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  1. #1
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    Aug 2011
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    Quote Originally Posted by Griss View Post
    Sometimes i wish they would not have used the word "class" as the meta descriptor for weapons and there skill pools. People are still having difficulty wrapping there heads around the games base system even almost a year+ after the playing public got there hands on the game. I Cant really fault either side though it is kind of a out there concept at least when it comes to games.

    Makes me chuckle a bit when some can not see that the armory is a evolution of the job/subjob system though.
    Oh, Griss, you forgot the prefix on your word there: I think you meant to say *de-evolution

    The armory system is the epitome of everything wrong w/ XI's job/sub job system. In XI, only a small handful of sub jobs were deemed "acceptable" for partying. And I assure you, only a small handful of actions/traits are going to be deemed "acceptable" eventually as well. Why, you might ask? Because SE couldn't even handle balancing job/sub jobs when there were only 240 possible combinations to be had (16 jobs w/ 15 possible subs for each job, therefore 16(15), which is 240). So, tell me, how do you think they're going to be able to handle, balancing the "infinite" number of actions and traits that ppl have at their disposal? They won't be able to, plain and simple. While I hope SE realizes that XI's mechanics were brilliant, and decide to make some sort of XIV/XI hybrid, some part of me almost wants things to continue as they are, just so I can say, "told ya so," later. Luckily, I'm not that vindictive, so I'm going to put my "2 cents in" and hope that SE listens to reason.

    Cavemen probably had no rules, restrictions, or anything like it: they could do, pretty much, whatever the hell they wanted -just like classes in XIV. XIV's armory system is no more an evolved form of XI's sub job system, than Cavemen are an evolved form of modern day human beings.
    (1)

  2. #2
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    Join Date
    Mar 2011
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    122
    Quote Originally Posted by Khal_Drogo View Post
    Oh, Griss, you forgot the prefix on your word there: I think you meant to say *de-evolution

    The armory system is the epitome of everything wrong w/ XI's job/sub job system. In XI, only a small handful of sub jobs were deemed "acceptable" for partying. And I assure you, only a small handful of actions/traits are going to be deemed "acceptable" eventually as well. Why, you might ask? Because SE couldn't even handle balancing job/sub jobs when there were only 240 possible combinations to be had (16 jobs w/ 15 possible subs for each job, therefore 16(15), which is 240). So, tell me, how do you think they're going to be able to handle, balancing the "infinite" number of actions and traits that ppl have at their disposal? They won't be able to, plain and simple. While I hope SE realizes that XI's mechanics were brilliant, and decide to make some sort of XIV/XI hybrid, some part of me almost wants things to continue as they are, just so I can say, "told ya so," later. Luckily, I'm not that vindictive, so I'm going to put my "2 cents in" and hope that SE listens to reason.
    this may seem well thought out but the reason only "a small handful of subjobs" were deemed "acceptable" was because the death penalty. ppl were just unwilling to use things that other ppl didn't say worked, i had a guy drop from my pt in 11 just because the BLM we had subed SMN (had a friend tell me one night he took a chance and invited a RDM/NIN to his pt to DD and the guy never mess up hate control). and as far as balancing jobs/subjobs only thing i can say here is as long as you use you main job to determine what you do there really isn't a bad job/subjob combo (or i could be wrong here).
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    Last edited by akisato; 08-22-2011 at 04:08 PM. Reason: Was an "o"short.