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  1. #1
    Player
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    678
    Yeah I see what you're saying. Though, I feel they're going to have severely limit what the base classes learn: shift most of the good stuff into specs and leave generic abilities on the base that can be cross-classed with no limitations in regards to rank.

    The main thing that I want to avoid, as I keep saying, is the overreaching that is going on.
    (0)

  2. #2
    Player
    bersha-sensei's Avatar
    Join Date
    Mar 2011
    Posts
    33
    Character
    Bersha Pikmin
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by JakeRoon View Post
    Somethings stinks......

    Oh it's this idea. Can you please take it back to FFxi...thanks.
    I support you friend, I not like the idea of ​​specialization, because if you-CON-and go a-BLM-CURE going to have, and if after being BLM, WHM want change? how? going to be very upset, that he would be the same, a-CON-

    I prefer to give you to choose what you want.
    It may be giving you a button. FFXIV weapons specialist <-> Job's classics.
    so if you want to keep it current system or change it as often as they can. light can still manage change depending on what weapon you equip your classic job. like the example I put in a post

    http://forum.square-enix.com/ffxiv/t...-s-and-pvp-pve


    is a bad post... ¬¬ i not good post
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    Last edited by bersha-sensei; 03-11-2011 at 05:49 AM.

    Bienvenidos Hispanos a Hyperion !

  3. #3
    Player

    Join Date
    Mar 2011
    Posts
    29
    Quote Originally Posted by Kurokikaze View Post
    Yeah I see what you're saying. Though, I feel they're going to have severely limit what the base classes learn: shift most of the good stuff into specs and leave generic abilities on the base that can be cross-classed with no limitations in regards to rank.

    The main thing that I want to avoid, as I keep saying, is the overreaching that is going on.
    Well, when the theorycrafting and head in the cloud stage ends, the real design begins. No matter what we say, no matter how good the idea, it doesn't mean a thing without good execution.

    Over-reaching would be bad (if I understand what you mean... probably not), but the abilities shouldn't be ground-breaking. They should be by-products of playing the job you want to play, but still useable on another class so that if you do switch, your progress as a character is kept intact. The knowledge you gain as a CON/WHM isn't suddenly forgotten and lost to the winds until you decide to return. It is always there, and aspects of that knowledge appear when you play other jobs.

    I think the problem with skills in XIV is that you gain a skill every 2 ranks. If they spread out the rewards more, they could make them more substantial and desireable, rather than giving us useless ability II (THE USELESS EDITION).

    Edit to the above guys:

    lern2read.

    Kuro already said you could switch specs.
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  4. #4
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    15
    Here are some of my recent thoughts on this idea:

    1) At level 10 for each of the base jobs, have an ability that is very identifiable with that job, such as quickstride, or cure, or gravity. These abilities are then accessible to every job once you have reached that level; however, you may only equip 1 or 2 abilities from another class at one time. This forces people to decide if they want to have cure, or quickstride, or gravity, rather than them having the entire package. Abilities earned by spending the advanced points wouldn't have the same limit, it is just a limit imposed on cross-classed skills. EDIT: Yeah I know this is basically the same system that is in place right now for lvl 1-20, just slightly more restrictive.

    2) Next I think at lvl 20 there should be another ability for classes; however, maybe this ability alters stats rather than is an action. An example is "magic dmg increased by 5%" for the base mage class, or something that would really benefit the advanced jobs in the class. Players then have the option of switching between the lvl 20 stat buff, but they will have to replace their current stat buff as a trade-off. This way, you can have some customization within certain classes, but it wont get to the point where classes aren't unique any more. I chose a stat bonus over a skill at lvl 20 because I feel level 20 still takes a while to level up to and if someone has to spend that much time to get a skill from a job they do not like, it just isn't fun.

    3) My thoughts behind this are that it will make it more enjoyable going from lvl 1-20, since you will still have a character that still has very powerful cross-classed abilities. As the characters level up higher than 20 though, the effect of the bonus skills overall is decreased. I mean, gravity and quickstride are always useful, so maybe Cure can have an increased effect as you level up, but never to the extent that makes it comparable with a WHM cure spell at the same level.

    4) Level 10 for these class abilities I find is fair. I think most serious crafters by this point have leveled other crafts just to get the abilities offered. Level 10 isn't hard work, but it still requires effort and also makes sense with the lore of the game, since you have to train in a class in order to know how to use an ability.

    5) You could also expand this idea to have skills/bonuses available at lvl 30/40/50, and use the same "replace the current job bonus with a bonus from another class" idea, I just don't want to make it into a giant skill grab system again.
    (0)
    Last edited by Killirz; 03-11-2011 at 06:02 AM.

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