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  1. #41
    Player Andrien's Avatar
    Join Date
    Mar 2011
    Posts
    2,437
    Character
    Andrien Bellcross
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    @OP

    I'm sure you know this already that Black Mage is a job that revolve around party play in which case it is most effective.

    Final Fantasy I-V BLM had only access these elements. Fire, Ice, and Thunder. In some cases they also had Quake.

    they also have spells like poison, sleep and bio while other jobs took care of the other elements, dots and debuffs.

    edit: so i think the direction they're going with currently is bringing back the old school final fantasy jobs/classes into this modern age final fantasy world.
    (2)
    Last edited by Andrien; 09-02-2012 at 01:07 AM.

  2. #42
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    How can "overnuking" be a problem ?
    Let's see...if you fight one big monster, Primal style, you'll aim for the most DPS, so you can't overnuke.
    If you're figthning some trash mobs, leve style, you can wait, what...20 seconds until your MP refill enough to compensate any spell cost.

    And, please, stop ranting...BLM IS NOT AN ENFEEBLER (By the way RDM isn't supposed to be, too). We don't have any real enfeebler now, but guess what ? There's room for several more jobs.

    Do you rant because Dragoon don't have a pet ? Not that it ever had any besides FFXI. Do you rant because no class can dual wield ? Let the classes come. They were redoing the game, so, of course they won't implement a new class for a game that is supposed to bet "replaced".

    Maybe I need to remind you that party size was 6 people in FFXI. Basically, you had to open all possibilities with 6 jobs. Now, we can gather 8 people, so we'll have room for a real enfeebler when it comes out.

    So now, you're playing a nuker, only a nuker, like BLM is in almost every Final Fantasy before. Worse, signature spells were Fire, Thunder and Blizzard for the vast majority of games, too. Besides FFXI, Stone and Aero HAVE never been Black Magic spells. Final Fantasy XIV is not FF XI's successor, and it's good that it finds its inspiration far more in the roots of the Final Fantasy franchise.

    I won't rant about "blah blah you want FF XI-2, go play FF XI, etc...", but really, FF XI is still up, and I'm sure it still has a lot of things to offer. FFXI point of view should stay in FFXI, as it's what made it stands out from other MMO.
    (0)

  3. #43
    Player
    Rustyhagun's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    465
    Character
    Usagi Yojimbo
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    I agree with you OP. Yoshi needs to have it where once you become PLD, u are no longer known as a gladiator. This will mean that every job will have to have a separate starting class that advance to their respected Jobs. As it is right now, the class and job system is redundant. Having the ability to switch between the two, with no reasoning behind it.

    How does me being a lowly Gladiator become a Holy Paladin, after struggling through all the trial and missions I had to endure to get there. How does it make sense that I can just become a lowly Gladiator again? Using all the same skills as a Pld has except for the Pld's stronger abilities.... redundant.... Yoshi's team can do a better job than this, and find a job customization mechanic that will shine. As this one will hurt 2.0 down the road unless they revamp it now.

    @OP....I also loved the FFXI job mechanic and it reminded me a lot of FF:Tactic mechanic. If Yoshi and his team, could find a way to make a hybrid out of the two and put it in for 2.0 that would make it unique and give 2.0 its FF job mechanic back. Because what we have now is very simple and lackluster. GW2 has a more complicated ability mechanic and its not even complected.

    FF:Tactics has a very good concept for Job matching and abilities and its mechanic is very MMO-ish if it was evolved a bit.

    Calling it now. If Yohsi-P doesn't improve upon or change the class/job, ability mixing and matching mechanic. Its gonna hurt 2.0 in the long run.
    (2)
    Last edited by Rustyhagun; 09-02-2012 at 03:56 AM.

  4. #44
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Quote Originally Posted by Reynhart View Post
    How can "overnuking" be a problem ?
    Let's see...if you fight one big monster, Primal style, you'll aim for the most DPS, so you can't overnuke.
    If you're figthning some trash mobs, leve style, you can wait, what...20 seconds until your MP refill enough to compensate any spell cost.
    So hate control and MP conservation get tossed out the window?

    For big boss fights you want to be MP efficient not just tossing out your big bad nukes to get hate and then eat dirt.

    Fighting "Trash mobs" (Someone needs to be shot for that stupid term) 20 seconds of waiting can be alot of lost exp when you could kill 2-3 Mobs for the same ammount of MP your just blew because you have no choice about how much MP your spending.
    (2)

  5. #45
    Player
    Miliant's Avatar
    Join Date
    Mar 2011
    Posts
    144
    Character
    Miliant Ciou
    World
    Ragnarok
    Main Class
    Pugilist Lv 68
    1. FFXIV mechanics are different from FFXI mechanics and they allow from the go for more people to participate in events. This means that roles need to be spread out across different classes to make all classes appealing and able to participate in raids or battles.

    2. BLM is one of the most powerful classes in the game AS IS, and the class that can do the most DPS comparably because it needs not worry about mechanics or positioning to make the most out of their damage dealing potential. And you're complaining because it's not as powerful as you want it to be. Ridiculous.

    3. This is not FFXI.
    (5)
    We'll take it into consideration.

  6. #46
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by TimonLoon View Post
    Abyssea ruined XI...? lol

    Your opinion officially doesn't matter.
    Officially, that's when they began to loose the most subscribers. Abyssea was all anyone ever did. The old content and zones weren't getting played and people grew bored of the game.

    All opinions matter. It's how you support that opinion that makes an impact.
    (6)

  7. #47
    Player

    Join Date
    Sep 2012
    Posts
    4
    i offen feel that job system can use a lot work i really with when you unlock a job that it would start our as lvl 1 not the lv you unlocked it
    (2)

  8. #48
    Player
    kazaran's Avatar
    Join Date
    Mar 2011
    Location
    U'ldah
    Posts
    635
    Character
    Elrond Peredhel
    World
    Seraph
    Main Class
    Gladiator Lv 50
    I loved XI also, and want BLM to be BLM and not a half ass mage or basically 90% thunder mage, but you need to wait till 2.0 becuase it is beign adjusted.

    Enfeebs, well if RDM is on the horizon let it have enfeebs, no nukes, malee enhanced magic. Better mp/hp drain (we have it it just doesn't work that well).

    We need newer fight mechanics and speed.

    We have a way to mix match sub abilties not just one, that's actaully better.

    Wait till ARR till we start bitching.
    (0)

  9. #49
    Player
    Deakka's Avatar
    Join Date
    Nov 2011
    Posts
    108
    Character
    Deakka Elsmeth
    World
    Hyperion
    Main Class
    Goldsmith Lv 50
    I think SE realized the issue they had in XI, by creating a DPS job with no inherent weaknesses (other than fragile hp and defense), the single most used (hell, the only one available) crowd control spell in the game, and giving them a way to counteract any defense possible (other than flat magical damage reduction). The glory days of BLM will never come again. Now, they can be powerful and fun to play (and I hope they do become that for you).... but if your sense of fun is having a class with very little weakness, then you're barking up the wrong tree. No MMO can afford to alienate the player base by having any "God-Tier" jobs. Look at SWTOR with consulars/inquisitors, they went months without any meaningful adjustments... I'm almost positive seeing such a staggering class imbalance played a small part in their sub numbers dropping.

    Now, if you were to propose each class/job getting a unique form of single target CC (useful as sleepga or more due to it being single target), meaningful debuffs (that don't have to be part of a 3rd rate combo chain), and improved group utility, I could get behind the idea of BLM buffs in addition to that. But you didn't, you're asking for all the cookies in the jar and leaving the other classes with crumbs.

    SE hopefully realizes the mistake they made by using monster physical defense as an artificial gateway to content (in XI), yet magic defense on monsters was nearly non existent (HNM's excluded obviously). Right now they're in a good spot (if HM Darnus and post-fix Garuda are any indication) where you'll need both magic and physical damage to handle content.
    (3)

  10. #50
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Jynx View Post
    I have to say that I agree with you on most points. XIV really does lack a robust system that encourages customization while still being strict with what a jobs "role" was.
    Where does this false memory of customization come from? If you didn't have the "right" or "proper" subjob you were SOL and laughed out of parties. One-handed weapon users HAD to sub Ninja for dual wield and *ugh* Utsusemi. Two-handed weapon users had to sub Samurai for Hasso. Or are we talking about those lolsoloonry job combos, which are moot because the game was designed around partying?

    Quote Originally Posted by Gramul View Post
    He's just using XI as a base for comparison for mechanics he believes would be a fair addition/adjustment to make a more fluid and flexible game.
    He's asking for cluttered spell lists and a system that created more problems than anything else (subjobs). I'm not seeing much positive out of the OP's post.

    OP: If you want Aspir, I can be dollars to donuts that you'll have to give up Convert. If Yoshida decides to become Tanaka-like, you'll also lose auto-refresh.

    Bio was and should always be an attack-down debuff first and foremost. Since gearswaps will never infest this game, we don't have to worry about its damage as much as the attack-down effect.

    On drain, Necrogenesis is a good tradeoff. You're not supposed to be able to fully heal yourself. BLM is not about health longevity because its archetype has always been reliant on having someone healing to help keep them and the party alive. Otherwise you wouldn't have one of the smaller health pools in the game.

    Quote Originally Posted by Firon View Post
    Soloing on blm in XI is the same thing i do here. Spell > sleep > spell > sleep > spell. XI had ton of spells that was pretty much useless.
    This.

    Quote Originally Posted by Deakka View Post
    No MMO can afford to alienate the player base by having any "God-Tier" jobs. Look at SWTOR with consulars/inquisitors, they went months without any meaningful adjustments... I'm almost positive seeing such a staggering class imbalance played a small part in their sub numbers dropping.
    I'd say more than just a small part, as consular/inquisitor complaints were rampant for the last three stages of the beta, and fell on deaf ears.
    (9)
    Last edited by Duelle; 09-02-2012 at 05:16 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

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