They are removing the physical levels. They're doing exactly what your last sentence says.I don't get why they aren't just removing the physical level. Or did I mis-read something? It sounds like they're merging the two and effectively giving you a physical level for each class. But you already have your class rank, just base the point allocation off that and remove physical levels altogether.



They are removing physical levels. They're just making it so that you can still put points how you want because that's what people asked for on the polls. People like a little bit of customization, which might, depending on how drastic the actual stat changes are, be a LOT of customization. I imagine a pugilist who puts all their points into strength and dex will function verrrrry differently from one who puts them into dex and vit (just as examples.)I don't get why they aren't just removing the physical level. Or did I mis-read something? It sounds like they're merging the two and effectively giving you a physical level for each class. But you already have your class rank, just base the point allocation off that and remove physical levels altogether.
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So excited for jobs and job specific armor. >.> <3 THANK YOU SE!
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I'm not sure what to think of the proposed enmity/hate meter. On one hand I think it shall be very interesting to see how you are parsing against a mob - for the purpose of say holding back an attack if your hate gets too near the tanks. However, the other side of that is I don't want things to be too easy.
Not a complaint, just an observation, as long as there is still a challenge I'm a happy man.![]()
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This. I think one of the greatest things about 11 was having to learn hate control. I mean, if you can see exactly who has what hate, why have hate at all? What's the point? I can see why casual players could find it useful, but I personally believe that giving them this is taking to much away. Hate control is something that -should- be about learning to play your class, being aware of your teammates, and working together to your jobs right. While useful, i think it puts the game in easy mode and takes away one of the more interesting aspects of combat that we have right now.I'm not sure what to think of the proposed enmity/hate meter. On one hand I think it shall be very interesting to see how you are parsing against a mob - for the purpose of say holding back an attack if your hate gets too near the tanks. However, the other side of that is I don't want things to be too easy.
Not a complaint, just an observation, as long as there is still a challenge I'm a happy man.
As for everything else, I think SE is doing an awesome job in taking this risk of fundamentally changing the nature of the game in order to make it better.
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i think hes implementing it in a way where you can see how much emnity you have but not the other members of your party. doing this will open up more communication because if you start to pull some emnity, you can tell ur tank to voke or do something more that causes emnity gain.I'm not sure what to think of the proposed enmity/hate meter. On one hand I think it shall be very interesting to see how you are parsing against a mob - for the purpose of say holding back an attack if your hate gets too near the tanks. However, the other side of that is I don't want things to be too easy.
Not a complaint, just an observation, as long as there is still a challenge I'm a happy man.
i think later down the line they will add the ability to see ur party member's emnity but i think that would make the game too easy. it took a while for ffxi's players to understand and calculate emnity effeciently, having an actual meter now will help get rid of that but also help players understand party mechanics more

This is exactly my worry. It's kinda exciting to have to learn your hate as an Archer. At the moment, it's what helps separate good and bad archersI'm not sure what to think of the proposed enmity/hate meter. On one hand I think it shall be very interesting to see how you are parsing against a mob - for the purpose of say holding back an attack if your hate gets too near the tanks. However, the other side of that is I don't want things to be too easy.
Not a complaint, just an observation, as long as there is still a challenge I'm a happy man.


Yeah, but that's funny. I know everyone wants to feel bad ass or special, but wouldn't you rather ONLY play with "good" players limited in number or "bad" players masquerading as good players due to tools at their disposal that make them indistinguishable from "good" players?
I mean I get what you're saying. I like feeling like I'm the best at my job and I like when people notice. Everyone likes that. From a development point of view, though, I would want everyone to enjoy my game equally and if adding a hate meter pulls some "not so great" players up to "average" or "good" then it's more players feeling bad ass, and more available members of your team at a higher quality.
I am for the change, but I agree it will take something away from the game play we're used to in XIV, XI and MMO in general.
Actually I welcome that. It will not make anything too easy just more tactical. Knowing hate %s can help tanks tank better, and help keep non tanks from going Ape for the sake of it. (least I hope). Plus this will teach tanks the best way to manage hate via skills used to get a large amount of hate the quickest.I'm not sure what to think of the proposed enmity/hate meter. On one hand I think it shall be very interesting to see how you are parsing against a mob - for the purpose of say holding back an attack if your hate gets too near the tanks. However, the other side of that is I don't want things to be too easy.
Not a complaint, just an observation, as long as there is still a challenge I'm a happy man.


I think it will be great. It was one of the things I really liked in WoW. It is fun to push everyone to the limit, but not take hate and wipe the raid. It doesn't really make things easier, but adds a nice factor to consider when you are nuking awayI'm not sure what to think of the proposed enmity/hate meter. On one hand I think it shall be very interesting to see how you are parsing against a mob - for the purpose of say holding back an attack if your hate gets too near the tanks. However, the other side of that is I don't want things to be too easy.
Not a complaint, just an observation, as long as there is still a challenge I'm a happy man.Balancing damage/hate/aggro is a nice thing to do when you are fightning.
We will have to see how it works out, but if the do it right i can be pretty nice.
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Balancing damage/hate/aggro is a nice thing to do when you are fightning. 

