i would be happy with the Jobs starting at level one instead of just an addendum to your class.
i would be happy with the Jobs starting at level one instead of just an addendum to your class.
Sure, but then they'd need to redesign every job, and add 10 new skills to each. Otherwise nothing would really change; you'd just need to lv up *same class* again to 30, to learn any skill for it...That'd just be stupid time sink.
Hmm. I don't recall anyone complaining about it in FFXI. I might be alone on this one then.
I think the point then is its not the same (GLD != PLD, play style will vary at least a little), and thematically you can make it more obvious. Since you can have greater control of growth (passives, skills, weapons) in this manor. This would also mean you wouldnt have to unnecessarily create a class for every job, since you could just make it like:
GLD 30 + CNJ 30 = PLD,
GLD 30 + THM 30 = DRK,
GLD 30 + ARCAN 30 = RDM (Or you could say GLD 15 + CNJ 15 + THM 15)
Last edited by Shougun; 01-22-2013 at 05:16 AM.
Cause apparently time sink was the feature of the game, that everyone seemed to like about it ^^ which is why XIites complain on XIV, that everything is to fast
Jobs are progressions of base class anyways, so it seems weird, you'd be a weaker version of base class suddenly, just for the sake of leveling it up again. Would only make sense if Job used another weapon, or had it's own set of skills.
Nah, it was the journey I think we liked in ffxi, everything seemed epic because it did take time to get it done. And there were things you had to do, you couldn't just grind to lvl cap. Had to stop around lvl 15-20 to get your subjob items, had to stop around 23-25 to get the 3 keys to take the airship to Kazham (heck I made life long friends getting my keys), had to stop at lvl 30 to get the job you actually want to lvl. Always had to go back a get a few lvls for your SJ. Had to stop at 50, 55, 60, 65, 70 to do your lvl cap quests. It was an adventure just to get to lvl cap.
If the basics that support it are unnecessary and harmful (taking away variety from the game is harmful, at least in my opinion), discussing how things should be implemented doesn't make all that sense.
Yes, it could work, but it doesn't take care of the issue of abilities being in synergy with a particular playstyle.
Hey, what if, when equipping the other weapon, we get different skills? Like a different class, but, like, the same class?
Fair enough, I wasnt a huge fan of FFXI myself but I did like the way they did a few things. But good point about the armory system. Aside from limiting my sub-skills and giving me jump, i didnt notice a huge difference between lancer and dragoon. That was why I was hoping to see the jobs start at 1, time to develop and differentiate the jobs from the classes. Either way, I'm excited for ARR and am looking forward to seeing some of the changes they have made to the classes/jobs. They have said all classes/jobs will have some changes to them and monk will be almost redesigned. Might have to go monk!Cause apparently time sink was the feature of the game, that everyone seemed to like about it ^^ which is why XIites complain on XIV, that everything is to fast
Jobs are progressions of base class anyways, so it seems weird, you'd be a weaker version of base class suddenly, just for the sake of leveling it up again. Would only make sense if Job used another weapon, or had it's own set of skills.
Yes i agree, it would make sense if PLD had it's own skill set, passives etc. but it doesn'tI think the point then is its not the same (GLD != PLD, play style will vary at least a little), and thematically you can make it more obvious. Since you can have greater control of growth (passives, skills, weapons) in this manor. This would also mean you wouldnt have to unnecessarily create a class for every job, since you could just make it like:
GLD 30 + CNJ 30 = PLD,
GLD 30 + THM 30 = DRK,
GLD 30 + ARCAN 30 = RDM (Or you could say GLD 15 + CNJ 15 + THM 15)If it did i wouldn't mind if it started at 1. But i dont think the difference between GLD and PLD is THAT big, to lv it from scratch, and have it's own skill set. I mean what would you give PLD that GLD doesn't have, without turning it away from being tank? or giving it to many defensive buffs.
Ya i'd certainly like see Jobs *bloom* out more from base class. In many cases it feels to restrictive. All DRG skills for example have mid-high CD, and are quite circumstantial; so you dont even use them that much. Would be more useful to stick to lancer in most cases for added diversity.Fair enough, I wasnt a huge fan of FFXI myself but I did like the way they did a few things. But good point about the armory system. Aside from limiting my sub-skills and giving me jump, i didnt notice a huge difference between lancer and dragoon. That was why I was hoping to see the jobs start at 1, time to develop and differentiate the jobs from the classes. Either way, I'm excited for ARR and am looking forward to seeing some of the changes they have made to the classes/jobs. They have said all classes/jobs will have some changes to them and monk will be almost redesigned. Might have to go monk!
We'll see what they done with it
Ya im hyped about Monk too![]()
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