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  1. #1
    Player
    Eraqus's Avatar
    Join Date
    Aug 2014
    Location
    Ishgard
    Posts
    209
    Character
    Eraqus Yensid
    World
    Balmung
    Main Class
    Astrologian Lv 60
    I agree For this
    (2)

  2. #2
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,439
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    Dungeons are easy to heal or tank. If Alexander doesn't require a pure healer to keep everyone alive no one's gonna want to play with me when they can get someone who can heal and do more damage and viceversa. However you make it someone's gonna be left out in favour of more "optimal" builds.

    Your less extreme options sounds like you just want more cross-class skills which is what may happen already in 3.0 as more jobs are introduced. But if you want to break out of your role, you have to balance everything around any possible combinations, or using duty finder will be impossible. Dungeons are designed so that any two dps classes can pass all checks. What happens if you get into a dungeon and your dps and tanks decided to keep their tanking/dps skills at a minimum and throw everything else into healing?
    (0)

  3. #3
    Player
    LandricFrey's Avatar
    Join Date
    Aug 2013
    Posts
    277
    Character
    Landric Frey
    World
    Goblin
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Moqi View Post
    no one's gonna want to play with me when they can get someone who can heal and do more damage
    Sounds like you need some better friends.

    Quote Originally Posted by Moqi View Post
    Dungeons are designed so that any two dps classes can pass all checks.
    You're looking at it as the game is designed now. They can design new content so that "just doing as much dps as you can" isn't a strategy. And I'm being generous by calling that a strategy for a boss battle. I would like to see battles where each individual needs to put more effort into keeping themselves up, adding debuffs to mobs that actually mean something, crowd control, and more obvious player manipulated mechanics to avoid damage. It is possible to make a boss battle challenging without requiring a Youtube video or a PowerPoint presentation, but that's an issue for another thread.
    (1)
    Last edited by LandricFrey; 02-04-2015 at 11:38 PM.

  4. #4
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,439
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    Quote Originally Posted by LandricFrey View Post
    Sounds like you need some better friends.
    I am not talking about myself. There are plenty of people who have to rely on PF/DF for everything.

    I would like to see battles where each individual needs to put more effort into keeping themselves up, adding debuffs to mobs that actually mean something, crowd control, and more obvious player manipulated mechanics to avoid damage.
    It sounds like it's just gonna dilute my job. Not that exciting.
    (0)

  5. #5
    Player
    Levis's Avatar
    Join Date
    Apr 2012
    Posts
    79
    Character
    Cryptik Mortem
    World
    Sargatanas
    Main Class
    Culinarian Lv 50
    Love & Support This:

    Not sure why so many people seem to be on the fence/against it. WoW & FFXI both have these features, but it seems like its a new concept or something lol...

    WoW:
    Paladin, Monk = Heal, DPS, Tank
    Rogue = Pure DPS (still had different trees to customize play style)
    Shaman, Priest = DPS, Heals
    etc...

    FFXI: (Sub-Job System)
    This stuck more to the main theme of triad (tank,dps,heals) but still offered huge gear/merit point options to build your character how you saw fit

    Ninja = Were numerous evasion builds and was a tank for a lot of content, then switch your gear to STR/Acc stats and now I am a viable DPS
    Red Mage = So many builds arose around this class and became well known for solo capability
    Paladin = While this did hold true to being a Tank, you could still put on your DPS gear with a giant broadsword and go kill things if you choose to do so, you had those options available

    Note: Even classes such as ROG/NIN that are obviously stuck in a DPS role could have weapon choices down the road just as one example.

    Example: I would like the option to chose between different weapons:

    Swords = Low Attack Speed, Higher Damage
    Katana's = Medium Attack Speed, Lower Damage
    Daggers = High Attack Speed, Very Low Damage

    If I like to see bigger damage numbers I will choose swords. If I prefer a high attack speed style of play I will choose katana or daggers. This is just one small example of something plausible in the future.

    I myself am one who looks up the most efficient builds and plays that build for the relevant content (dungeons/raids). Do I still want the option to have a different gear set for soloing or random goofing around? HELL YA!

    I think the biggest issue with these changes is that the game is still so very young and often times I think that is forgotten. It will take years before this game is polished. WoW & FFXI have had such a long time to grow and improve and I think we will be playing a very different FF14 5 years from now.
    (3)

  6. #6
    Player
    LandricFrey's Avatar
    Join Date
    Aug 2013
    Posts
    277
    Character
    Landric Frey
    World
    Goblin
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Levis View Post
    Not sure why so many people seem to be on the fence/against it. WoW & FFXI both have these features, but it seems like its a new concept or something lol...
    Exactly!

    Quote Originally Posted by Levis View Post
    I myself am one who looks up the most efficient builds and plays that build for the relevant content (dungeons/raids). Do I still want the option to have a different gear set for soloing or random goofing around? HELL YA!
    This is what I'm all about, thank you!

    Quote Originally Posted by Levis View Post
    I think the biggest issue with these changes is that the game is still so very young and often times I think that is forgotten. It will take years before this game is polished. WoW & FFXI have had such a long time to grow and improve and I think we will be playing a very different FF14 5 years from now.
    Right you are. We just need to nudge them in the right direction.
    (1)

  7. #7
    Player Akiza's Avatar
    Join Date
    Oct 2013
    Posts
    1,377
    Character
    Rhel Eryut
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Job customization is how the class and job system should work anyways.

    The Class should be base skills that each disciple of war and magic should have.
    The Job should be specialized talent trees within each class having skills that are unique to each individual job.
    (1)
    Last edited by Akiza; 02-05-2015 at 09:23 AM.

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Akiza View Post
    Job customization is how the class and job system should work anyways.

    The Class should be base skills that each disciple of war and magic should have.
    The Job should be specialized talent trees within each class having skills that are unique to each individual job.
    You say "customization" but they only exist as stepping stones and the real form respectively. Without classes being at least situationally viable, jobs are not a form of customization in their own right. And even if they were made viable, you'd be given the option of a full set of tools to a certain purpose and the 'full set minus 5 abilities', with an absolutely haphazard pick of abilities in place of those 5. That does not make for an especially interesting playstyle (especially given cross-class skills in their current form).
    (0)

  9. #9
    Player
    LandricFrey's Avatar
    Join Date
    Aug 2013
    Posts
    277
    Character
    Landric Frey
    World
    Goblin
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Akiza View Post
    Job customization is how the class and job system should work anyways.

    The Class should be base skills that each disciple of war and magic should have.
    The Job should be specialized talent trees within each class having skills that are unique to each individual job.
    Before 2.0 they said classes would be versatile for many different situations while Jobs were "specialized" for very specific content. This never worked, for two major reasons:
    1) Instead of reducing some stats while raising others, the Job Soul Crystal only adds stats to the Job, making it superior to its class counterpart.
    2) The selection of cross-class skills usable by classes can't compare to the game-changing abilities Jobs get, once again, making the job superior.

    I like your idea. I think this system can still be salvaged, but I'd rather they just get rid of these "classes" that IMO, don't belong in the FF universe. Same skills from level 1-50 with the only exception being Scholar and Summoner needing extra attention to properly differentiate the two.
    (0)

  10. #10
    Player
    Noelzzz's Avatar
    Join Date
    Mar 2014
    Posts
    86
    Character
    Rem Crescent
    World
    Ragnarok
    Main Class
    Rogue Lv 90
    I would love to see jobs customization too! What if they left the classes but you can level them till you reach level 10, learning the basics, after that you choose a spec or a job specialization that will change your traits and main weapons with skill effects. For example:
    Rogue Lv.10 -----> you choose between Ninja (katana), Thief (daggers), Sky pirate (sword + knife?)
    Each job will have different stats(Thief on speed and crit, Ninja crit and medium speed and Sky pirate det and crit)
    This is just an example, could be done in, if not all, most of the current classes and give them a sense to be there. BUT! I know could be a lot of work for the devs and wont happen
    (2)

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