Wen I roll a character in wow, they get 3 options for customization and swapping between, the skill tree.
FFXIV on the other hand gives 10+ options for customization and swapping between, the armoury system.
Quite frankly I don't see the issue.
Wen I roll a character in wow, they get 3 options for customization and swapping between, the skill tree.
FFXIV on the other hand gives 10+ options for customization and swapping between, the armoury system.
Quite frankly I don't see the issue.
this is about adding more to the game without stepping on toes, the armoury system can have an added tag on it for those who want real customization, roles, with a desire for freedom inside a class and not using a class because thats the freedom is shallow, i want to use swords, maybe spears, but mostly swords
enabling playstyles(class is not a playstyle)/skill options would add more, both to the individual player and to the companies pockets
Quote of the day. thanks for the laugh.
Seriously though, what is wrong with the way they are adding more classes? What you are asking is a huuuge undertaking with little to no gain.
Were you around in 1.0 when anyone could borrow abilities from any class? No uniqueness to class, everyone effectively a blue mage.
If you want this to be a compelling suggestion, you need to provide a risk-value argument that shows the costs of these changes don't outweigh the benefits. Right now I just see one idea in a sea of amateur ideas. How can you make your's stand out?
i wish i could play 1.0 right now... but its not possible
the skills are already there, limiting how many you can put in your CC subbar(5 for job 10 for class) is already there, adding a button here or there, a new log for unlockable alternate skills:say youd/id prefer a drg combo on paladin, using the logical animation system(assuming thats what it is) already there, you can use dps while soloing without coding new skills as a whole(impulse drive looks good on pld), balancing issues are only necessary on the source class not the CC'd class, and heres where the playstyle is in the hands of the players, use the limited CC to prevent OP function and done
I mean this is how crafting is. No uniqueness between crafting classes. Every DoH is essentially the same with the exact same rotation and cross class skills. A lot of the DoW/DoM have more Cross class choices than viable options.Quote of the day. thanks for the laugh.
Seriously though, what is wrong with the way they are adding more classes? What you are asking is a huuuge undertaking with little to no gain.
Were you around in 1.0 when anyone could borrow abilities from any class? No uniqueness to class, everyone effectively a blue mage.
If you want this to be a compelling suggestion, you need to provide a risk-value argument that shows the costs of these changes don't outweigh the benefits. Right now I just see one idea in a sea of amateur ideas. How can you make your's stand out?
If Combat classes were like this I guarantee you every DPS would take Raging Strikes, Blood for Blood, Internal Release and Invigorate. So much variety.i wish i could play 1.0 right now... but its not possible
the skills are already there, limiting how many you can put in your CC subbar(5 for job 10 for class) is already there, adding a button here or there, a new log for unlockable alternate skills:say youd/id prefer a drg combo on paladin, using the logical animation system(assuming thats what it is) already there, you can use dps while soloing without coding new skills as a whole(impulse drive looks good on pld), balancing issues are only necessary on the source class not the CC'd class, and heres where the playstyle is in the hands of the players, use the limited CC to prevent OP function and done
you named already accessible skills, this topic has the idea of broadening that to useful abilities that cant be used by others, example:rog/nin has stealth and trick/back attack as well as mug, everything else is non exclusive(class not job), while cc is intended for nonexclusives like goad and the combos
my real support for the idea could be enabling combo skills for brd, and helping any class get something actually useful, like a CoS -enmity for a smn, to lower their weakpoint in groups
Last edited by roninoftagrm; 01-15-2015 at 09:06 AM.
But the thing is, Raging Strikes are only CC able by BLM and SMN currently, unless we go into a scenario wherein people would only classes (But still, it's proven that drg > lancer because of stat boost anD oGCD jumps provide more dps than being able to get Raging Strikes, and monk would lose Dragon Kick which is a full uptime indirect damage boost, (Blunt resistance down 10%))
So the only viable way currently for SE to implement such a free choises would with doing yet another restart of the game, unless you want to struggle with a long time with bad balance in PvE and PvP (Read monk being able to get traited BfB, Raging Strikes, Goad, Berserk, and HT (+15% dmg from drg skill) personal opinion: No
"Sent on Android device"People need to remember that a healer's job isn't to heal HP
but rather to prevent HP from reaching 0
After reading a bit, this is prob. what i want to see: more classes with the same weapon-types (aka playstyles as roninoftagrm said).
As an example, we have Gladiators as Tanks; <NewSwordClassWithoutShield> as a DPS and a whole new set of skills; <DuelistWannabe> Dual wielding 1-handed swords with another set of skills; <SpellSword> with a mix of Mage/Melee Abilities (lets think about elemental melee moves with bonus effects like ice/slow, fire DoT, lightning with paralysis).
Y'all know what I mean... I'm currently struggling trying not to get kicked from Duty as a PLD with STR items (and sometimes not having the shield equipped because I don't like shields... and you can't hide them)
I know the game wants me to play LIKE THIS, but i just don't LIKE this, I love the game but... gimme some variety or ppl will hate me forever! D':
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