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Thread: Diversification

  1. #11
    Player
    givemeraptors's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    481
    Character
    Felendis Vreer
    World
    Leviathan
    Main Class
    Arcanist Lv 60
    The classes don't play the same AT ALL (try playing SCH like a WHM and see how that goes for you, ditto with BLM and SMN), they're just incredibly balanced both with each other and within the game so that no one feels penalized for picking the "bad" class at the start. This is how it should be.

    SE doesn't want to add more complex gear because to do so would threaten the nearly perfect balance they have. Also, you bet people would rage if there was any indication that one class was better than another for any relevant piece of content, whether that's the latest dungeons or coil. Just look for all the past threads about how BLMs needed a buff, when their AOE damage was leagues better than everyone else. Or how people want DRGs MDEF buffed instead of just taking it into account before big hits (e.g. drop a SS or Adlo on them).

    Ultimately I would like more complex gear as well, but I understand why SE is hesitant to implement it. I wouldn't be surprised if it shows up in 4.0 (or, fingers crossed, slightly earlier) once there's enough distance from when a new player would start the game to where they would encounter more complex gear.

    EDIT: I really like this idea. Buffs based around preferred rotations or playstyles.

    Quote Originally Posted by ksufoley View Post
    Had to read through to understand what you're trying to get at but if it's more individualism then i agree. Granted through gear would be difficult. I would throw out the idea to implement skill points in certain powers much like they tried with novus weapons but to the skills themselves. I'm guessing more or less like they did with scrolls in wow. Giving each player three slots to increase individual powers like protect - giving an increase in hp if up, or regen lasting a few more ticks ot higher crit chance, giving an increased enmity bonus to provoke or even a slightly lower cd. Giving the players a chance to decide where to put the skills at.

    this wouldn't so much give the players a BiS for skill sets but rather tend to the gameplay style of each individual and how they use their rotations. This possible scenario wouldn't really change a lot of class constructs but give each their own in terms of the way they like playing their class
    (1)
    Last edited by givemeraptors; 08-28-2014 at 10:24 PM.

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