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  1. #1
    Player
    Malevolance's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    66
    Character
    Malevolence Apathy
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by jwang View Post
    Ask for fixes, not additions. Too many cooks ruin the pot, and what you might think is a great idea might not work out in game. Right now we're having issues with combat because of:

    1) Stat scaling. Because of how much we can shift stats around, and how they affect damage formulas, pretty much the only stats worth pumping up in combat are VIT and MND. Anything extra are just icing that maybe makes you kill slightly faster. dLVL also plays too large a factor on damage, and as a result abilities like Punishing Barbs, DoT spells, and Bloodletter makes the respective classes that uses them ridiculously overpowered.

    2) Enmity formulas. Certain abilities have ridiculous amounts of enmity, and certain abilities just don't have enough enmity. As a result, tanking pretty much becomes spamming enmity abilities, which makes combat incredibly boring.

    3) Homogeneity. Every class plays like every other class, with one or two exceptions in terms of weapons and abilities. A PUG plays like a MRD plays like a GLA plays like an ARC only their weapons are different, they do different amounts of damage, and they spam different WS. However, at the end of the day, the gameplay style is the same: Spam TP building move of choice, then spam WS left and right. Battle Regimens optional. It's even worse on mages, since spell animations and spell effects are same for both, minus duration and AoE differences and max amount healed/nuked.

    4) Stamina limitations. Sometimes you need that emergency ability NOW, but due to the fact you were busy doing something else (yay Provoke that takes half the bar), you can't use it because you don't got the stamina. You die, boo hoo, take 2 try again. While not critical, it most certainly is an annoying part of combat.

    I don't see how this feature would fix any of the above issues. Even if this class was added, unless the above is fixed, combat would still be crap, and fights will continue to be a snooze fest of 11111123 spams. Only now, you have 111111111 press button to activate rage thingy 11111123. Not much of a change, is there?
    What does this wall of text have to do with this post I don't understand ????

    I guess its a purple unicorn...

    1. Purple Unicorn
    When someone is talking about certain subject around friends and they slyly change the subject without notice.

    http://www.urbandictionary.com/defin...purple+unicorn
    (1)

  2. #2
    Player

    Join Date
    Jun 2011
    Posts
    16
    I've skimmed through most of this thread and have not seen anything that makes me think this would work as a job in the current concept, you need to simplify it down. I think drop transforming into mobs altogether and just stick to a few hybrid skins unlocked via quests. It should start out as a mage class before transforming so you'll need to work out some spells for it that are unique. After transformation you are now a melee, so for this to be an advanges it would have to be faster than switching weapons. The only other thing I can think of to help this would be to have each transformation deal different kinds of damage (piercing, blunt etc). But is that enough? probably not and seeing there a big blu mage following I think giving it monsters skills and abillities is a bad idea. There is potiencial for this as a class/job and to be able to instant switch between magic and melee is appealing but both side of this class/job would need to bring something new to the table or they will be taking another class/jobs possible spot.

    Edit: Thought about it little more, this might work well as a buff class with the mage buffs before transformation and Melee buffs after trasformation and dictated based on which damage type form you have taken. Basically a close combat Corsair this would also give you a reason to turn back to your orginal form aswell.
    Oh and if you want to be on all fours then that should just be the run animation while transformed nothing else.
    (1)
    Last edited by Sasanctus; 06-14-2011 at 08:25 AM.

  3. #3
    Player
    Zaireeka2025's Avatar
    Join Date
    Mar 2011
    Location
    Sirius B
    Posts
    397
    Character
    Sirius Dogstar
    World
    Goblin
    Main Class
    Gladiator Lv 50
    After reading each and every post on this thread, it seems Atma has made the most sense out of all of this. I am totally against the OP's original concept and agree that he/she is just pushing for something they think would be "so cool!" Even after the concept changed from "everyone turns into beasts!" (ugh) to "only beastmasters turn into beasts!" I just couldn't envision anything like it. In my opinion it's full of cheese and needs to stay in games like PSU or Pokemon.

    What I can envision is something more along the lines of the ability to have a Summoner trade places with their summon thereby letting the player control/become the summoned avatar. I'm all for pet classes and all, but this OP seems to be fueled by self-righteous ambitions for a poorly thought-out pubescant concept.
    (1)

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