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  1. #21
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    Mar 2011
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    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. #22
    Player
    Abriael's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    4,821
    Character
    Abriael Rosen
    World
    Goblin
    Main Class
    Gladiator Lv 100
    I'm quite curious to hear what you mean with "pretty english words". At the very least I don't go around defining what other people say "insane retarded" (lol).

    he whole point to xiv if that you can built this power character using abilities/job traits from other class related and become powerful.
    Who ever said that?

    The point of FFXIV Isn't power. It's versatility.
    An ability can still be useful (IE: contributing to versatility) even if it's not used at it's full power.

    There's plenty reason to do that despote needing full parties and alliances for high level encounters. Being a versatile character means that you can SUPPORT other characters in their main roles (IE: throwing in a heal if the healer is under too much pressure, or raising your damage sensibly to raise the damage output of the DDs, without overshadowing them) when in party, and that you can face a wider variety of situations when you're solo.

    Are you seriously telling me that, according to you, the point of FFXIV is being able to solo everything?
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  3. #23
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    Mar 2011
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    Quote Originally Posted by Abriael View Post
    I'm quite curious to hear what you mean with "pretty english words". At the very least I don't go around defining what other people say "insane retarded" (lol).
    Obviously too stupid here no need for comment.

    Who ever said that?
    You must live in a cave.

    The point of FFXIV Isn't power. It's versatility.
    This is you talking as CEO or nerd in a cave?
    An ability can still be useful (IE: contributing to versatility) even if it's not used at it's full power.
    Listen to this guy trying to sound smart, i find it quite funny.

    There's plenty reason to do that despote needing full parties and alliances for high level encounters. Being aversatile character means that you can SUPPORT other characters in their main roles (IE: throwing in a heal if the healer is under too much pressure, or raising your damage sensibly to raise the damage output of the DDs, without overshadowing them) when in party, and that you can face a wider variety of situations when you're solo.
    Lol, you must feel very special.

    Are you seriously telling me that, according to you, the point of FFXIV is being able to solo everything?
    No, I am not telling, this game is only about parties, has one of the best party invite systems. In fact beats WoW and XI well you can't really compare them because XIV has the best.

    And you have it folks, obvious troll is obvious troll. Peace out.
    (0)

  4. #24
    Player
    Karvapeikko's Avatar
    Join Date
    Mar 2011
    Posts
    63
    Character
    Mjolnir Fomalhaut
    World
    Phoenix
    Main Class
    Weaver Lv 80
    I also suggest heavily lowering affinities, so there would be more idea sticking to skills from your "main" class. If someone feels that he wants to use Feint and Trammel with GLA for example, he shouldn't be able to use them almost as efficiently as LNC immediatly as he gets them. I support implementing more affinity traits per class (at ranks 30, 40 and 50 for example) and balancing costs of equipping them preventing jack-of-all-trades types of characters as you couldn't just equip massive amounts of them, but select few.
    Also the AP costs of equipping skills should be fixed so everyone wouldn't consider Cure X to be a must have in your hotbar and instead save precious space for more important skills and to actually look for a real healer to help. Of course people could just get 50 CON and get the traits but it would force to leave some other handy skills out because they wouldn't be worth it without traits.
    (0)

  5. #25
    Player
    Synthesis's Avatar
    Join Date
    Mar 2011
    Posts
    642
    Character
    Green Green
    World
    Ragnarok
    Main Class
    Archer Lv 20
    To be honest I like current armoury system. Armoury system is good.

    I posted it somewhere else, that guild skills (10mnd > 10str, etc.) could be replaced with "class's skills, these skills could be usable only with the specific class selected" That would make classes more different later on. If you add gear for specific class, whole set equipped could add some special skill as well. But I dont want pure this or pure that. And its already noticeable when I play conj I heal much more with cure than other class. I dont see why it should be even more limited or reduced, armoury system would only get gimped that way and we would get again more closer to "pure this" and "pure that". And meh, this is no solution. I like the freedom of armoury system.
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  6. #26
    Player
    Celtodeno's Avatar
    Join Date
    Mar 2011
    Posts
    213
    Character
    Critin' Tarantino
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Yeah i have to disagree totally. The whole point of the game as it is now is that you combine class skill to make your own class. I understand people want a change to the system but what i think people really want is a Reason to be a certain class. right now there are very few party based challenges in the game and so no reason for any certain class. I think they can add alot to this game with out destroying the cross class skill system. I mean why would i use any skill that only gives me a 50% effect? There would be almost no reason to level more than a tank, DD and healer of one type.
    (0)
    Last edited by Celtodeno; 03-15-2011 at 01:25 PM.

  7. #27
    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.
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  8. #28
    Player
    Karvapeikko's Avatar
    Join Date
    Mar 2011
    Posts
    63
    Character
    Mjolnir Fomalhaut
    World
    Phoenix
    Main Class
    Weaver Lv 80
    Quote Originally Posted by Ghalith View Post
    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.
    I agree there must be limits what can be done with a class. Right now as a Archer I can buff myself before fight, add Invigorate to generate massive amount TP, unleash major damage at start with RS+Blindside+Multishot and Fero+Hawk's eye+Trif and finish with spamming Skull Sunders and Trammels and whatever I feel best within all classes. If I need healing, I'll just throw Sacrifice II and Cure II, which almost completely heal me and leave me with Regen. That is NOT a balanced class. Other screwed up part is that striking an enemy with my knuckles can rain arrows upon enemies!

    I understand that people want to use skills they've learned and truthfully speaking i'm not very willing to let go of my Cure/Sacrifice, but if it's for more balanced system, I'm for it. It would also help if they'd change the class=weapon system and give multiple weapons for each class and share some with their weaponskills so there'd be shared weaponskills and you could share the skills not tied to weapon at will.

    I'm not sure how skill-sharing could be balanced between DoM and DoW, since only DoW seems to actually benefit from the other (Maybe armor related or something). Something I would also think cool is that you could equip/branch from within your class to get different unique skills. Archer for example could branch to Rng or Sniper and anything that can be thought of with skills that support their role. Rng could be more powerful than Sniper, but Sniper could be some kind of incap type with skills like Target: head or Target: legs (FFT style).
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  9. #29
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    Mar 2011
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    2
    The thing that really worries me about the idea of lowering affinity is that there is a very strong possibility that a lot of skills will become completely useless to a lot of classes. This would take out a lot of the customization that the game has right now and would really hurt the games appeal.

    I think lowering affinity across the board isn't the best solution to this issue. I think a better solution is something of a sub-job like system. Instead of drastically lowering the affinity of all the classes to other classes, make it so you can choose two classes that don't lose as much affinity as the others.

    You're primary sub-class has around 80% - 70% affinity, and your secondary sub-class has 60% affinity. The other classes have 40% affinity. This would fix the issue of being able to use all skills to their fullest as any class, while still keeping the customization that we have now and possibly even boosting the uniqueness of your class.

    For example, let's say you want to have something of a melee/magic hybrid, something like a Dark Knight. So you start out as a Marauder, then you make your primary sub-class Thaumaturge, and your secondary sub-class Pugilist. The Thaumaturge spells would function at 80% to 70% potency, and the Pugilist skills would function at 60% potency. All the other classes (Gladiator, Archer, Lancer, and Conjurer) would function at 40% potency.

    I think this would be the best solution because it wouldn't be as restrictive as the FFXI sub-job system, wouldn't be as overpowered as the system we have now, and would let people play the way they want to play.
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  10. #30
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    Mar 2011
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    Honestly? If they implemented this suggestion, I would probably stop playing. I did not buy this game to be shoe-horned into playing my character exactly like everyone else in order to be considered "efficient" enough to garner a party invite. If I wanted that, I'd go back to FFXI. I bought the game in great part because it presented the opportunity to mix and match abilities to create a vast array of tactical combinations, something the FFXI subjob system was supposed to do but only did in a very limited fashion.

    I keep hearing people complain about class uniqueness... the lack of uniqueness doesn't stem from the way the classes are implemented, it stems from the fact that the game doesn't really challenge you to do more than spam buttons. Change classes to be more restrictive in scope and less entertaining to play, and you still won't have the coveted party dynamics everyone's apparently looking for, you'll just have a lot less players on your server to form a party with.
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