Another one of these arse kissing threads. Its getting almost as bad as the i hate this game because... threads.
Another one of these arse kissing threads. Its getting almost as bad as the i hate this game because... threads.
Great thread and I must say I agree completely. One of my LS members was telling me that the majority of the CONs he knows switched over to DoW because they couldn't handle the MP costs and the only response I could think of was "They must be scrubby CONs then". From my point of view, things went from broken to balanced, not the other way around, and I've been having MUCH more fun with the game now that it will actually punish you for your mistakes/ignorance.
My only gripe is that controls/targeting/UI response are not up to par with the battle system so I can't play as well as I'd like to.
Brb /gimmicks
The simple fact that it works for some means it's not broken, if it were broken it would not work for anyone.What is broken then is subject to experience, as obvious as that sounds. Its about as stupid conversation as claiming stats were broken prepatch and other people saw blind it wasnt, and now look whats happened lol getting binned and redone. Though was not broken, just not suitable.
The problem I see with your thread is you are attacking the players saying they are doing it wrong, rather than defending the system. That just makes you as bad as them to be honest. And as silly as it sounds, all the evidence your can gripe up to prove it is not broken, could easily be factored to state it is broken. Never ending war!
http://dn.guildwork.com/
While I mostly agree with this thread, I do have a slight issue with blanketing the enmity/hate system as "perfect" or even "mostly ok". I'll start by saying keeping hate under this system is more than possible - it's actually relatively simple once you adjust to the new system and enmity values associated with abilities.
The problem, in my mind, is that the abilities all GLAs are using to keep hate are *not* GLA abilities. It should not be required that a GLA rank up CON and THM to 48 to get Cure/Sac III (or even Cure/Sac II, despite being relatively small investment of time). Or ranking up LNC to 30 for accomplice. Or MRD in the 40s for Defender II. PUG in the 40s for Taunt II. I made a list of all the abilities I could want as a tank and I literally could not find a class I wouldn't want 42+.
Now, we know class abilities are being adjusted to define more class specific roles but who knows what we'll end up with. Jobs apparently are being restricted from using other class abilities? Or something to that effect.
Classes should be relatively stand-alone, in my eyes. Especially since Yoshi recently said he's hoping to develop a system where 2 hours of gameplay a day for 3-4 months will get a class to rank cap. The idea of having to level 7 classes (or more, when more are released) to cap or near cap to be playing your class effectively is absurd.
Doesn't that defeat the purpose of having cross class abilities? Leveling them to cap is absurd, yes, but leveling them to 20 or so for cure II is not that bad at all. no different than leveling subjobs.While I mostly agree with this thread, I do have a slight issue with blanketing the enmity/hate system as "perfect" or even "mostly ok". I'll start by saying keeping hate under this system is more than possible - it's actually relatively simple once you adjust to the new system and enmity values associated with abilities.
The problem, in my mind, is that the abilities all GLAs are using to keep hate are *not* GLA abilities. It should not be required that a GLA rank up CON and THM to 48 to get Cure/Sac III (or even Cure/Sac II, despite being relatively small investment of time). Or ranking up LNC to 30 for accomplice. Or MRD in the 40s for Defender II. PUG in the 40s for Taunt II. I made a list of all the abilities I could want as a tank and I literally could not find a class I wouldn't want 42+.
Now, we know class abilities are being adjusted to define more class specific roles but who knows what we'll end up with. Jobs apparently are being restricted from using other class abilities? Or something to that effect.
Classes should be relatively stand-alone, in my eyes. Especially since Yoshi recently said he's hoping to develop a system where 2 hours of gameplay a day for 3-4 months will get a class to rank cap. The idea of having to level 7 classes (or more, when more are released) to cap or near cap to be playing your class effectively is absurd.
Not if some say its working cuse they can hold X mob where as others say it doesnt work because they cant hold Y mob, when X and Y are completely different. So thus it can be broken when it works for some but not for others when additional situations are added to the experience.
It totally defeats the purpose of cross-class abilities, like you said. And I'm hoping for that. I actually get confused as to why people enjoy the concept of leveling, say, a Conjurer in order to play your Marauder. It's very counter-intuitive to me.
But even if they don't eliminate cross-class abilities (which I don't think they will) I think a subjob system, or a variation of it, would be better. The difference is, in FFXI you only had one subjob at a time so each main job typically only required a few subjobs to cover all your bases (and usually 1-2 were dominant).
Here, we'll all be required to level all classes to 25 (as an example). Which I'm a lot more comfortable with than currently feeling like I should level all classes to 50...
Hate/enmity still needs a bit of work, but its step in right direction. My biggest complaint is that melees got nerfed big time due to the fact that cure spells are no longer AoE. Many of the R50+ field NMs have nasty AoEs, until those NMs are adjusted, melees arent nearly as useful as ranged damage (ARC and CON/THM)
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