

Quite frankly I object to the whole 3-archetype system anyway.
It's one of the greater points of FFXI, especially after ToAU came out. All the expansion jobs were brilliantly designed and genuinely unique. BRD, COR RDM & GEO were all great support classes. Heck you could even argue SCH or SMN as support under the right circumstances (not so much BLU, though BLU did have some nice party spells).
That's what I find to be really lacking about the armory system. They strayed a bit too far from what was good about XI, or even the series as a whole to cater to the newer MMO crowd. I mean, why is SCH even a pet class? and why are so many of SMN's abilities single-target DoT? Summoner's always been about having a plethora of AoE, both offensive & defensive. It feels more like a bastardized RDM in this game, minus the utility and with cute but not so impressive pets.
EDIT: Just to rant a bit more about SMN and how I dislike the new design of the classes, why is it exactly that SMN is now better at single-target damage than BLM? YP talks about wanting to make this game more "FF-y" and yet they fundamentally messed with how BLM & SMN both work. BLM is supposed to be the "death mage" or "boss-killer" with high single-target damage spells, some AoE and status magic while SMN is far less MP-efficient on single enemies but better at dealing with crowds. They've completely flipped all that on its head. On top of removing elemental weaknesses (another former strength of BLM but also mages in general) altering how their spell types work (I kinda liked it before with Ice for CC, Fire for AoE and Lightning for crits) I just... idk.
I still really like this game, just at times I wonder if they've turned into something else. Not really a true FF game, but a modern hipster thing with FF themes superimposed unto them.
Sadly, it's far too late to change things now. The core mechanics of the game are pretty much locked in, and while I'm not asking for a rehash of XI as some would prefer, I do think they strayed too far from it's finer points.
Last edited by NefGP; 10-29-2013 at 01:31 PM.
Needless to say, Geomancer would be amazing in this game if they get rid of the silly limited ability count just because people complained about "too many spells and no use for them all the time" during 1.0.

Skills I'd like to see for BLM:
Death - Demi - Drain - Flood - Haste - Quake - Quakra - Quaga - Rasp - Scourge - Shock - Thundaga (Thunder spell that actually looks like all the other FF games and does the massive damage, NOT DOTS) - Tornado - Ultima - Water - Watera - Waterga - Waterja - Absorb-DEX - Absorb-INT - Blaze Spikes - Burn - Burst - Burst II - Dread Spikes - Fire II - Fire III - Fire IV - Fire V - Flare II - Ice Spikes - Quake II - Shock Spikes - Tornado II.
Those are just a few to name.

Give me TIME MAGE....if Louisoix can cast time spells (re-watch the movie and note the Hourglass Image that appears when he casts the spell to save us all in time) then we should be able to learn some!


I want paladins to have a skill that grabs a mob and pulls it to them, like Lancer's Leash skill in Tera.



Can I have Punishing Barbs for THM back?
Channel your pain to an enemy, redirecting a portion of damage dealt to you back to its source.


How about taking away all of ACN's debuffs - yes, ALL OF THEM - and giving them to BLM (or adding DRK and letting DRK have 'em which would make loads more sense) and insteas putting a more serious emphasis on the actual summons. I would *love* to see the blood pacts from XI come back, but as part of the GCD.
Quite frankly, they should just remove ACN from the game and rebuild it properly this time... and give SCH a separate base class. The game's only been out for a couple months and I'm already sick of all too basic archetypes. I've ranted about this in other threads, but the armory system cripples design too heavily. Either that, or the devs just refuse to keep the jobs true to their FF history.
As an example of what I mean, BRD isn't a real support job as it should be, but rather a DD with a few nice buffs - nothing on the level of what it had in FFXI, but not horrible. In XI BRD was a true support class through and through, as were RDM and COR. BRD in this game feels like a failed attempt to re-create COR (minus the gambling aspect). SMN, while yes traditionally a DD job, should not be plainly typecast into a DPS role. Like RDM, it's always been a hybrid job, more of an advanced RDM really if you think about it. The faeries should both be SMN's, giving the job far more options and freedom to act as a hybrid with the catch of only being able to have 1 pet out at a time, and very few skills of its own.
I can see how that might not interest some people, and some folks did complain about it in XI however in XI avatars were relatively weak (damage wise) and constantly bled your MP, on top of consuming your MP to use their skills. I wouldn't want the MP cost to come back just for maintaining summons, but I do think it would be far more interesting to increase the power level of all the summons at the expense of using the Summoner's MP for each action other than basic auto-attacks. Not only does this make the job more interesting and involved as a pet job, but it would mean the devs could also widely expand on the given actions of each summon.
As it stands, SMN and SCH both play like a Ghetto Red Mage but without nearly as much utility or versatility. They both work for their current intended roles, but require a lot more micro-management than the other classes (except possibly PLD or WAR) and personally I don't find them to be fun or true to their roots. Both jobs were better designed in XI, something I didn't think was possible given some of the poor choices that game's dev team made. While I maintain SMN was still poorly designed in XI (Whereas SCH was a stroke of genius and a lot of fun to play, even with the insane amount of micro involved with stratagems) it was still more fun than this game's incarnation. At least in XI, I actually felt like a god damned Summoner with my awesome looking avatars and wide array of abilities - just the mechanics for it in XI were far too restrictive. To this game's credit, they solved that problem pretty well, but ditched everything else in the process.
OK, SMN rant aside (sorry it's just a major peeve of mine right now and I'm seriously contemplating quitting after my 6 month sub is up as I'm liking the jobs less and less the more I level them up, even though I like the core of the game.)
- Holy Succor. Why was this taken away from PLD anyway? I loved the way it worked in 1.0, healing others and restoring your own HP in the process. It was a pretty good hate tool, and with the AF gloves on was actually a fairly potent heal. PLD needs more magic, as it feels too much like "just another guy with a sword and shield" and not really a Holy Knight.
- Chakra. yeah we got Second Wind, but Second Wind doesn't remove status debuffs. Maybe add a new passive? I'm kinda surprised we never got Job-only passives.
Really now that I think about it, there was a lot more variety to spells and abilities in XI, which is really ironic given the redundancy of a lot of those skills but also the fact that this is supposedly a more "modern" MMO and yet the devs have done away with so many traditional RPG staples like elemental resistances and specialist classes/abilities (Banish, Killer Traits, etc...)
Reraise. Seriously.
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