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  1. #1
    Player
    UmJammerSully's Avatar
    Join Date
    May 2011
    Posts
    250
    Character
    Bam Sully
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    I can just about put up with the clunky class to job system in 1.0, it was stupid but fortunatly most people accepted that most classes were redundant once jobs were released and they were pushed aside. I just don't like how they're trying to push choice between classes and jobs with stuff like class-specific weapons when jobs are superior 99% of the time. A lot of those weapons would have gotten good use on jobs. >_<
    (0)

  2. #2
    Player
    Keith_Dragoon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,977
    Character
    Keith Dragoon
    World
    Zalera
    Main Class
    Conjurer Lv 90
    I agree with OP, Jinxed and shouguy. I've disliked the armory system since day 1 alpha. The restrictions that comes with outweighs the freedom it's built around.

    FFXI had 20 something unique jobs that had their own abilities catered to their roles. They also used multiple weapons some even sharing weapons and being played completely different (BST-WAR, DNC-THF, PLD-RDM)

    SE will have to add a new type of spin for new classes just to expand the jobs unless they tack jobs to classes of opposite roles like the gladiator/dark knight example.

    I'm all for looking into a better system.
    (2)


    Keith Dragoon - Ambassador of Artz and Adorable

  3. #3
    Player
    Kallera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Keith_Dragoon View Post
    I agree with OP, Jinxed and shouguy. I've disliked the armory system since day 1 alpha. The restrictions that comes with outweighs the freedom it's built around.

    FFXI had 20 something unique jobs that had their own abilities catered to their roles. They also used multiple weapons some even sharing weapons and being played completely different (BST-WAR, DNC-THF, PLD-RDM)

    SE will have to add a new type of spin for new classes just to expand the jobs unless they tack jobs to classes of opposite roles like the gladiator/dark knight example.

    I'm all for looking into a better system.

    You are forgetting something: all those jobs were after 10 years.

    What did they have in the beginning? 6

    After their first expansion: 15

    We have 3 DoL, 7 DoW amd DoM with 7 jobs and and and 8th on the way, and about 8 crafting jobs.

    Even if you didnt count the classes that's 19 different style of play. 19 things to level to 50.

    If you were just count the classes you fight with its 8 things to level to 50, which could result in up to16 different styles of play depending on the changes in ARR. (Arcanist to summoner tactics for example.)
    (0)

  4. #4
    Player Azurus's Avatar
    Join Date
    May 2011
    Posts
    495
    Character
    Amras Cerberus
    World
    Hyperion
    Main Class
    Conjurer Lv 61
    All classes do is restrict weapon choices and make it so that jobs cant be completely unique and utilize a full array of fresh abilities. The class system killed bard. The thing I hate the most though is weapon restrictions. Why can't my war use a gsword, dual axes or dual swords if I want to? The thing I liked about 11 was the choices n weapons u could use on each job.
    (1)

  5. #5
    Player
    Kallera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Azurus View Post
    All classes do is restrict weapon choices and make it so that jobs cant be completely unique and utilize a full array of fresh abilities. The class system killed bard. The thing I hate the most though is weapon restrictions. Why can't my war use a gsword, dual axes or dual swords if I want to? The thing I liked about 11 was the choices n weapons u could use on each job.
    You mean the weapons that were never as effective as the great axe in Capped skill? Or the hand to hand weapons that red mage had no skill for? Or how about war hammers that only a whm could use? A bard using any feasible weapon in ffxi would get laughed out of town. There were some silly allowances and restrictions in ffxi, some that would get me tossed out of a party as a red mage simply because I didn't have the right staff.

    You act as if bards has never wielded a bow before in a game. That is not the case.
    (4)

  6. #6
    Player
    Ralos's Avatar
    Join Date
    Apr 2011
    Location
    Ishgard
    Posts
    414
    Character
    Ralos Mikorius
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Kallera View Post
    You are forgetting something: all those jobs were after 10 years.

    What did they have in the beginning? 6

    After their first expansion: 15

    We have 3 DoL, 7 DoW amd DoM with 7 jobs and and and 8th on the way, and about 8 crafting jobs.

    Even if you didnt count the classes that's 19 different style of play. 19 things to level to 50.

    If you were just count the classes you fight with its 8 things to level to 50, which could result in up to16 different styles of play depending on the changes in ARR. (Arcanist to summoner tactics for example.)
    This is incorrect fyi. FFXI started with 12 jobs. 6 basic and 6 advanced.

    The first expansion RotZ only released 3 new advanced jobs (DRG SAM and NIN) bringing it up to 15.
    (0)
    Quote Originally Posted by Fernehalwes View Post
    Great idea, Ralos!

    I'll pass it along to Yoshi-P personally

  7. #7
    Player

    Join Date
    May 2012
    Posts
    290
    Quote Originally Posted by Kallera View Post
    You are forgetting something: all those jobs were after 10 years.

    What did they have in the beginning? 6

    After their first expansion: 15

    We have 3 DoL, 7 DoW amd DoM with 7 jobs and and and 8th on the way, and about 8 crafting jobs.

    Even if you didnt count the classes that's 19 different style of play. 19 things to level to 50.

    If you were just count the classes you fight with its 8 things to level to 50, which could result in up to16 different styles of play depending on the changes in ARR. (Arcanist to summoner tactics for example.)
    DoL and DoH jobs do not count, they can't fight and they have no cross class abilities, they may be called jobs but they are something else, maybe they should be called trades instead.
    (0)

  8. #8
    Player
    Keith_Dragoon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,977
    Character
    Keith Dragoon
    World
    Zalera
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Kallera View Post
    You are forgetting something: all those jobs were after 10 years.

    What did they have in the beginning? 6

    After their first expansion: 15

    We have 3 DoL, 7 DoW amd DoM with 7 jobs and and and 8th on the way, and about 8 crafting jobs.

    Even if you didnt count the classes that's 19 different style of play. 19 things to level to 50.

    If you were just count the classes you fight with its 8 things to level to 50, which could result in up to16 different styles of play depending on the changes in ARR. (Arcanist to summoner tactics for example.)
    You missed the point of my post. It was not about how many jobs there were in that game but how diverse each were and how they were not restricted to a single weapon. Also about how much work is going to have to be put into XIV to add new jobs because they'll first have to add a new weapon for the new class then they can begin work on the new jobs.

    Should they choose to tack the job to a pre-existing class it'll more then likely be limited to it's role with the handful of job skills it'll have with a bunch of non-role abilities from the class it came from.
    (1)


    Keith Dragoon - Ambassador of Artz and Adorable

  9. #9
    Player
    Kallera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Keith_Dragoon View Post
    You missed the point of my post. It was not about how many jobs there were in that game but how diverse each were and how they were not restricted to a single weapon. Also about how much work is going to have to be put into XIV to add new jobs because they'll first have to add a new weapon for the new class then they can begin work on the new jobs.

    Should they choose to tack the job to a pre-existing class it'll more then likely be limited to it's role with the handful of job skills it'll have with a bunch of non-role abilities from the class it came from.
    Im sorry that ninjas are no longer going to be stuck using swords until level 30 to do any appreciable damage, really, I am. But I'll gladly suffer the "boring" world of the whm with aerora than put up with a dark staff being required for me to sit to a patry's satisfaction, and discussions about the "melee rdm".
    (1)

  10. #10
    Player
    Keith_Dragoon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,977
    Character
    Keith Dragoon
    World
    Zalera
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Kallera View Post
    Im sorry that ninjas are no longer going to be stuck using swords until level 30 to do any appreciable damage, really, I am. But I'll gladly suffer the "boring" world of the whm with aerora than put up with a dark staff being required for me to sit.
    Yea well I'm sorry I played the game for fun and enjoyed whipping out my WHM club and going to town on mobs when partying with my friends, I enjoyed using Polearms on Sam, I also enjoyed using multiple weapons on War even if they weren't socially accepted as "The Best".

    The only thing I did not enjoy was the need to skill them all up which I did to cap for every weapon in that game.

    It will be sad when SE either decides to release a Iconic Job and give it a non Iconic Weapon because it is already in use or make it apart of the class using the weapon but at the same time destroying most of the Job's identity doing so.

    I hope they alter Jobs to be seperate from the class system but considered a advanced version fo that class since I am 122% certain that the Armoury system is not going anywhere. The best they can do is drop a class/job revamp that gives jobs more then a handful of abilities PRIOR to increasing the level cap so they are not 80% reliant on the class abilities to perform their roles.

    Example: Seeing as DRK is hinted to be from Gladiator instead of giving DRK 5 Skills and a ton of GLA abilities they could give DRK 10ish abilities (set the number to whatever) and introduce Job Specific passive on-top/instead of the class passives. Also make Scythe or Greatsword a DRK only Weapon so when one is equipped job is instantly changed from xyz to DRK auto equipping job stone and such.
    (1)
    Last edited by Keith_Dragoon; 11-29-2012 at 05:08 AM. Reason: Added a Mock Example


    Keith Dragoon - Ambassador of Artz and Adorable

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