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  1. #21
    Player
    Wilksha's Avatar
    Join Date
    Dec 2011
    Posts
    278
    Character
    Rosetta Rouge
    World
    Balmung
    Main Class
    Arcanist Lv 70
    If you guys didn't read What Zant said:
    Quote Originally Posted by Zantetsuken View Post
    The OP has some good ideas, but I don't think we will see any changes.

    Keep in mind that the current Japanese names for each class are directly tied to the Armory system and are named specifically after what weapon/tool is used:

    Marauder = 斧術士 (Axe Master)
    Lancer = 槍術士 (Spear Master)
    etc.
    So unless the Japanese names for the classes change to match what we get in our English I Don't see multiple weapons for each class.
    For those that keep saying classes are useless Post 30, I beg to differ here. Classes vs. Jobs post 30 all depends on what you are doing and the Class itself. GLD to PLD is obviously a better choice as nothing is really lost for solo or party play. But then look at the magic Classes over the magic Jobs the classes are usually better for solo as you not limiting to a group of mobs weak to either wind or thunder or earth is you don't mind the recasts. Plus with BLM your only healing ability is Second Wind, not nearly enough in dire situations is Sleepga failed or was interrupted. But as this was all for 1.x, so how we utilize a class vs job will be different.
    My only gripe atm from 1.x point of view is the 2 sub classes that some jobs had, mostly the magic classes here. WHM was gld and pgl while BLM was arc and pgl. WHM's subs where ok as gld has some decent abilities to make whm survive big attacks with sentinel. But blm's arc and pgl has access to only 6 abilities with 2 being silly on blm and another useless.
    that's 3/5 abilities set if you did the math. I hope the reworked armory system removes pgl from blm subs and gives it cnj and the same for whm; pgl to thm.
    Now to just wait and hope to get into the beta to actually see the changes the SE team will make. Even if I don't like particular changes to the classes or jobs, as long as the game plays well and I enjoy it, there is no reason I "have" to play on the classes I don't like.
    (1)

  2. #22
    Player
    Zezlar's Avatar
    Join Date
    Mar 2011
    Posts
    1,618
    Character
    Athalia Hartfell
    World
    Excalibur
    Main Class
    Lancer Lv 85
    Personally think they should change the Armory system. Rarely do I ever see anyone on classes. So other then being used as a sub requirement to obtain the jobs or perhaps solo some normal mobs. The system is pointless. I would like to see a redesigned system.
    (0)

  3. #23
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Rustyhagun View Post
    Starts as Becomes
    Squire ---------------> Paladin
    Animist --------> Beast Master
    Gladiator ------------ >Warrior
    Lancer --------------->Dragoon
    Sage ----------------->White Mage
    Fencer --------------> Red Mage (eg.also having Black and White Mage at lvl 35)
    Kendo --------------->Samurai
    Pugilist --------------->Monk
    Archer --------------->Ranger
    Muse ---------------->Bard
    Assassin ------------->Ninja
    Archanist ------------>Summoner
    Elementalist --------->Black Mage
    Soldier -------------->Dark Knight
    Pilferer -------------->Thief
    No musketeer?
    (0)

  4. #24
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    I think they could, maybe rework the crystals to be more of an "archetype" focus.

    If we look at each job in the game we can see it in the basis as:
    Warrior=Heavy DD
    Monk=Combo DD
    Dragoon=Critical DMG DD
    Paladin=Tank
    White Mage=Healer
    Black mage=Elemental DD
    Bard=Support
    Summoner=Pet

    Basically they could tailor each crystal to work on focusing on an archetype for said class to focus on where the crystals potential with a class is unlocked through quest.

    So in the example of the Warrior Crystal it could still be called the Warrior Crystal because of it's focus on dealing high damage to foes, then in the example of say if a Pugilist were to imbue themselves with the Warrior Crystal they could become the job of "Black Belt" or something to that extent, where it's basically a Monk that focuses more on dealing heavy damage through kick attacks rather than focusing on combos.

    Though that's where the problem comes in, cause the more and more you add the tougher it becomes to make sur everything stays balanced and while we would like to see a wide variety of class/jobs in the game, what fun are they to have if you favorite class ends up being gimp because another class can do things better than the class you want to be. Then you run into issues with nerfing tweaking and it does become a big mess. Hopefully they have some way to prevent the need of tweaking overtime to the extent that it is in XI where even now they are tweaking jobs to make them all worthwhile to use during events lol.
    (0)

  5. #25
    Player
    Rustyhagun's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    465
    Character
    Usagi Yojimbo
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Felis View Post
    No musketeer?
    Fixed it.
    (0)

  6. #26
    Player
    razz's Avatar
    Join Date
    Jul 2011
    Posts
    147
    Character
    Razzana Kustodi
    World
    Hyperion
    Main Class
    Arcanist Lv 60
    Wow... finally.... another "let's change Armoury-/Class-System"-Thread.
    Yeah we all know how great FFXI was and how stupid FFXIV is bla bla bla... i can't hear it anymore^^

    This is NOT FFXI, the Armoury- and Class-System is fine! Maybe some small changes to make classes and jobs more different from each other but nothing more. I think many of you forget that when level cap increase comes, let's say next step is lvl 60: every class gets 2 new skills and 3 new traits, every job 2 new skills. With 2 or 3 more classes (archanist, musketeer) there will be more ways to combine classes for jobs.

    Classes are for solo-play and small groups. Jobs are for full-parties. They have a different purpose.

    And pls be more creative and don't stick to FFXI that much. E.g. why does DRK need to have a scythe or branch of from gladiator? It doesn't make sense in FFXIV. It could come from a new class, it could be a job for lancer or marauder. Weapon could also be a spiked mace or a Morning Star.
    (4)

  7. #27
    Player
    Soukyuu's Avatar
    Join Date
    Mar 2011
    Posts
    2,086
    Character
    Crim Soukyuu
    World
    Ragnarok
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Darkillumina View Post
    I've posted a solution to this insanity before and it's quite simple.

    Treat the current classes like normal until they get to 30. At 30 you need to do the job quest to progress further. You cannot get exp until you finish the quest whereupon you get promoted to the Job. This extends leveling a little bit by adding a simple limit break quest and gets rid of the useless classes post 30. Nice and simple and works with the lore.
    Reminds me of Ragnarok Online. I wouldn't mind having that system here too, and it work without having to rename our base classes, even in the Japanese version.
    (0)

    [ AMD Phenom II X4 970BE@4GHz | 12GB DDR3-RAM@CL7 | nVidia GeForce 260GTX OC | Crucial m4 SSD ]

  8. #28
    Player
    Jacien's Avatar
    Join Date
    Mar 2011
    Location
    Lore Library
    Posts
    949
    Character
    Jacien Visenad
    World
    Sargatanas
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Zantetsuken View Post
    The OP has some good ideas, but I don't think we will see any changes.

    Keep in mind that the current Japanese names for each class are directly tied to the Armory system and are named specifically after what weapon/tool is used:

    Marauder = 斧術士 (Axe Master)
    Lancer = 槍術士 (Spear Master)
    etc.

    And since the Armory system is here to stay, we won't see multiple types of weapons for each class (at least not radically different)

    However, the relic system shows us that jobs can have different weapons than their respective classes (they auto-equip the job soul needed ).

    So DRK could be another job for MRD but have access to Greatswords or Scythes where MRD (and WAR) wouldn't*

    *just an example.. I don't want to start an argument over what class DRK should come from.
    This person knows what's up. Most people here have this conception that Jobs deviating from a Class HAVE to use that type of weapon.

    It really doesn't matter that classes are here to stay. Time will tell to show the new revamps that the Battle Team has planned.
    (1)
    Last edited by Jacien; 11-19-2012 at 01:38 PM.

  9. #29
    Player HiirNoivl's Avatar
    Join Date
    Mar 2011
    Posts
    3,642
    Character
    Hiir Noivl
    World
    Mateus
    Main Class
    Marauder Lv 50
    Quote Originally Posted by KamikazeMan View Post
    IBlack Mage should be able to use all spells that THM can use and be able to equip all weapons/armor that THM can since it's essentially the next level of Thaumaturgy....which is why the class exclusive stuff makes no damn sense to me.
    I can get behind this. Why BLM can't AoE Sanguine rite is beyond me. BLM should have Enhanced Sanguine Rite and it should be better than THMs.
    (0)

  10. #30
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by KamikazeMan View Post
    I always felt that jobs should be treated as advanced classes. For example: Thaumaturger can be changed so that there is no reason to want to use it once you unlock Black Mage. Black Mage should be able to use all spells that THM can use and be able to equip all weapons/armor that THM can since it's essentially the next level of Thaumaturgy....which is why the class exclusive stuff makes no damn sense to me.
    Class = Solo or Duo play
    Job = Large Party play

    Makes perfect sense when you think of it that way.

    Do classes need more tweaking so that they function better at soloing?? Yes, I think so. Here is what I proposed earlier:

    Quote Originally Posted by Zantetsuken View Post
    Passive job traits that shift stats and HP/MP/TP: eg. When changing from GLA to PLD, a player loses 25% of their max TP and STR, but gains a 25% boost to max MP and VIT. Similarly, BLM could lose some casting speed and spell interruption resistance, but it would gain a Magic Accuracy and Magic attack Power increase over THM.

    Exclusive class abilities: eg GLD gets the AoE Weaponskill 'Circle Blade' but PLD cannot use it. Likewise, 'Cleric Stance' could become restricted to only CNJ.

    Classes get access to a wider range of gear than jobs - Restrict WHM and BLM from using shields, Give PGL the ability to wear haubergeons and other light armor, whereas MNK would be restricted to leather and cloth gear.
    ----------


    Quote Originally Posted by HiirNoivl View Post
    [...] Why BLM can't AoE Sanguine rite is beyond me. BLM should have Enhanced Sanguine Rite and it should be better than THMs.
    Because THM doesn't have access to 'Sacred Prism' unless it borrows it from CNJ. And BLM trades off using CNJ abilities for more exclusive spells.

    We want MORE differences between jobs and classes, not less.
    (3)
    Last edited by Zantetsuken; 11-20-2012 at 12:55 AM.

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