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  1. #41
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Quote Originally Posted by Tempting View Post
    Did they? I don't see them removing classes due to rogue/ninja coming out.
    They wouldn't waste the dev time on something that would just be removed and by removed I mean the rogue portion.
    Maybe I'm thinking of taking classes and expanding them into two jobs. I'm at work now but I'll try to find the dev or Yoshi link that talked about it. I could be entirely wrong.

    Removing the classes I wouldn't want to see I like the way the story makes the classes look and then the jobs. But there doesn't seem to be any need to be a gladiator vs a pld, in any situation. Plus the solo stuff now you will need to be on your job 90% of the time.
    (0)
    Last edited by Leigaon; 10-24-2014 at 01:44 AM.

  2. #42
    Player
    Delily's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    666
    Character
    Delmania Shadowstar
    World
    Diabolos
    Main Class
    Dark Knight Lv 100
    Akiza's motivation for this suggestion is rooted in his/her desire to have the summoner split off from the scholar with the hope that the summoner class will be re-implemented as the FFXI summoner. This will probably not happen. With that in mind, I actually tend to prefer the current system under the condition more classes will have access to multiple jobs. I tend to fall in the camp that getting to the level cap means you've completed the tutorial (SE did give us a nice story), but the bulk of the game is spent doing activities at the level cap. The fact that players will have multiple jobs at 50 isn't a big deal since those jobs won't necessarily geared the same.. In addition, this is probably the best way to bring a duel role system in, which provides more flexibility to players, and if implemented in the duty finder (letting people register for a role with a given class), this would be a good way to reduce queue times.
    (0)

  3. #43
    Player
    NolLacnala's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    656
    Character
    Nol Lac'nala
    World
    Cactuar
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by kyuven View Post
    What is Foe Requiem?
    Posted by a level 50 Archer, oh bother...
    (0)

  4. #44
    Player
    Rivest's Avatar
    Join Date
    Nov 2012
    Location
    Ul'Dah
    Posts
    101
    Character
    Lesley Jordan
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by kyuven View Post
    They've already said they're redoing the way those work.
    That, combined with the fact that, unlike all the other classes, ROG has an actual set visual aesthetic, tells me we might be seeing a split.
    It's restrictive as it stands because there's not much tweaking you can do when adding a new job to suddenly make it take another role entirely.
    For example, if you wanted to make CNJ a DPS job, you'd give them ALL DPS abilities but they'd still have some of the strongest heals in the game. ACN/SMN/SCH is the only real exception since the class/jobs were designed from the beginning to be split between heals and DPS.
    The only current way to keep the system is to have certain abilities tweaked by being a different job a la Carbuncle->Eos/Garuda Egi
    This can be prevented by making the skills Class/job restricted.
    For instance make Cure2 CNJ/WHM only excluding the DPS job and add skills that are usable only on the DPS job.
    (2)

  5. #45
    Player
    AlexandeRW's Avatar
    Join Date
    Jun 2012
    Posts
    25
    Character
    Deirdre Teigan
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by TheRogueX View Post

    Also, classes should have extremely open cross-class ability access, while jobs should be extremely narrow (perhaps only allow skills from the primary class and the secondary class). Add in generalized high-level class gear that can be crafted, and you've got a workable system.
    This is basically how 1.23's style was. You could set the majority of things if you had access to them--Gladiators could set nukes if they wanted, but a Pld was limited only to the main job and cross job actions.
    (1)

  6. #46
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    This brings up an interesting point; the advantage of certain jobs over their class has been diminishing...20 prime stat does a lot more @ i90 average than i110, saw a thread about drg specifically, because of the lackluster of their job abilities vs things like raging strikes the advantage a 110 drg had over a 110 lnc had dropped to like 3%. At 120+ it's possible lnc could win out...and then if rogue gives any good skills that could be crossclassed...
    (0)

  7. #47
    Player
    Teslo's Avatar
    Join Date
    Apr 2014
    Location
    I think I started as an Arcanist, so it was Limsa. I dunno man, it was a long time ago...
    Posts
    296
    Character
    Teslo Teaurelin
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 80
    Since release I could tell this system needed to be redone, but I think the framework that's in place doesn't need to change much.

    People use GLD/PLD/DRK, so I'll continue that trend. You get GLD to level 30, doing the class quests along the way. The quests make it clear that GLD are defenders. This is a problem if you want to tie DRK to GLD under the current system. In my version, you open PLD and level from 30 - 50. You decide you want to try DRK. You dust off your old GLD gear and go do the quest. You are granted a new weapon, let's say the Scythe. You equip the Scythe and your skills change to reflect the new Job. But now you have a weapon which makes you distinctly unique.

    This would give the devs a chance to add some of the weapons that are iconic to certain jobs. White Mage Hammers? Summoner whips? It gives the freedom to fit new Jobs on top of the Class system in place without having a new Class every time a new weapon is required. Great Katanas, for example.
    (0)

  8. #48
    Player
    Teslo's Avatar
    Join Date
    Apr 2014
    Location
    I think I started as an Arcanist, so it was Limsa. I dunno man, it was a long time ago...
    Posts
    296
    Character
    Teslo Teaurelin
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 80
    Frakkin' 1000 character cap... I took out the parts about how this is the system I think they should use, and that classes max out at 30 while Jobs start at 30 and max at level cap. Each Job would then level separately. So you could have PLD 50 and DRK would still be at 43. GLD would remain at 30.

    One could argue that a new Job like this (With new weapons) would start at level 1, but I think that would frustrate a lot of people. Personally I would prefer that, but I'm trying to make the system sound appealing to all, and not just the hardcore folks that played FFXI. :P
    (1)

  9. #49
    Player
    Ryans's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    853
    Character
    Ryans Tardis
    World
    Hyperion
    Main Class
    Gladiator Lv 53
    Quote Originally Posted by Delily View Post
    Akiza's motivation for this suggestion is rooted in his/her desire to have the summoner split off from the scholar with the hope that the summoner class will be re-implemented as the FFXI summoner. This will probably not happen.
    With how many complaints there are about summoner and their egis, I could very easily see them radically changing summoner in 3.0. If they decide to do that, why not break it from scholar? Having two jobs split from one class that has a set guideline for skill limits is severely hindering creativity on the developers' part. You can't design a job to the maximum potential of enjoyment when you have to make compromises to fit a mold.
    (1)

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