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  1. #1
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    Mar 2011
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    Quote Originally Posted by Betelgeuzah View Post

    What I wanted was that you have the Gladiator up till rank 30 or whatever from which point onwards you can unlock Paladin (tank spec) or continue on the Gladiator further (DD spec). It's a challenge for the devs to make it so the current classes can compete against these old classes for sure, yah... but damn, I don't think the lore for them is that bad. They just need to refine them, make the lore more obvious and it should work.
    That can be done but at that point I feel like you're adding new classes (FF ones) for the sake of adding them. Just give the current ones a more obvious role in groups/encounters.
    (0)

  2. #2
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    @ Jericho

    Not shooting it down - just saying thats what I stated. lol

    You have to redistribute some of the current abilities/spells/traits to the advanced classes (there won't be enough otherwise). Theres really no way around that. But as I said, advanced classes have spells/abilities/traits specific to them while the Base class has generic skills that can be used by any class in general.

    I have thought about it and I'm suggesting it regardless. Don't think of it as jobs. Think of it as playstyles or a focus for the base class. I do agree that suggesting extra weapons may have been a little out there but again - examples.

    I still haven't come up with a logical explanation or remedy for the problem of someone switching specs while having a Kunai equipped. You cannot have no weapon equipped in this game. lol

    XD
    (0)

  3. #3
    Player
    Dreamer's Avatar
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    Mar 2011
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    Balmung (USA, EST)
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    Character
    Mocha Leporina
    World
    Balmung
    Main Class
    Conjurer Lv 90
    I'd much rather SE expand with new classes that add new abilities and functionality than trying to cram in a talent tree that would duplicate functionality that's already in our current system. New classes would give just as much flexibility as long as all three types of abilites (Battle Actions, Traits, Abilities) are utilized fully.
    (0)

  4. #4
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    Betelgeuzah's Avatar
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    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    That can be done but at that point I feel like you're adding new classes (FF ones) for the sake of adding them. Just give the current ones a more obvious role in groups/encounters.
    Honestly, you just described my thoughts about the whole deal.

    I guess it could give kinda a detached and an out-of-place feeling about the whole thing. That's true.

    But honessttllyyy, It's not like this "special task" to get access to the other spec would have to be anything massive. I think SE would like it too, as it gives us more goals to aim for (and more time for them to add content n shits). Time to go back to the drawing board to figure out what it could be!

    It could be a set of trial quests/dungeons to "prove your worth" or whatever. Like getting a new class for half the effort. It doesn't have to be class specific either, but maybe all three city states would have their own so that you wouldn't have to repeat the same one until you level a 4th class.
    (0)
    Last edited by Betelgeuzah; 03-21-2011 at 03:17 AM.

  5. #5
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    Omg, we've come to an agreement. I feel like I've won some internets today.
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  6. #6
    Player
    Betelgeuzah's Avatar
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    Mar 2011
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    Character
    Captain Lalafist
    World
    Odin
    Main Class
    Arcanist Lv 82
    I did feel that if there is a best solution, we would figure it out today.
    (0)

  7. #7
    Player
    Jericho's Avatar
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    Mar 2011
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    Gridania
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    Character
    Jerynh Dawn
    World
    Hyperion
    Main Class
    Archer Lv 50
    Sounds like this could be a win. So here's another suggestion to think about. Force specialization after R50. Add weapon choices to base classes. For example:

    Gladiator (Sword/shield, Great sword) -> Dark Knight (Great Sword), Paladin (Sword, shield)
    Pugilist ((change name?)) (H2H, Dagger) -> Monk (Hand to Hand), Thief (Dagger)
    Archer (Gun, Bow) -> Ranger (Bow), Corsair (Gun)

    And so on. Limit specializations to 2 per base class. This way, when expansions come out, and new jobs, they add new base classes with 2 more specializations. After 3 expansions, we're up to 20 or more advanced classes. We don't want TOO many, so limiting to 2 per would be good. Maybe 3. But, for example:

    Expansion one:
    Tamer (Club, Gemmed-wand or something) -> Beastmaster (Club), Summoner (Wnad or something)

    Expansion two:
    Ronin (Great Katana, Katana) -> Ninja (Katana), Samurai (Great Katana)

    Just more to think about. I have no beef with your proposal, and like I've said, I haven't read ALL the discussion, but if you like this, want to adjust it, whatever... It's yours. Free of charge. I love that you're putting together a huge summary of player supported job/class adjustments. Keep going!
    (0)

  8. #8
    Player
    Chinook's Avatar
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    Mar 2011
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    Character
    Chinook Sirocco
    World
    Balmung
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Jericho View Post
    Sounds like this could be a win. So here's another suggestion to think about. Force specialization after R50. Add weapon choices to base classes. For example:

    Gladiator (Sword/shield, Great sword) -> Dark Knight (Great Sword), Paladin (Sword, shield)
    Pugilist ((change name?)) (H2H, Dagger) -> Monk (Hand to Hand), Thief (Dagger)
    Archer (Gun, Bow) -> Ranger (Bow), Corsair (Gun)
    I like this idea as it's similar to what I think will happen (easy to add with the current system and not wasting people current progress).

    Instead of a spec tree or whatever grid system for the new unlocked classes, why not just use the existing Guild Mark system ? You gather Guild Mark in a similar fashion (new guildleves at the many unused r50 camps, quests, instances, etc ...) and use them to buy active/passive actions/traits for the new advanced class (keeping your AF gear and other ideas).

    That would make something to do for the people already r50 and isn't your typical grinding.
    (1)

  9. #9
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    Hmm actually what you're suggesting would work as a fix to the problem. If the extra weapon type is part of the Base Class there won't be an issue when swapping.. Why I didn't think of that before is beyond me. We just have to make it so that the extra weapon types are a trait that is specific to anything branching out from the base. Not sure 50 is the right level for that though.. should be earlier. Just a thought.

    Obviously we give bonuses to players for using Great Sword (on DRK) and sword/shield (on PLD) to kinda curb their choice into something that makes sense.

    I agree that 2 is a good number for specs. If they add 3 per base we'll be out of FF classes before we know it. I also agree that reserving something as diverse as katana is better left for an entirely new Base. lol

    ^ adding to OP#3. Lemme know if something should be changed from there.
    (0)

  10. #10
    Player
    pilot's Avatar
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    Mar 2011
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    49
    Character
    Pilot Fish
    World
    Balmung
    Main Class
    Marauder Lv 50
    Why not let the PGL be a BLM for the magic attack bonus for siesmic shock? Use the equivalent of artifact armor to lock out classes. Optimized builds become self evident enough. Yes, your BLM wants nukes native to the weapon. Yes, your PLD probably wants a freakin shield. People are going to recognize what works best despite everything and run with it. *points at FFXI NIN/DRK* Let it happen!
    (0)

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