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  1. #1
    Player
    TomTom1968's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    1,348
    Character
    Tomba Labomba
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    I never understood why they didn't make class quests mandatory. I also met people who did not even know that such a thing exists lol. And I am not speaking about cross class abilities. I never quite understood why people wait to do them. No matter for which class, the best and most meaningful skills come with class specific quests. I always did them as soon as it was possible. If you do them at the level you get them, they are at least a tad challenging.
    (3)

  2. #2
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    I'd personally prefer if the core classes could not level past 30, and all the levels for the jobs were attached to their crystals. Meaning you'd see no MRD in anything higher than Haukke Manor, they'd not be able to get into this places. This is of course, after I have raged due to being in a Garuda fight with an Archer who didn't know how to change into his Job. How do you get that far and NOT know how to get your Job? Right after the level 30 class quest, the NPC gets another quest right on top of their heads TELLING you about a Job quest and what you need to get it.

    Also, I second the motion to teach people their jobs, I've seen far too many bad players nowadays. Removing the Echo from the class quests would be one step.
    (2)

  3. #3
    Player
    Prue_Liss's Avatar
    Join Date
    May 2014
    Location
    New Gridania
    Posts
    6
    Character
    Phryne Amarantine
    World
    Jenova
    Main Class
    Archer Lv 46
    Here comes a low level player.

    I have to agree with the idea of class quests.

    I have had a couple of instances where the tanks were not doing the right things and this includes dps players. Being a healer, it is hard to heal when someone is running around in and out of range. I have been yelled at for not healing someone despite the fact I got off a heal just as they ran out of range. The last time has made me wonder if it is even worth being a healer.

    I will admit to having learned something from this thread and I plan on using it next time I get into trouble in a dungeon. Fluid Aura
    (0)

  4. #4
    Player
    Garlyle's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,349
    Character
    Alvis Yune
    World
    Adamantoise
    Main Class
    Fisher Lv 70
    Quote Originally Posted by Prue_Liss View Post
    The last time has made me wonder if it is even worth being a healer.
    Being a healer is hell, but I think you will find as you get further into the game that people hate on healers far less because they're much more aware of how much we actually do. I swear lots of players in low level dungeons don't even realise how much damage they take until that damage is at a point it's fatal - which, by the way, will probably be Titan, which is in about a level for you (do your level 35 class quest to get Regen first, I suggest, because upkeeping it on the tank will massively reduce your MP costs throughout the fight - this is the first one that'll probably strain your MP pool. Good luck!)

    But yes. I feel like at some point there has to be a lock to make players do the class quests. Your class quests are fully intended to teach you "hey, you need to keep aggro off of these allies!" (or whatever your role appropriate learning is), in addition to the skills they give you/the access to your full job.
    (0)

  5. #5
    Player
    Jeppo's Avatar
    Join Date
    Oct 2013
    Posts
    29
    Character
    Obo Jeppo
    World
    Lich
    Main Class
    Archer Lv 60
    I agree that there should be some sort of cap that forces people to do class quests to learn their jobs and learn new abilities. Maybe there should be a level cap every 5 levels which will only be removed once that specific class quest has been completed (e.g. you can't go past level 19 until you complete the level 15 quest).

    But also the class quests themselves need looking at. The Gladiator class quest (particularly the one at level 10) at least attempts to teach you your role in battle (in this case, using Flash to draw hate away from your NPC ally), but such quests are few and far between. For example, for the marauder quests, actually doing your job by drawing all your foes' enmity usually results in a fail because of the hapless NPC healer you have with you. In pretty much all the conjurer quests the focus is always dealing damage and never healing your allies. In fact you could easily complete those quests without throwing a single cure spell at anyone other than yourself.
    (0)

  6. #6
    Player
    Souljacker's Avatar
    Join Date
    Apr 2011
    Posts
    1,220
    Character
    Last Hero
    World
    Coeurl
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Jeppo View Post
    But also the class quests themselves need looking at. The Gladiator class quest (particularly the one at level 10) at least attempts to teach you your role in battle (in this case, using Flash to draw hate away from your NPC ally), but such quests are few and far between. For example, for the marauder quests, actually doing your job by drawing all your foes' enmity usually results in a fail because of the hapless NPC healer you have with you. In pretty much all the conjurer quests the focus is always dealing damage and never healing your allies. In fact you could easily complete those quests without throwing a single cure spell at anyone other than yourself.
    There is some serious disconnect with SE's new interpretation of roles and ideas about how the game should be played. I agree that White Mage in particular (conj) is one of those failures. It makes absolutely no sense that a class that has ONLY a healing branch gets so many DPS spells so early. Cure II at 30? LEVEL THIRTY??? Meanwhile there is useless spell after useless spell that anyone who groups (as white mages did in the old days) to level completely ignores while mashing 1. Ok ok, I've hit virus and aero and the odd stone here and there, but my job isn't to DPS and the numbers prove it.


    Also some other things that could really use some tweaking is cross-class abilities for tanks. Marauder gets Gladiator's AoE tool but Gladiator doesn't get Marauder's, and it feels like this is a major failure in design. BOTH tanking classes also should have their own taunt, and it should come MUCH sooner than level 22. That's a major oversight that causes issues in dungeons for new tanks. If you lose control of a monster and it goes for someone else your only choice is to chase it down(because the person usually runs away from you and not toward you) and hope you can fire off enough abilities to overwhelm it again. Terrible, terrible design that makes no sense and could be remedied by each class getting a taunt before they start grouping.

    In short, I agree. There's a lot of design issues that could be improved.
    (0)