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  1. #1
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    A interesting concept that would allow players to choose how they want their Jobs to handle their roles but like others said at some point being different may no longer be accepted within the community as this type of system gets older and newer content are released.
    (1)

  2. #2
    Player
    Dhex's Avatar
    Join Date
    Aug 2013
    Posts
    1,006
    Character
    Jadus Salaheem
    World
    Ultros
    Main Class
    Marauder Lv 90
    Quote Originally Posted by EdwinLi View Post
    A interesting concept that would allow players to choose how they want their Jobs to handle their roles but like others said at some point being different may no longer be accepted within the community as this type of system gets older and newer content are released.
    I feel like people don't think about the community acceptance aspect enough; in my opinion this isn't really valid point if you can identify the true issues with the current system and the thought process that it engenders in the community - as of right now there is a very rigid "right" and "wrong" way to play by design. If you decide to use only Ice spells on Black Mage it's very apparent that you're doing the wrong thing. If you apply your bonus into stats that don't augment your primary functions - it is again - very apparent that you're doing the wrong thing. There is no room for variation in skill sets as there is none - every player has the same skills/abilities - so it's simply a matter of making keystrokes in the proper sequence to perform properly (hur dur we get how rotations work Dhex). What I am driving at is this; the current meta (at endgame) revolves exclusively around efficiency and maximizing damage once you meet the requirements of a given piece of content.

    To change players method of thought you must first change the exclusive focus of endgame from rotation perfection, and efficient gear choice to something more. Materia application is currently limited to crafted gear because it would easily offset the meta to the point that it also would become a "required" to have proper melds - just as is required to progress crafting beyond a certain point. So what needs to happen is an overall shift in meta focus off of damage and gear efficiency - the sort of system I am attempting to articulate is, in part, an effort to shift the meta - this has the additional benefit of expanding and augmenting endgame and Job depth beyond the current rigid and limited linear vertical growth that equipment currently provides players.

    We need more flexibility and depth throughout the breadth of the game - not just in a single area. Devs. actively avoid the difficulties that come with diversified options, expanded character growth, and potential imbalances by making the game mono-faceted and simplistic.
    (1)
    Last edited by Dhex; 08-02-2015 at 04:59 AM.

  3. #3
    Player
    Amiaze's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    403
    Character
    Genevieve Mhakaracca
    World
    Goblin
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Dhex View Post
    If you decide to use only Ice spells on Black Mage it's very apparent that you're doing the wrong thing. If you apply your bonus into stats that don't augment your primary functions - it is again - very apparent that you're doing the wrong thing.
    The rotation part is true, but mostly for DPS classes. Tanks and healers all have their own ways of doing their jobs. There are some aspects of it that you can't get away from (such as using Flash when pulling mobs or using AoE heals and utilizing procs), but my party's rotations were a bit different from the norm, and we always functioned just fine with that in FCoB, no-tank runs in dungeons, etc. It took a little trial and error, but we got there. But I do agree that the current design is perhaps too rigid.

    What if the aspected points functioned like your Relic Weapon rather than being linked directly to your character? Perhaps it could be attributed to certain gear pieces that were interchangeable, and said gear could already be acceptable for raids on that level without the changes. That would keep the grind optional.

    The current materia system would work just fine if the maximum stats on gear pieces weren't capped.
    (1)

  4. #4
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    People already complain that leveling, doing the story and gearing up are chores... And you want more grinding before being raid ready? I don't think it would work, sorry. What I do think would work is a wotlk-style talent system, where you get all the points needed by hitting max level and can choose between stat increases, procs and new abilities. Our current attribute point system could do with some spicing up.

    Edit. I would also like the materia system expanded in some way. Perhaps a new kind of materia or some other enchantment.
    (1)
    Last edited by Reinha; 08-01-2015 at 06:13 PM.

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