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  1. #31
    Player
    AlexiaKidd's Avatar
    Join Date
    Mar 2011
    Posts
    1,455
    Character
    Alex Kidd
    World
    Spriggan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Gath View Post
    I actually agree with this concept, if people actually look at it this way.

    These weapon specializations (classes) we're using currently are just a big pool of skills that we have available to us, and the better skills being available at higher levels, that's all there really is to it.

    The jobs we will get are just more refined, and geared towards a singular purpose, not a multitude of variations.
    Who says we can't unlock the job once we get a certain level and play AS that job and when we level we get exp toward the class that you had to go through to be that job?

    If we have hard quests to gain certain abilities, then there would be a lot of accomplishment, and you would "learn" your job while questing to make it better.

    All this does is take away from the grinding of mobs feel, and gives it a new direction. It's still a time sink/grind, but it changes how other MMOs have worked in the past, to give itself a twist that it can call its own.
    That is because that is exactly what the armoury system was designed to do BUT it was changed before launch. Pre-launch (even before Alpha) the plan was to let Physical Level dictate you character growth. Physical Level was your Job but it was a completely blank slate. You created your own Job by adding skills and abilities from the Class system to create a truly unique Job/Character.

    As Physical Level dictated your character it meant as it went up you could fight tougher things as that is what you were judged on. So if you had levelled a few classes and capped Physical Level even if you switched to a Rank 1 Class you could still fight much tougher mobs. You used affinity to help you specialise in skills that were outside of your currently equipped Class. It is only when you see this that the whole Armoury system fits into place. Classes are the building blocks to create your custom Job and Physical Level helps you shape that character in the direction you want to go.

    However they changed it around and made Class Rank dominant and that has thrown the whole system out of sync really. It has turned Classes into half Jobs but as they were never designed to actually be Jobs they just feel a bit meh. Now SE are going even further away from the original vision and removing Physical Level completely, limiting cross classing further and adding a Job system on top of the remnants of the Class system and it just seems like a bad base to build on given the direction it looks like they are going.
    (1)
    Last edited by AlexiaKidd; 06-25-2011 at 04:33 AM.

  2. #32
    Player
    AceofRains's Avatar
    Join Date
    Jun 2011
    Posts
    832
    Character
    Raidrien Ascher
    World
    Hyperion
    Main Class
    Conjurer Lv 80

    To many weapons in one catagory.

    I gonna start off by saying, im fine with the armory system, its cool and clevar.
    I like that switching my weapon can easily switch my role.
    What i dont like is that so many weapon types are bound to one role.
    This limits future creation of jobs that people want to see with their steriotypical weapon

    Conjurer-Radicals and Wands
    Gladiator-Scimitars, Shorts Swords, Long Swords, Macuahuitls, Daggers
    Pugilist-Knucks and Claws
    Thaumaturge-Scepters and Rods

    To be honest i think all these weapons are way to broadly catagorized, and limits possibilities with future classes.
    (0)

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