep in mind that you need to be freely able to shift and change between builds at no cost. Just how the Armory System as it is right now won't impose on you nothing but having to re-wait on the cooldowns again when you classchange.
    As long as the progression system isn't both permanent AND has a maximum point expenditure, it's not a problem if it takes effort to change skillset, or even if the new skillset you've decided you want has to be leveled from scratch, as long as it's class/job-specific.

    That I think matches FFXIV best. After all, we can't take back the levels we've put into Gladiator and stick them into Lancer instead. They are permanent changes. If you want something else, you level something else. I think the same should apply to whatever alternate or parallel system we come up with.
    (1)

  10. #100
    Player
    Fiosha_Maureiba's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah -> Gridania
    Posts
    2,044
    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    Throwing some of these out here to flesh it out possibilities a little more. Some of these modifications may already be in the game under some of the items or patch notes beyond 1.20. (whether these end up as traits from items, materia, level cap increase, or an alternate advancement system)

    Examples/Sample (not full listing):

    Gladiator

    • Reduces TP cost of Fast Blade by 250.
    • Savage Blade grants Savage Might, increasing Critical Attack Power for 20 seconds.
    • Reduce recast time of Riot Blade by 20 seconds.
    • Expand Savage Might to affect you and nearby party members.
    • Increase range of Enhanced Rampart by X yalms.
    • Increase enmity generated by Phalanx.
    • Triggers Sentinel at low health for 15 seconds. This effect may occur once every 3 minutes. Does not affect recast time of Sentinel.
    • Expand Sentinel to affect you and nearby party members.
    • Increase healing receive by 8%.
    • Grants chance to stun with Phalanx.
    • Grants TP on successful block.
    • Increases magic damage reduction by 8% when using a shield.
    • Expand Tempered Will to affect you and nearby party members.
    Archer
    • Ranged attacks sometimes do not consume arrows.
    • Increases Light Shot damage by 20% when attacking within 8 yalms of target.
    • Reduces recast time of Decoy by 30 seconds.
    • Increases critical rate when using Hawk's Eye.
    • Increases maximum stack of Raging Strike by X.
    • Reduces recast time of Shadowbind by 20 seconds.
    • Increases resistance to Accuracy Down and Blind effects by 20.
    • When Raging Strike is at 3 stacks, Light Shot generates TP for allies near target.
    • Increases critical rate against a target afflicted by Bind or Heavy.
    • Increases number of attacks granted by Barrage by 1.
    • Increases range of songs by 10 yalms.
    Pugilist
    • Generate additional TP when attacking from the rear.
    • Reduced enmity when attacking from the rear.
    • Generate TP on successful evasion.
    • Generate TP for party members when Featherfoot effect fades.
    • Reduces damage received from most area attacks by 15%.
    • Increases evasion against physical area attacks by X.
    • Increases healing received by 8%.
    • Increases damage against a target afflicted by Stun or Bind.
    • Counter attacks deal additional damage.
    • Throwing weapons deal damage to an area of enemies, but generate less TP per additional target.
    Marauder
    • Generate TP on successful parry.
    • Generate TP for party members when Foresight effect fades.
    • Enduring March reduces damage received by 8%.
    • Increases duration of Pacification by 20%.
    • Increases resistance to Pacification and Paralysis by 20.
    • Provoke lowers target's resistance to Critical Hits.
    • Maim reduces healing effects received on target by 50%.
    • Grants Overpower a chance to afflict Paralysis for 5 seconds.
    • Throwing weapons have a chance to stun enemies.
    Lancer
    • Generate additional TP on successful critical hit.
    • Reduces damage received from most area attacks by 15%.
    • Throwing weapons ignore some of target's physical defense.
    • Generate TP for party members when Invigorate effect fades.
    • Feint reduces enmity on target.
    • Increases resistance to Heavy and Slow by 20.
    • Increases the maximum stacks of Power Surge and Life Surge by 1.
    • Power Surge grants Attack Up to nearby party members for 15 seconds.
    • Life Surge increases healing received by nearby party members for 15 seconds.
    Conjurer
    • Blissful Mind increases Magic Accuracy.
    • Gradually regenerate HP.
    • When Stoneskin effect fades, increase Earth Magic Potency for 15 seconds. Maximum stack of 3.
    • Shroud of Saints reduce enmity of nearby party members.
    • Repose reduces target's Earth Resistance for 30 seconds.
    • Stonera afflicts Rasp for 20 seconds.
    • Aerora afflicts Choke for 20 seconds.
    • Increases resilience (resistance to ailments) by 10.
    • Triggers Shroud of Saints at low health for 20 seconds. This effect may occur once every 3 minutes. Does not affect recast time of Shroud of Saints.
    Thaumaturge
    • Increases range of Blizzara by X yalms.
    • Dark Seal increases effectiveness of the Combo Bonus of the next spell.
    • Increases resistance to Silence and Amnesia by 20.
    • Reduces MP cost of Thunder spells.
    • Reduces enmity generated by Fire spells.
    • Resonance extends the duration of the next spell's enfeebling effect.
    • Increase elemental resistance by 8.
    • Restores MP when resisting or partially resisting a spell.
    • Sanguine Rite deals a small amount of umbral damage to the attacker.
    • Triggers Sanguine Rite at low health for 10 seconds. This effect may occur once every 3 minutes. Does not affect recast time of Sanguine Rite.
    (4)
    Last edited by Fiosha_Maureiba; 06-29-2012 at 10:45 PM.

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