Page 3 of 3 FirstFirst 1 2 3
Results 21 to 30 of 31

Hybrid View

  1. #1
    Player

    Join Date
    Mar 2011
    Posts
    14
    we have to make a line between abilities spells and weapon skills
    (0)

  2. #2
    Player
    jwang's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    254
    Character
    Lorev Ildgar
    World
    Excalibur
    Main Class
    Paladin Lv 70
    The coherency of the posts makes me wonder about the education level of the people posting. Please proofread your posts so that it's at least somewhat readable rather than making others having to read it multiple times in order to decipher your meaning.

    On a more relevant note, I'm going to have to agree with Ilean. Wait for the job system to be released, see how it impacts the playstyle, and if it is lackluster, take further action.
    (0)

  3. #3
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    865
    Quote Originally Posted by Laucian View Post
    Hello everyone ,

    For the keepsake of uniqueness the ws of a class should stay binded to that class , its not a hard process as per say . for sure allot of people will claim that ws are part of the horizontal growth, my view is simple abilities should be sharable to a extent (a.e speed surge) not weapon skill's , it make no sense that an archer can leg sweep a mob, honestly how the hell can he manage that or a lancer doing victimize seriously or maurauder doing flashfreeze. its like having a drk from 11 doing azuran fist . its just too messed up .

    We've gone over this many times. The final conclusion is this: It's that ability to cross-class weaponskills and abilities that sets this game apart from the other MMOs.

    That discussion is over.

    Consequently, this thread is finished.
    (1)

  4. #4
    Player
    Spitfire's Avatar
    Join Date
    Apr 2011
    Posts
    94
    Character
    Skylar Odo
    World
    Excalibur
    Main Class
    Marauder Lv 36
    I disagree however if you read through the Battle Reform Blueprint he states:


    "We will also make a number of changes as part of our reexamination of how actions are equipped and the character requirements for doing so. First, actions learned by each class will be set to the action bar by default when playing as that class. Also, we will be making some actions settable on any class, while other "class-defining" actions obtained at higher ranks will be usable only by that class."

    http://forum.square-enix.com/ffxiv/t...form-Blueprint

    So clearly there will be some class defining skills/weapons skills and then there will be run of the mill skills that any and all can use.

    I kind of like this better than the system in 11 since it doesn't break certain classes at higher levels since they can make some really good skills (**cough** Convert **cough**) only usable by the respectable class.
    (0)
    Last edited by Spitfire; 06-14-2011 at 11:16 PM.

  5. #5
    Player
    MeowyWowie's Avatar
    Join Date
    Mar 2011
    Posts
    1,162
    Character
    Meowy Wowie
    World
    Balmung
    Main Class
    Pugilist Lv 70
    @ OP

    This thread has been covered before with the same exact replies you're seeing now.

    http://forum.square-enix.com/ffxiv/t...original-class.

    Many seem to assume "Weapon Skills" = all abilities & magic.

    I'm also in favor of WSs, or at least the majority of them, remain class specific, while abilities and magic remain interchangeable. It makes designing unique animations for WSs much less work for the dev which means higher quality visual effects. It also helps define each class, something the game definitely needs.

    I think you'll find it difficult to convince anyone to agree with you who doesn't already. Fact is, the game was designed with one vision, but that vision completely failed. Yea, early release is part of it, but if that was the only reason, they wouldn't be redoing the core mechanics of the game as we speak. Their vision failed, and things need to change, that's all.
    (0)
    Last edited by MeowyWowie; 06-15-2011 at 02:30 AM.

  6. #6
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by MeowyWowie View Post
    @ OP

    This thread has been covered before with the same exact replies you're seeing now.

    http://forum.square-enix.com/ffxiv/t...original-class.

    Many seem to assume "Weapon Skills" = all abilities & magic.

    I'm also in favor of WSs, or at least the majority of them, remain class specific, while abilities and magic remain interchangeable. It makes designing unique animations for WSs much less work for the dev which means higher quality visual effects. It also helps define each class, something the game definitely needs.

    I think you'll find it difficult to convince anyone to agree with you who doesn't already. Fact is, the game was designed with one vision, but that vision completely failed. Yea, early release is part of it, but if that was the only reason, they wouldn't be redoing the core mechanics of the game as we speak. Their vision failed, and things need to change, that's all.
    they're redoing it as part of the knee jerk reaction that removed the staff with that vision. the reason the system did nt work is they had too many other issues that people picked each one and made it a major flame fest.

    this system would have been fine with more difficult mobs and that not any moron could kill any mob by pressing 1,1,1,1,1. with the auto attack you will now have those same people sitting and not touching any button while the game does it by itself.

    you say remain, but i don't think you have heard anyone say that all should be cross classed. i think even the people that are most supportive of cross class abilities understands that there needs to be some limitations on certain skills. i actually wish there were more of them myself, but do not want to see the way it is setup now completely destroyed in the process.

    if you are to make all weapon skills class specific to their respective class then you need to make magic class specific to magic classes. nobody wants that because they want to be able to heal themselves, but they do not want to see someone else on another class using their super awesome skill that only they should have. if you want to change all the attacks that the mages use off other classes then all skills from a mage should be removed from them.
    (0)


    http://crystalknights.guildwork.com/

  7. #7
    Player
    AlexiaKidd's Avatar
    Join Date
    Mar 2011
    Posts
    1,455
    Character
    Alex Kidd
    World
    Spriggan
    Main Class
    Marauder Lv 90
    To be honest I think that they way they have made the class system was a mistake from the beginning and was the remnant of the original plan that was removed before launch.

    The original idea was to let Physical Level dictate your Job as it were, it being a blank slate completely devoid of any skills and abilities. Then you would build a job by unlocking skills and abilities through mastery of weapons and build a custom job of your own and distribute stats as you saw fit to build a completely unique character the way your saw fit. They switched it around though and made Class Rank dominant. This has thrown everything out of whack as it has essentially made Classes Jobs but because they weren't designed to be Jobs it has just created a mess of the system and everything lacks definition as they were designed to help you build your own custom class. Though you can still cross class things it has been scaled back from it's original design and this is why it is all a bit meh.

    For me I would love it if they just did away with the weapon=class system, I want Job's that define themselves and that can use a variety of weapons. So if I am a PLD I can use a G. Sword or a Sword and Shield, if I am a SAM I can use a G.Katana or Polearm. I want the freedom to use different weapons for different situations but depending on the Job would depend on how skilled I am with that weapon. FFXI did this very well, it allowed you to use multiple weapons and depending on the Job they would cap at different ranks so some would be better choices than others.

    Of course along with this they should definitely lock weapon skills to the weapon to help make them unique, this would also help with animations as they wouldn't have to model every single weapon skill for every single weapon.

    You can see SE are trying to move in this direction with the implementation of Job's to define the classes but now they just need to go that extra bit and make the classes stand on their own. With the removal of the Physical Leve we may see this as what will happen with EXP. EXP would be used for your Class Rank, so for example a MRD would gain all it's skills and abilities as it levelled up from EXP minus the weapon skills and then the weapon you wield would level up on SP unlocking Weapon Skills and your proficiency with the weapon.

    Most likely that will not happen but damn I wish they would just do it, it feels like the way they are approaching it is to just stick a plaster over the issue.
    (1)

  8. #8
    Player

    Join Date
    Mar 2011
    Posts
    14
    Thanks MeowyWowie nice read on that thread . and i still find it really funny how people view weapon skills as being every single ability, trait, spell. cure = spell any thing using similar mechanic , Raging strike = ability fleet of foot = trait
    barrage = weapon skill And this is what should be restricted . it not so hard to see now is it.
    (0)

  9. #9
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Laucian View Post
    Thanks MeowyWowie nice read on that thread . and i still find it really funny how people view weapon skills as being every single ability, trait, spell. cure = spell any thing using similar mechanic , Raging strike = ability fleet of foot = trait
    barrage = weapon skill And this is what should be restricted . it not so hard to see now is it.
    no, people actually do understand and just do not agree as many have stated.
    (0)


    http://crystalknights.guildwork.com/

Page 3 of 3 FirstFirst 1 2 3

Tags for this Thread