Page 1 of 2 1 2 LastLast
Results 1 to 10 of 20

Hybrid View

  1. #1
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50

    Discussion: Redefinition and Redistribution of Actions, Abilities, and Weapon Skills

    One announcement in Yoshi-P's latest letter piqued my curiosity, and I haven't seen a discussion about it just yet - amid all the Chocobo threads - and this is the topic of overhaul to class actions, abilities, and weapon skills that they have planned:

    Revisions to the battle algorithm has led to the need to redefine and redistribute actions, abilities, and weapon skills for all battle classes. As these changes can't take place concurrently with work on the algorithm, we have decided to release the list of changes planned for all classes around the time 1.19 goes live. The feedback we receive from players at this time will help to shape our work, which is scheduled for completion in patch 1.20.
    I look forward to seeing what changes they will release for us to discuss, but I figured why not get the ball rolling.

    Personally I would like Second Wind to recover some MP as well - perhaps have it renamed to Chakra. With the MP costs on the basic attacks as they are now for PGL this may very well be coming anyway.

    I'd also like it so they change the guild-bought skills for PGL into Auto-Attack modifiers by changing the stance of the Pugilist to offensive or defensive - going back to what FFXIV originally had planned for PGL:

    Quote Originally Posted by NoctisUmbra View Post

    In my opinion, what they should have done is change the function of Light Strike and Pummel. Go back to the roots of Pugilist class design, as it was depicted on the FFXIV website before the game's release.

    Have Light Strike and Pummel act as Auto-Attack modifiers in the form of stances.

    Light Strike - 10 MP, 60s Cooldown
    Adopt a defensive stance, increasing defense and evasion while reducing damage done and TP generated by Auto-Attack. Enable counter-attack chains*. Effect lasts 300s.

    Pummel - 20 MP, 60s Cooldown
    Adopt an offensive stance, increasing Auto-Attack speed. Disable counter-attacks. Effect lasts 300s

    *The ability to use Haymaker, Jarring Strike and/or Simian Thrash in succession.


    Now if they went with something like this, not only would it make PGL a much more unique class, but it would justify the MP costs.


    What are some changes you would like to see to the current game classes in regards to their skills?
    (6)
    Last edited by NoctisUmbra; 08-18-2011 at 02:13 PM. Reason: Added a past quote of mine to represent my idea.

  2. #2
    Player

    Join Date
    Mar 2011
    Posts
    71
    I like the changes for PGL you brought up!! Chakra is classic FF.

    I'm most curious about the THM/CON changes I'm sure they have in store. How will they resolve the conflict between the changes they want to make and the lore of these two classes? hmm
    (0)

  3. #3
    Player
    Geesus's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    1,122
    Character
    Geesus Ravenheart
    World
    Hyperion
    Main Class
    Lancer Lv 70
    Quote Originally Posted by KalaKenshu View Post
    I'm most curious about the THM/CON changes I'm sure they have in store. How will they resolve the conflict between the changes they want to make and the lore of these two classes? hmm
    This has been a huge question in many players minds with debates raging on the forums since the letter. I too wonder how they will do changes/directions for these 2 jobs. Like so many, I had completely different expectations for these jobs based off the discriptions on the selection screen.
    (0)

  4. #4
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by KalaKenshu View Post
    I like the changes for PGL you brought up!! Chakra is classic FF.

    I'm most curious about the THM/CON changes I'm sure they have in store. How will they resolve the conflict between the changes they want to make and the lore of these two classes? hmm
    Yea, Yoshi did mention that most of the battle classes were done but some of them, namely the mages, were not yet complete so they're waiting before they release any info.

    I would think the mages will go through the most significant changes - I wouldn't be surprised if the THM gained access to all the elemental spells since they clearly are pushing CON to be a base for WHM, thus leaving THM to have the BLM job.

    At this point though, anything can happen!
    (0)

  5. #5
    Player
    Synapse's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah - Sargatanas
    Posts
    793
    Character
    Synaptic Striker
    World
    Sargatanas
    Main Class
    Arcanist Lv 50
    - Sneak Attack and Trick Attack, Blindside and Collusion need to be buff'd.
    - Ferocity, Raging Strike and other buffs should last 10-20 secs, not for 1 hit only.
    - Keen Flurry and Cadence should be able to activate while in Battle Regimen Mode.
    - Make unique WSs for each classes which only can participate in Battle Regimen, instead of any random weapon skills, this way a weaponskill chain can be made/introduced.
    (0)
    Goodbye, Final Fantasy...

  6. #6
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    As I pointed out with the PGL examples I gave, I'm really curious as to what they will do with guild-bought basic attack skills. As they are now most of them serve no real purpose than some extra hit you can do every 30 or 60 seconds.

    In general I feel like making them Auto-Attack modifiers/buffs would be a good place to start.
    (1)

  7. #7
    Player
    Razor's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    402
    Character
    Vex Blackmarrow
    World
    Zalera
    Main Class
    Dark Knight Lv 60
    I've noticed that to play any particular job well (GLA in particular) I need to have nearly every class ranked up. And yeah, yeah, before I get hit with the "go level everything to 50, noob" reply, even though I play several hours a day I shouldn't HAVE to rank every class to 50 to be good. Probably personal grievance but time =/= skill in every case. I shouldn't be penalized for not wanting to master every single class just to be good at what I do. (Although I understand it helping, it shouldn't be a fundamental aspect).

    Some of the enmity related Skills (such as Warmonger) and other enmity generation actions (Defender) should be moved to GLA while some awkward kinda DD skills from GLA (Still Precision) could be moved over to MRD in place of them. I noticed that on the current skill list MRD seems terribly bogged down in skills that are situation and meh and insist on the MRD tanking while LNC (almost said DRG) has nearly every single skill catered to dealing damage with some random THF-like abilities thrown in there.

    Ideally I think they need to tailor each job to a more specific role than spread out all the useful skills amongst all the different classes. The beauty of this game is that we -can- level up multiple classes if we want to make some strange hybrid class, it shouldn't be mandatory.

    Also this would be a great time to diversify the kind of damage each class does because currently for every DD class its "Smack smack smack, WS, smack smack smack, WS" and that really shouldn't be the case.

    MRD I recall was originally designed to be an AoE master with those "huge hit" skills.
    LNC was originally designed to be a distance hitter who used strategy to place hits in specific spots
    PUG was supposed to be your typical fighter but with some rogue aspects to it as well.
    ARC is an archer and does what it does very well.

    Why not go back to the original model and start from the ground up making the classes do what they were conceptualized to do? (ie: possibly make MRD standard axe swing an AoE instead of giving Broad Swing the shaft, give LNC more weapon skills that are dependent on where they are in relation to the enemy (left, right, front, back) and more strategic abilities, give PUG kick attacks and counter attacks and more skills that let them dodge and counter or go in and give the mob hell leaving themselves exposed.)

    Speaking of PUG, where is the ability to change from offensive to defensive stances like we were told was going to be able to be done? And where is LNC's Overrun ability that got me very intrigued.

    @Synapse: I really like that idea, I suggested something similiar in a long-forgotten BR thread that each class needs special TP attacks based on some kind of meter separate from regular weapon skills that can be used for chaining as not to interrupt the flow of combat.

    EDIT: Kind of went on a tl;dr there ^^; Thanks to anyone who reads the whole thing.
    (4)
    Quote Originally Posted by Alerith View Post
    You could cast while moving, but then you took an arrow to the knee, and must stand still.

  8. #8
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Razor View Post
    I've noticed that to play any particular job well (GLA in particular) I need to have nearly every class ranked up. And yeah, yeah, before I get hit with the "go level everything to 50, noob" reply, even though I play several hours a day I shouldn't HAVE to rank every class to 50 to be good. Probably personal grievance but time =/= skill in every case. I shouldn't be penalized for not wanting to master every single class just to be good at what I do. (Although I understand it helping, it shouldn't be a fundamental aspect).

    Some of the enmity related Skills (such as Warmonger) and other enmity generation actions (Defender) should be moved to GLA while some awkward kinda DD skills from GLA (Still Precision) could be moved over to MRD in place of them. I noticed that on the current skill list MRD seems terribly bogged down in skills that are situation and meh and insist on the MRD tanking while LNC (almost said DRG) has nearly every single skill catered to dealing damage with some random THF-like abilities thrown in there.

    Ideally I think they need to tailor each job to a more specific role than spread out all the useful skills amongst all the different classes. The beauty of this game is that we -can- level up multiple classes if we want to make some strange hybrid class, it shouldn't be mandatory.

    Also this would be a great time to diversify the kind of damage each class does because currently for every DD class its "Smack smack smack, WS, smack smack smack, WS" and that really shouldn't be the case.

    MRD I recall was originally designed to be an AoE master with those "huge hit" skills.
    LNC was originally designed to be a distance hitter who used strategy to place hits in specific spots
    PUG was supposed to be your typical fighter but with some rogue aspects to it as well.
    ARC is an archer and does what it does very well.

    Why not go back to the original model and start from the ground up making the classes do what they were conceptualized to do? (ie: possibly make MRD standard axe swing an AoE instead of giving Broad Swing the shaft, give LNC more weapon skills that are dependent on where they are in relation to the enemy (left, right, front, back) and more strategic abilities, give PUG kick attacks and counter attacks and more skills that let them dodge and counter or go in and give the mob hell leaving themselves exposed.)

    Speaking of PUG, where is the ability to change from offensive to defensive stances like we were told was going to be able to be done? And where is LNC's Overrun ability that got me very intrigued.

    @Synapse: I really like that idea, I suggested something similiar in a long-forgotten BR thread that each class needs special TP attacks based on some kind of meter separate from regular weapon skills that can be used for chaining as not to interrupt the flow of combat.

    EDIT: Kind of went on a tl;dr there ^^; Thanks to anyone who reads the whole thing.
    The whole 'make classes fulfill specific roles' argument has been made countless times. That's essentially what they are introducing Jobs for.

    When you play on any class they all have the potential to solo effectively, but when it comes to party play and filling certain roles - while come classes are naturally more adept at them than others, it becomes necessary to rank multiple classes for sub skills.

    When Jobs hit however, this will no longer be necessary. The Job will fill that purpose by itself.

    A popular example would be the tank. Currently players can tank on GLA, PGL, or MRD. However to tank effectively one requires to have all 3 of them ranked sufficiently, as well as other classes.
    However, when GLA gains access to the PLD Job, and equips it, they will have access to PLD only skills that will make tanking/self-healing natively possible w.o the need to rank other classes - especially since most cross-class abilities will not be equip-able.

    A lot of initial ideas for classes in this game were scrapped - and classes clearly ended up being way too solo-oriented by themselves. However, I believe the dev team found a solid way to promote both party play and solo play with the Job system.

    Soloing on a WHM may be incredibly difficult, but on a CON not so much. I'm sure a PLD wouldn't be able to deal much damage over time but a GLA is much more capable.

    Certain things you want when solo, and certain things when in a party. The Classes and Jobs being separate yet in cooperation I feel will satisfy both sides of the spectrum.
    (1)
    Last edited by NoctisUmbra; 08-18-2011 at 02:16 PM.

  9. #9
    Player
    Razor's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    402
    Character
    Vex Blackmarrow
    World
    Zalera
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by NoctisUmbra View Post
    The whole 'make classes fulfill specific roles' argument has been made countless times. That's essentially what they are introducing Jobs for.

    When you play on any class they all have the potential to solo effectively, but when it comes to party play and filling certain roles - while come classes are naturally more adept at them than others, it becomes necessary to rank multiple classes for sub skills.

    When Jobs hit however, this will no longer be necessary. The Job will fill that purpose by itself.

    A popular example would be the tank. Currently players can tank on GLA, PGL, or MRD. However to tank effectively one requires to have all 3 of them ranked sufficiently, as well as other classes.
    However, when GLA gains access to the PLD Job, and equips it, they will have access to PLD only skills that will make tanking/self-healing natively possible w.o the need to rank other classes - especially since most cross-class abilities will not be equip-able.

    A lot of initial ideas for classes in this game were scrapped - and classes clearly ended up being way too solo-oriented by themselves. However, I believe the dev team found a solid way to promote both party play and solo play with the Job system.

    Soloing on a WHM may be incredibly difficult, but on a CON not so much. I'm sure a PLD wouldn't be able to deal much damage over time but a GLA is much more capable.

    Certain things you want when solo, and certain things when in a party. The Classes and Jobs being separate yet in cooperation I feel will satisfy both sides of the spectrum.
    I was aware of the job system but the job system won't be around until 1.20 which is the same time they will be finalizing skill changes so I opted to exclude it from my analysis of the current classes. I've also learned to wait until the patch is actually released/detailed to make much of an assumption on how its going to work but I hope it is the way it seems.

    As much as I don't like to bash the soloers because I've done the majority of my leveling solo/in small groups; as long as the dev team starts pumping out plenty of group orriented content (preferably the kind that forces various players together somehow, ie: behest) I don't think there will be much of an issue with each class having a more defined role. As long as they do the revisions carefully, they can maintain the solo-friendly aspect of each class while bringing back the initial flavor of each class. Then with jobs they can build on top of that by letting classes further specialize.
    (0)
    Quote Originally Posted by Alerith View Post
    You could cast while moving, but then you took an arrow to the knee, and must stand still.

  10. #10
    Player
    Kailok's Avatar
    Join Date
    Apr 2011
    Location
    Ul'Dah
    Posts
    692
    Character
    Kailok Anarhin
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    I'd also like to see MRD deal some more damage. While I'm only level 30, I can't help but feel like LNC and PUG both far out-do me in damage. Especially when they get their 2k TP abilities so much earlier than MRD does.

    Also, I think the accuracy of ALL Weapon Skills needs to be raised. It's extremely annoying to save up 3k TP and whiff even with 2 acc+5 rings and a decent amount of DEX. WS should be at least a 75% hit rate or something. It makes no sense that they have just as much of a chance to miss as regular attacks do.
    (0)

    SacredDawnFC.enjin.com
    Insulting people in the counter argument isn't going to change their minds. It will make them stick harder to their opinion regardless of whether or not it's right, and think less of your opinion simply because you insulted them. In essence, if you want to try and change someone's mind, come up with a well thought-out response and don't be a dick.

Page 1 of 2 1 2 LastLast

Tags for this Thread