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  1. #1
    Player

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    Mar 2011
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    103
    Quote Originally Posted by Abriael View Post
    That's exactly what reducing affinity is for. Reducing the potency of skills In order to make sure that you're NOT the most overpowered melee class ever, simply because the abilities are a nice have, but not all-powerful.

    You CANNOT heal yourself for 400-600, because the class affinity is low, and you will be able to heal yourself for 200-300 tops. The damage dealt by feint will be lower, invigorate will be less effective regenerating less TP, second wind will heal you much less and so forth.

    About trashing classes, where's the problem? It's your time, your experience and your game. If you want to level up a class for a single ability and then trash it, it's your choice.
    Sorry but this is insane retarded. No point in allowing us to have this uber uniqueness character if it's going to be nerf in ways of traits from other jobs. The whole point to xiv if that you can built this power character using abilities/job traits from other class related and become powerful. Which is stupid in ways but understandable just not like able. That's like XI right now with Lv 99 jobs what's the point in going whm/rdm if refresh stick will be 0.001, no reason in doing that IF you still need full party of allience to beat an NM that 75s can. Feel free to use pretty english words does not make you smarted then Spuffin.
    (0)

  2. #2
    Player
    MysteryG's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    43
    Character
    Vehrune Wolfram
    World
    Hyperion
    Main Class
    Conjurer Lv 30
    I think they aughta just limit the amount of other classes you can draw skills and abilities from to 2-3 classes, cut the affinity. The goal should be a system that functions almost exactly like the subjob system in FFXI, but with more options and versatility.
    (1)
    "Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." (G. K. Chesterton)

  3. #3
    Player
    Spuffin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    275
    Character
    Spuffin Og
    World
    Gilgamesh
    Main Class
    Conjurer Lv 18
    Quote Originally Posted by MysteryG View Post
    I think they aughta just limit the amount of other classes you can draw skills and abilities from to 2-3 classes, cut the affinity. The goal should be a system that functions almost exactly like the subjob system in FFXI, but with more options and versatility.
    Sounds like a CTRL+C+V of the FF11 Sub Jobs...
    (0)

  4. #4
    Player
    MysteryG's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    43
    Character
    Vehrune Wolfram
    World
    Hyperion
    Main Class
    Conjurer Lv 30
    Quote Originally Posted by Spuffin View Post
    Sounds like a CTRL+C+V of the FF11 Sub Jobs...
    Quote Originally Posted by MysteryG View Post
    ...but with more options and versatility.
    Didn't I say that?
    (1)
    "Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." (G. K. Chesterton)

  5. #5
    Player
    Ghalith's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    35
    Character
    Kiris Fvaire
    World
    Balmung
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by MysteryG View Post
    I think they aughta just limit the amount of other classes you can draw skills and abilities from to 2-3 classes, cut the affinity. The goal should be a system that functions almost exactly like the subjob system in FFXI, but with more options and versatility.
    Actually, my suggestion is a little similar to this, except there isn't a strict "limit" per say... Personally I would want to see that you would need to equip some of those traits or have certain armor type that gives you ANY affinity to other classes. [With zero affinity, you would not be able to use any of the class actions/traits] I'm hoping however they individualize the classes they will also make it that the classes would have an innate afinity with other class(es). I don't want to see this limited to the point where it becomes a subjob, because beauty of the armoury system was that you wouldn't be "forced" to level up something else to make your class function well. But at this point, it's so flexible that you're almost forced to level EVERYTHING. So I do think there is a serious need for balancing, regardless if it is congruent with my suggestion or not. Who knows? Maybe the changes they make to the classes themselves will be enough of a balance.
    (0)

  6. #6
    Player
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,244
    I think caps should be stated in the attribute page, say if you hit base cap then it should turn red or some other color to let you know that you can't go over that cap unless you have armor that takes you above it.
    (0)

  7. #7
    Player
    Abriael's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    4,821
    Character
    Abriael Rosen
    World
    Goblin
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Dargoth_Draconia View Post
    I think caps should be stated in the attribute page, say if you hit base cap then it should turn red or some other color to let you know that you can't go over that cap unless you have armor that takes you above it.
    Most definitely. Caps need to become visible.
    (0)

  8. #8
    Player
    Ursok's Avatar
    Join Date
    Mar 2011
    Posts
    24
    Character
    Ursok Ozomatli
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    I believe this can be controlled if the base stats mattered more, mages will have more INT, MND, PIE, than meele, so that mages will heal for an apropiate amount while meele will have a drastically reduced effect. this could work for buffs, deffus and nukes too.

    Make defensive skills work with VIT, so damage dealers have reduced effects from defensive skills.

    Weapon skills can be affiliated with weapon type. you can't expect the same behavior from a dagger than from a spear. but you might get better affinity to hand to hand weapons because they are small close combat tools too. you might also limit the usefullness acording to damage type, blunt, slashing, piercing. or you can have some types scale their effectiveness from DEX and some scale their effectiveness from STR thus creating a sepparate feel for each class while retaining some versatility.

    Armor types could also be used to create the feeling of uniqueness in each class, for example you need a certain amount of STR to equip a piece of armor, or you will have and encumbered debuff that reduced movement and spell efectiveness. armored classes would have more DEF but reduced EVA. The idea is yeah a mage can put on a suit of armor, but he won't have the STR to move effectivelly in it or cast a spell comfortably.

    DEX classes that use leather armor or cloth have more freedom of movement so have increased evasion but not as good DEF as metal amor.

    And robe wearing mages will be squishier but they have their magic tools, better heals, binds, gravity, hard hitting spells. or other survival mechanisims.

    In a nutshell an archer would not be able to heal himself as effectivelly as a main healer and woth be able to use STR based attacks effectivelly but he will be amazing with DEX based attacks, have increased EVA if he's wearing light armor that's not that heavy.
    (0)

  9. #9
    Player
    Abriael's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    4,821
    Character
    Abriael Rosen
    World
    Goblin
    Main Class
    Gladiator Lv 100
    That's also a good idea Ursok. The only problem I see with that is that stats can be reallocated, allowing people to pretty much raise the potency of a certain skill at will.
    On the other hand, if you exclude the limited help of traits, class affinity cannot be influenced.
    (0)
    Last edited by Abriael; 03-11-2011 at 05:09 AM.

  10. #10
    Player
    Ursok's Avatar
    Join Date
    Mar 2011
    Posts
    24
    Character
    Ursok Ozomatli
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Yes but if you have a limited number of stat points you might get a marauder that stacks MND to get more MP and better heals but he will lack the points to put into STR to wear his amor or swing his AXE effectivelly.. or the DEX to have acurracy to actually hit stuff most of the time. Effectivelly removing the jack of all trades.

    also his weapons skills will have only affinity to high STR skills and skills that can be done only with 2 handers.

    you might be able to stack points to raise your affinity to a certain skill but that limits the effectiveness of others.
    (0)

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