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  1. #11
    Player
    Abriael's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    4,821
    Character
    Abriael Rosen
    World
    Goblin
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Shazaam View Post
    I am not suggesting that everything be available, but certain bonuses for leveling a class, akin to merits in FFXI. And at a greatly reduced benefit. Like I said, the number values should be reduced, changing Fast cast from 10% to a passive 2%. I like the thought that my main character in FFXI had an extra +2 to sword at level 20 from my having merited sword on my lvl 75 rdm.

    Pick one or 2 certain abilities like 'fast cast' and let them have scalable increases as a passive (akin to merits). When you level everything, you get a number of small benefits like +3% heals done to you, +2% casting speed, +1% damage... etc.

    It isn't going to break the game, but it will set those who have earned the bonuses a 'bit' apart from the others.
    That honestly seems overcomplicated other than imbalanced.

    Also, adding more passive stuff is, IMHO, not really a good idea.

    The advantage of the current system is that, with all abilities being active, no matter how many abilities you have, you're still limited in their usage by stamina and plain time. You cannot use all your abilities at the same time, and while you may have a varied ability pool, you will always have to make a choice on which ones to activate at every given time.

    Having abilities reduced as passives not only completely changes the system, making it way more boring, but it also completely removes the stamina/time limitations.

    The only real problem with the current armory system is that you can use abilities from another class (as long as the affinity is high) pretty much like they were the abilities from your main class, basically giving those abilities a main role (and often replacing the abilities of your current class) instead of a support role like they should have.

    That's why, IMHO; simply reducing affinity across the board would help. When I use a THM spell on a CON, it's potency shouldn't be almost the same as if i use it on THM. It should be nearer to 70%
    If i use a THM spell on a physical class it should be reduced even further, like 50%.

    That way people would be encouraged to stick to their role more, using cross classed abilities as a source of flexibility, without having full fledged tank/dd/healer/nuker hybrids.
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    Last edited by Abriael; 03-11-2011 at 12:50 AM.

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