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Hybrid-Darstellung

  1. #1
    Player

    Registriert seit
    Mar 2011
    Beiträge
    144
    Taking TP, MP and combining them with stamina would make battle more userfriendly and create a unique feel for each weapon and job within.
    Removing MP would be kinda....off? for me. Something about it seems strange.

    I would keep MP, but remove TP and do something like what they did with Xenogears battle system.

    Have three types of attack, weak, moderate, and strong. They would each use stamina, and the player could string them together to create weapon skills. You would need enough Stamina for each attack. Maybe even keep auto-attack and have auto attack be equal to strength as the "weak" attack, but instead of needing Stamina it generates stamina, along with a natural stamina gain like there is now.

    This way I wouldn't have to use more than 3 of my ability slots to have access to my WS's, I would just need to know what combo to use to create the weapon skill. This would also require WS's to be tied to the actual type of weapon, which I'm totally for.

    I'm just throwing ideas out there, maybe something will stick or spark ideas in others.
    (0)

  2. 15.03.11 14:44

  3. #3
    Player

    Registriert seit
    Mar 2011
    Beiträge
    144
    I think they should have every ability save to the type of weapon. If I pick up a sword, all my abilites I last used would be automatically set to my action bar.

    It would also be beneficial if they let us save a couple sets of actions that would could choose from.
    I have a few sets: Solo, tank, DD, support.
    Why not give us an easier way to change between these.

    In reality, within each class if this was done, I could call my tank set-up (as a GLA), Paladin, or my DD Warrior. This is a way we could keep the traditional classes alive without scrapping our customizability.
    I'm a big buff for customization, which is why I'm so against skill trees. I like the premise of the current system, but I think it's far too open, and saturated with too many abilities to choose from. There's little to no reason to use some over others.

    The feeling of uniqueness is just not there like in FFXI, or Tactics, or hell even FFV. I know I would have loved to play the version of FFXII with the job license boards.

    When I first heard about Marauder, they made it sound like Marauder was a specialist of cone melee attacks. But now, once learned, everyone con use those cone attacks. Limiting weapon skills to their specified weapon would be a big start to adding uniqueness to the classes.
    (0)
    Geändert von Vaymathias (15.03.11 um 15:09 Uhr) Grund: Added the last paragraph.

  4. 15.03.11 15:17

  5. #5
    Player
    Avatar von CptnGamble
    Registriert seit
    Mar 2011
    Beiträge
    60
    Character
    Fawst Virage
    World
    Sargatanas
    Main Class
    Druide Lv 50
    The Armoury system was created for fanboi's (imo). We fanbois know what skills a WHM has, A BLM has, a RDM has, a MNK has, a PLD has, ect, and what roles they play. What squeeeeeenix did was give us the tools, albeit not all the tools...yet, to make these archetype "jobs" by ourselves.

    So SE should reiterate the fact that we don't have set "jobs" and post some builds to fit certain roles for those who need their hands held.
    (0)

  6. #6
    Player

    Registriert seit
    Mar 2011
    Beiträge
    144
    Zitat Zitat von CptnGamble Beitrag anzeigen
    The Armoury system was created for fanboi's (imo). We fanbois know what skills a WHM has, A BLM has, a RDM has, a MNK has, a PLD has, ect, and what roles they play. What squeeeeeenix did was give us the tools, albeit not all the tools...yet, to make these archetype "jobs" by ourselves.

    So SE should reiterate the fact that we don't have set "jobs" and post some builds to fit certain roles for those who need their hands held.
    Maybe they should, maybe they shouldn't.

    Whether they should or should not, is a moot point, a lot of people are talking about a fundamental change to the armory system, or scrapping it all together. This is the third forum in a row that I read this since you keep copy pasting it like it solves all the problems.

    Right now, all I can see the armory system being is "when you change your weapon, you change your class". That's it, summed up in one sentence. It would be better if they just made it so you can change your class any time you can change your weapon just from picking your class out of a list, and then everything that you previously had equipped to that class would be automatically be equipped, unless you don't have it in your inventory.

    It would make it a whole lot quicker for me to change my setup when I wanted to compared to the way that it is set up now.
    (0)

  7. 15.03.11 14:48

  8. #8
    Player

    Registriert seit
    Mar 2011
    Beiträge
    144
    I see how mp is rather redundant, but just like classes having the names of Gladiator, Pugilist, Thaumaturge, as opposed to Warrior, Monk, and whatever, it feels of. It doesn't change much, but it does.....in a way.

    I think they should keep mp, but they should lower how much MP players have, and not all spells should cost mp. Reserve it for the "Ancient" magic.

    A fourth bar wouldn't help me, I don't like using more than one. Hell, I'm still disappointed that I can't use the number pad instead of the numbers along the top. It's difficult for me to use anything past six, on a single bar, due to how I move around a lot, sometimes the keyboard is on my lap and my body is facing one way with the television to my right, sometimes I'm laying down, and the such.

    In a game that supposedly requires positioning, I like to keep one hand to allow me to move around and they other to use my abilities, so that I can be precise and quick without looking away from the screen.
    (0)

  9. 15.03.11 15:13

  10. #10
    Player
    Avatar von Cairdeas
    Registriert seit
    Mar 2011
    Ort
    Limsa Lominsa
    Beiträge
    2.759
    Character
    Julie Nymphiel
    World
    Balmung
    Main Class
    Marodeur Lv 60
    What they could do is clearly define which items are actually Abilities and which one are Weapon Skills then limit 90% of the Weaponskills to the weapon while making all the abilities cross weapon class. Or introduce new abilities specific to being weapon skills all together. Half the abilities in the game that are "newish" I can't tell if they are weaponskills or abilities.
    (0)
    I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.

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