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  1. #1
    Player
    Nova_Dresden's Avatar
    Join Date
    Aug 2013
    Posts
    287
    Character
    Nova Dresden
    World
    Cactuar
    Main Class
    Scholar Lv 73
    Quote Originally Posted by Exstal View Post
    1) Scythe is a terrible weapon of choice I hope it never sees the light of day outside of cartoony games and Devil May Cry
    2) Read my sig. If not, for Thief and Ninja to ever be under the same class (Rogue)** it'll have to be after a few expansions because 5 skills, maybe even 10, isn't enough to differentiate jobs that stem from the same class
    3) The idea isn't wrong, just your views seem to be limited (or emotionally driven)

    **Assassin wouldn't make sense as a base class. It's a specific mission of a Ninja, who normally steals information or kills, and almost always more powerful than Thief, as they are just a normal street rat who pilfers.
    1) Scythe was the defining weapon of Dark Knight in FFXI, so it only makes sense that it exist as such in this game along with great sword since the other defining weapon, a sword, belongs to Gladiator.
    2) Assassin is just something I pulled out of the air (at work, tired, 12-hour shift, doing 4 things at once, did I mention tired) so yeah, Rogue works better as a class name. I still think the two should spin off the same base class due to some small similarities (usually dual-wielding in most games, use of knives and other small bladed weapons, light armor, will both most likely be DEX based melee DPS, etc) and that 5 abilities can easily separate the Jobs as long as the key defining abilities are provided after 30. Sneak Attack, Trick Attack, Steal, and Mug for Thief. Ninja would need some more definition since the key ability Ninja always had was Throw. Maybe toss in Garrote or other Assassination type abilities. I'm just pretty adamant in my mind that Ninja should NOT be a tank like everyone wants.
    3) The only thing I'm emotionally attached to is that all currently existing classes should NOT spin off any new jobs, and any new class introduced should only spin off jobs of the same role. I don't logically see any use in allowing someone to level to 50 as a DPS and switch to healer or tank on the same class without any knowledge of what to do in those roles with the job in question nor do I think the playerbase wants to perpetually keep switching their stats around day-by-day for each role.

    Quote Originally Posted by Jamez82 View Post
    I could see the MRD class getting a dps in the form of greatswords. A job that forgoes axes for a more "civilized" form of warfare.
    Class will be called BadAss.
    Where in God's name is a "dislike" button?
    (0)

  2. #2
    Player
    Jamez82's Avatar
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    Aug 2013
    Posts
    348
    Character
    Jay'nes Alexander
    World
    Malboro
    Main Class
    Conjurer Lv 50
    I could see the MRD class getting a dps in the form of greatswords. A job that forgoes axes for a more "civilized" form of warfare.
    Class will be called BadAss.
    (1)

  3. #3
    Player
    Sylari's Avatar
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    Sep 2013
    Posts
    184
    Character
    Asriel Blackthorne
    World
    Malboro
    Main Class
    Arcanist Lv 60
    3) The only thing I'm emotionally attached to is that all currently existing classes should NOT spin off any new jobs, and any new class introduced should only spin off jobs of the same role.
    I don't see how the first is any good at all. It just stymies your ability to create new things (by forcing you to design an entirely new class every time you want something else) and the second point just seems silly. Given that your job is 80% the base class, having same role jobs is outright counterintuitive. The bit about a plague of people ruining your runs with roles they don't know how to play is pure sophistry.
    (0)

  4. #4
    Player
    Nova_Dresden's Avatar
    Join Date
    Aug 2013
    Posts
    287
    Character
    Nova Dresden
    World
    Cactuar
    Main Class
    Scholar Lv 73
    Quote Originally Posted by Sylari View Post
    I don't see how the first is any good at all. It just stymies your ability to create new things (by forcing you to design an entirely new class every time you want something else) and the second point just seems silly. Given that your job is 80% the base class, having same role jobs is outright counterintuitive. The bit about a plague of people ruining your runs with roles they don't know how to play is pure sophistry.
    If anything it's anecdotal, not sophistry. What's counterintuitive is introducing any new job that starts at level cap. It completely defeats what an MMO is about if your only goal on your new job is to get geared up for a raid the same day you unlocked it. It shouldn't stymy anything since spinning a new job off of an existing class is simply giving that class 5 abilities and a different subclass to pull abilities from. If you want something new and different you actually have to create something new and different. At the very core of SMN and SCH is ACN that simply stacks DoTs, uses Aetherflow and its abilities, and has a pet. After 30 either the pet heals or does damage, you get either healing abilities or damaging abilities, and two different groups of subclasses to pull from. It's still the same ACN job in two different roles with different spells and two different primary stats shared between the two jobs. I don't think spinning a DPS and a tank off the same class would entirely work since the necessary cooldowns would be different and the base abilities would need enmity modifiers for tanks that would cause the DPS role of the same class to quickly surpass an actual tank since they won't be subject to the damage penalties of the tank role. Not to say it would never happen, I just don't think this is a good idea in the long run. But I seriously still personally think a new job should not come from an existing class as the main class.
    (0)

  5. #5
    Player
    Sylari's Avatar
    Join Date
    Sep 2013
    Posts
    184
    Character
    Asriel Blackthorne
    World
    Malboro
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Nova_Dresden View Post
    If anything it's anecdotal, not sophistry.
    You're right. I just like using the word. Though it's nothing I've personally seen.
    What's counterintuitive is introducing any new job that starts at level cap. It completely defeats what an MMO is about if your only goal on your new job is to get geared up for a raid the same day you unlocked it.
    It may skew what an MMO is about to you, but that's certainly a subjective call. There's plenty of people (admittedly myself included) that'd view that process as grinding away on chump mobs with only half your toolkit and more of a tax you have to pay to reach the 'actual' gameplay than a meaningful experience. Not necessarily the first time around, maybe even not the second. But the third, fourth, fifth and sixth? I could do without it.
    It shouldn't stymy anything since spinning a new job off of an existing class is simply giving that class 5 abilities and a different subclass to pull abilities from. If you want something new and different you actually have to create something new and different.
    You're right, it's worded incorrectly. It doesn't necessarily stymie your ability to create new things, but it does significantly increase the burden of effort redirecting everything into entirely new classes rather than simply reflavoring and nuancing existing ones with new jobs.

    At the very core of SMN and SCH is ACN that simply stacks DoTs, uses Aetherflow and its abilities, and has a pet. After 30 either the pet heals or does damage, you get either healing abilities or damaging abilities, and two different groups of subclasses to pull from. It's still the same ACN job in two different roles with different spells and two different primary stats shared between the two jobs.
    But as we can see the classes operate in tremendously different fashions because of those variations in abilities and role. In a way I don't think you could accomplish necessarily if scholar was simply another DPS.

    I don't think spinning a DPS and a tank off the same class would entirely work since the necessary cooldowns would be different and the base abilities would need enmity modifiers for tanks that would cause the DPS role of the same class to quickly surpass an actual tank since they won't be subject to the damage penalties of the tank role.
    Cooldowns could be an issue (at least in the case of gladiator. Marauder lends itself quite well to a potential dps). Dealing with enmity and defensive issues could be as simple as throwing in a level 30 stance or applying some sort of modifier with the job crystal though.
    Not to say it would never happen, I just don't think this is a good idea in the long run. But I seriously still personally think a new job should not come from an existing class as the main class.
    Personally I think it's the best way to implement new jobs without buiding an entirely new chassis from the ground up. Especially at this stage of the game there just isn't enough new material in the job itself to make me think you can significantly differentiate two jobs of the same role built on the same class. Maybe at level 60 it'd be easier to do that though. Plus there's some great thematic links that could be drawn between certain classes and potential jobs that I don't think should be wasted.
    (0)

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