I'm sorry if I was unclear, but what I meant was that other jobs cannot use any of the ROG/NIN abilities. I shall make an edit to clarify.
You seem to desire a more complex job system as well. Please "like" and maybe we can make a change. Thank you for your support.![]()
Last edited by LandricFrey; 02-03-2015 at 06:02 AM.
You know i would like to see something like this as well. I would like to see more player agency in their characters, and choices to be made on individual playstyles. It would be good to see traits that players had to choose between, as well as set bonuses etc on armour. It would be far more interesting if on the next relic in 3.0, unique bonuses could be put on them. Its time SE allowed players to make choices rather than continue with the attitude which is more akin to hand holding when it comes to cross class skills, bonus attribute points, bonuses on weapons and armour etc. Lett he player make choices, we will make mistakes, but hey, thats part of the fun of playing Final Fantasy games.
I'm a WHM and stack spell speed. Half of these forums is probably barfing right now. Remember that guy who put parry on his DRG relic and everyone laughed at him? Yeah... the little choice we have is already ignored. There'll be a dozen people at most with unique sets. With more jobs we may have a more choices in cross-class skills but that'd be the exent of it hopefully.As I've already stated in my post, there will always be those who look up and go by what is considered the "best build." That's their decision. The rest of us can enjoy the freedom of coming up with our own builds. Also just because something is considered the best build doesn't always make it the best, in other words; an alternate build may be a better fit for a particular player's playstyle, allowing them to be more efficient playing their job in their own way.
Also:
I chose WHM because I like to heal, so I looked up what jobs had that role and picked the one I liked the most, not the other way around. How can you want to be a Paladin and dps? If all jobs can do anything you might as well just ask for glamour restrictions to be lifted. If I wanna be a WHM that DPS... I'd play BLM because that's what I'd be. If you are a DPS paladin aren't you just a ninja with a paladin glamour on? I don't get it. If you don't want to tank why'd you want to be a paladin besides aesthetics?I know of plenty of people who would love to be a Paladin if only it weren't a tank role only.
People may want to be a sword wielding, cool armor wearing job without the stress of being forced to tank. Think of how many people it would please if DRK had the option of dps? Obviously there would be a trade off of dps for the added survivability of heavy armor, but at least it opens up some options.
So you just want glamour options, unless you're expecting SE to make skills for every class for every role. If you're gonna use all cross-class melee dps skill you might as well play one drg, mnk or nin and glamour paladin gear on. Why would I want a shitty healer with high defenses and a squishy tank who can't take hits but is able to cast thunder II?
Last edited by Moqi; 02-03-2015 at 07:20 PM.
I agree For this
Usually how this is done is the player would have most of the base skills for their job and SE add 3-5 skills/traits/buffs for any chosen role designed to allow the player to succeed in that role. You, for instance, would most likely chose a "pure healer," no one would touch your restorative power and you could take pride in that. I would play something that gives my sch more damage output since I can easily heal most dungeons. And that is only one option they could go with.So you just want glamour options, unless you're expecting SE to make skills for every class for every role. If you're gonna use all cross-class melee dps skill you might as well play one drg, mnk or nin and glamour paladin gear on. Why would I want a shitty healer with high defenses and a squishy tank who can't take hits but is able to cast thunder II?
My point is to customize. They could make a dps still a dps just in a different way. BLM that "specialize" in Fire Ice or Lighting.(get rid of the current"fire does more dmg, while ice heals mp setup, that is boring and makes healing MP pots worthless) Maybe fire could stack high dots, Ice could have CC effects, and Lightning do large amounts of single target damage.
I already gave some examples of how to implement job customizing in my first post. It doesn't have to be the Extreme/1.0 setup you despise.
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?
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.
Sounds like you need some better friends.
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.
Last edited by LandricFrey; 02-04-2015 at 11:38 PM.
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