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  1. #11
    Player
    Mjollnir's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,579
    Character
    Fiery Mojo
    World
    Gilgamesh
    Main Class
    Marauder Lv 100
    Quote Originally Posted by Yrusama View Post
    Would be nice if THM could bestow elemental attributes to melee party members, like Vivi in FFIX or the Lalafell in the original opening movie fight against the malboro.
    Yeah! Perhaps somewhat akin to The Last Story rather than with en-spells.
    (0)

  2. #12
    Player
    Radacci's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    1,699
    Character
    Austen Bloodspatter
    World
    Omega
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Altena View Post
    Oooo yes the big barrier Loui uses in the vid.. Would be nice to see WHM get a small version of that (perhaps similar to the Limsa opening cutscene against the jellies), that surrounds the WHM in an area. Players inside that barrier are protected for 5-10 seconds. (Perhaps not 100% damage mitigation but perhaps a 50% would suffice). A nice "shatter" effect after the effect ends would be nice to see too..

    All great ideas guys.

    But yeah please try and stick to current jobs. There are already many "what jobs would you like to see in the future" threads around.
    i'm pretty sure that barrier is protect spell Protect would be kinda lame in a CG, if it was like in-game.
    (0)

  3. #13
    Player
    Zoloe's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    63
    Character
    Zoey Rose
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Radacci View Post
    PLD already do have cover though, but dont know how it works exactly.
    It works pretty much exactly how Solace would want of an ability for other melee classes. When you use cover on another player any attacks they would take end up on you instead. I know in FFXI, you had to actually stand in front of the player you're trying to protect, but I think in FFXIV you didn't have to... I forget. ^^;

    I agree with you though, just manage the aggro. The tank should be the one doing the saving if he or she can with cover.
    (0)

  4. #14
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Radacci View Post
    Only reason for monks to do endless combos, is if there's no TP cost for their skills or if their TP regain is faster than others.
    Fast hitters...there's no such thing in XIV ^^ except maybe other monks, but it wouldnt make sense to have a counter stance vs your own class...
    your evasion stance sounds odd. if it was aimed at countering high-acc mobs, then no other mobs with low-mid acc would ever be able to hit you, so it would counter everything else. and you'd basically never get hit by anything else but high-acc mobs....OP much.
    Your ideas turn monk into a Overpowered hybrid of everything ^^ block, high eva, DD, counter, atk spd...really? Maybe monk should be prime tank, and paladin Holy-DD ^^
    Yeah sorry in my OP it does sound like I am listing all of those stances.. I am also not talking about a huge evasion boost, but lets face it - evasion really doesn't do a lot (due to dLvl) on anything worth it, so this would more be for trash mobs. I am also not talking about a huge boost, just a boost.

    As for varying attack speeds - there are indeed quite a few. MNK just has a seemingly faster attack speed since they are effectively the only dual wield class. Single handed weapons hit a lot faster then 2-handed weapons (look at PLD vs WAR/DRG). MNK just has the feeling of a faster attack speed due to their attack round containing 2 hits not 1.

    BLM cant even use any weaponskills, and they are a caster class, so they should cast spells, not whack mobs with wand anyways.
    I think what you're talking about is closer to what other jobs do. They should add another job for debuffs, dots etc instead. I think they wanna keep the 16 skills/class, and 5/job; so they cant start adding a bunch of new stuff to each class/job.
    I think you misunderstood my comment on weapon skills. Staff/club weapon skills ended in the early 1.x days, and for the better. I would like to see a "magic burst" style system introduced. If you didn't play XI - Magic Bursts were basically forced crit hits if the spell landed after 1-2 melee performed a skill chain (combo) and was tied to the element of the skillchain.

    I am not talking about paralyze, slow, bind, gravity etc.. I am talking about Burn, Frost, Shock etc. That is more of a BLM spell tree. Also I would like to see Spike spells (such as Ice Spikes/Shock Spikes).

    DRG: well with just GCD, you can jump every 4sec, but the only reason to jump a lot, would be if there was some combo involved with it. Or turn more skills into jumps; but that would be absurd
    More skills into jumps? Absurd? Why? Have you played a Final Fantasy game before? Jump is pretty much the one iconic DRG ability. It should be expanded on.

    They barely changed anything...only removing CD, and using GCD. Some combos are different too.
    Skills / playstyle / battle system seems pretty different to me according to the released videos..


    Broken beer bottle...you planning to kill Bahamut with that? ^^
    You should already be aware that classes are tied to weapons, so you'd need a new class for your beer bottle; that's a big no no. I'm sure they will add new classes/jobs with new weapons as we go along. there's plenty of unused classes/jobs.
    If you look at other FF games, there's something like 100 different classes/jobs, and we have 25ish.
    Technically they are not tied. Using THM and CNJ as examples. Both can use 2 handed staves. Both can use 1 handed wands/clubs. The difference is in the description stating which class they belong to. i.e. "Conjurer's Arm" etc..

    edit~
    On a side note, did you come in here to disagree on everything people post in here? Speculation / wishful thinking is not an expectation. It is used to initiate creativity, and if you are here to deny that of people, or do not wish to input your opinion on the direction the jobs you enjoy are heading, then you are not welcome.
    (0)
    Last edited by Altena; 02-01-2013 at 09:29 PM.

  5. #15
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Radacci View Post
    i'm pretty sure that barrier is protect spell Protect would be kinda lame in a CG, if it was like in-game.
    I think Protect was actually what the BRD casted on the WAR to deflect the shots when the CNJ was healing the WAR.
    (0)

  6. #16
    Player
    Alaltus's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    938
    Character
    Mementus Veventus
    World
    Sargatanas
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Radacci View Post
    i'm pretty sure that barrier is protect spell Protect would be kinda lame in a CG, if it was like in-game.
    It could also be a smaller version of the Hedge, A barrier in the Gridania storyline that the Conjurer's guild collectively maintain around the entire city and then some. If it could be cast by a single mage its reasonable to assume it would be much smaller.
    (0)

  7. #17
    Player
    Hulan's Avatar
    Join Date
    Jun 2011
    Posts
    866
    Character
    Alec Temet
    World
    Midgardsormr
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Alaltus View Post
    Monk: some form of the Cover Counter ability from FFIV the after years could be pretty cool to see. Like the monk could go into a stance(Like berserk not able to be kept up indefinitely) and counter blows for another party member. Preventing damage or not the ability would still be pretty useful and put the Monk's counter prowess to work.
    This gives me an interesting idea for an ability. Something like "Redirecting Strike", which when used just before or during an enemy attack (with some leniency since this isn't a true action MMO) reduces or negates the damage of that attack [must be used within 1 yalm of the party member with the most enmity]. It gives Monk the ability to support the tank, while dealing damage, but at the cost of a substantial amount of their own damage (in the form of combos, assuming most of the MNK combos start from the sides or back).
    (0)

  8. #18
    Player
    Uriahnool's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    234
    Character
    Uriah Nool
    World
    Balmung
    Main Class
    Gladiator Lv 50
    I just really hope they add some uniqueness to the classes. One thing I hated about switching classes after the reform in 1.0 was how every class had a "Normal attack, medium attack, heavy attack" and you constantly had to cycle through the 1...2...3, 1...2...3, 1...2...3 chains over and over. Might be fine for something like MNK or WAR where there is a constant beating of the enemy and chains are important. But for LNC I'd like to see more focus on slower, but stronger attacks and ARC to focus on quick and rapid, but weaker attacks.

    As far as BLM, which I am a big fan of, I'd like to see more "tricks" such as the different elements playing into the different elemental weaknesses of the mob depending on their type, or spells like Drain, MP Siphon, Bio, or Gravity for a "heavy" effect. I'd really like it if they stopped combining status effects into the spells. For weapon attacks, a brief status effect along with it is awesome, especially in combos. But for casting a spell, if those could be divided into elemental spells and status aliment spells separately I would really appreciate it.

    I'd also like to have more variety on the classes and more than just one best way to win a tough battle. Seemed like in 1.0 too much for a battle like Ifrit or King Moogle, it had to be a certain exact setup of players and they have to stand in a specific spot and use a specific strategy to have any hope of winning. What if you have five black mages and three archers in your party? I'd like to know even in that situation you could work out a strategy or use unorthodox methods such as more items in place of buffs or heals and still squeeze out a victory. It would be very odd to want to do it this way, but to know that it can be done if it really had to be done, that would be fun.

    And I would like more phoenix downs. I want 99 of them in my inventory. /endrant
    (0)
    "There's a time when a man needs to fight, and a time when he needs to accept that his destiny is lost, that the ship has sailed, and that only a fool would continue. The truth is, I've always been a fool."

  9. #19
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Uriahnool View Post
    I'd also like to have more variety on the classes and more than just one best way to win a tough battle. Seemed like in 1.0 too much for a battle like Ifrit or King Moogle, it had to be a certain exact setup of players and they have to stand in a specific spot and use a specific strategy to have any hope of winning. What if you have five black mages and three archers in your party? I'd like to know even in that situation you could work out a strategy or use unorthodox methods such as more items in place of buffs or heals and still squeeze out a victory. It would be very odd to want to do it this way, but to know that it can be done if it really had to be done, that would be fun.

    And I would like more phoenix downs. I want 99 of them in my inventory. /endrant
    I feel kind of the opposite. I would rather see jobs have a more defining role then they do presently.

    As for strategies, there are far more setups then 1 setup to beat a fight. The reason people seem to get stuck in very specific strategies is it is technically the optimal setup. It is a safer fight, and easier on the WHM to deal ranged DD on Ifrit as an example, so that is the conventional or optimal way that most PUG groups run. These optimal setups are usually widely known strategies and across the server and easy to slot people into, and allows people that don't play together to defeat content easier. A group of players that play together regularly, know each others playstyle and typically "gel" just have a higher chance of success with this "less optimal" setups.
    (0)

  10. #20
    Player
    Reika's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    I don't really know what to think until Phase 1 of beta... But what I am hoping for is:

    BLM:
    Debuffs moved back to being spells of their own, debuff effects removed from most elemental magic, ice not suck, and thunder not magically being the strongest element. Each element should have equal potency and the player should chose the element to attack at the monsters weakness, not simply the one that unreasonablly has more base potency. Ancient magics become better and not gimicy: Flare be targeted and do more base damage, and it can lose the weak dot if it isn't going to really be useful. Freeze not be some weird way of reducing enmity and be an acual damage attack with potency equal to flare. Burst not depend on being near death and have potency equal to flare and freeze, and also have all of them have the same reasonable cooldown (globally shared possiblly). And weaponskills should be added that use the element of the weapon you are using. They should also be able to use Water, Earth, and Wind magic, because there can really never be Quake, Flood, or Tornado ancient magics for use by black mage otherwise. And burst definantly should not be BLM's ultimate 15 min skill. It should be more like something that Removes MP cost for a period of time, or makes the next attack spell cast have quadruple potency, or be ULITMA. (BTW I 100% hate what they did to BLM/THM in 1.0... if you couldnt tell)

    As for Thm... I would like the return of sacrifice and resurrect, only that they arent useable when a BLM. That isn't likely to happen tho.

    WHM:
    Like BLM, most debuffs should become spells of their own again. Especially dispell. Aeroa should not be a dispeller.... Should go back to having Banish and Dia for its damage, low MP and cooldown, so BLM can have elemental superiority. Holy would hopefully change to not use all MP, and instead be an attack that is simply more damaging than Banish and be more effective against undead while having a higher cooldown and MP cost. Hoping WHM also has the elemental defense buffs, and that they get a Reraise spell at some point.

    Both WHM and BLM:
    Return the aoe toggle and impose cooldown increase/mp cost increase/possibly potency reduction for casting spells in AOE. Casting fire in single target should have same/similar cooldown and MP cost as casting thunder, casting thunder in aoe should have same/similar cooldown/mp cost of casting fire. TP could also become a resourse used while casting spells in AOE instead of extra MP as neither have been given anything to use TP for.

    MNK:
    I dont use MNK, so I have not many thoughts on it. But I do hope it and every other job has some kind of buff it can share with the party that no other Job can do, in order to encourage balanced play.

    WAR:
    Hope to see it be able to actually fulfil a DPS role efficiantly. It was hard to not be the agro target with warrior without sacrificing damage to do so. Berzerk skill should reduce enmity gain while active to help with this. I think it's ability to gain HP back from crits when using Rampage is much. I think that should be limited to MRD class, and not carry over to WAR to promote using WAR and all jobs like they were advertised in the first place: Party play, and solo classes for solo with greater survivability but less party utility.

    PLD:
    Hoping to see the ability to have aoe threat increased. Wardrum was just too impractical and really didn't have much of an impact dispite its tooltip saying it generated high agro. Hoping they changed the spirits within combo from being phalanx -> SW to fast blade - flat blade - spirits within. I am also hoping paladin can finally Parry with a shield equipped, and the values listed for both parry and block rate are actual %'s against a target of equal level.

    DRG:
    The main thing I hope for is Dragonfire dive, dispite sounding like a fire attack, will become non-elemental. Not being able to use your ultimate skill because it will be absorbed or resisted based on the monsters element is a balance flaw in my eyes. I liked what I saw from the video however and hope more great things are in store.

    BRD:
    ..................I never liked how they did this job :/ A bow class that doesn't do as much damage as it should because its musical support. I wish they had just put an 8th class for this instead of what they did and made archer go to Ranger....
    (2)

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