why it needs always to be hard to get ? , lets give every1 that pass the Training thing that SE is working on , a way to enhance weapon skills
speaking as bard....i want to see cool WS! , tired of subtle attacks or lame animations
why it needs always to be hard to get ? , lets give every1 that pass the Training thing that SE is working on , a way to enhance weapon skills
speaking as bard....i want to see cool WS! , tired of subtle attacks or lame animations
You don't have to have skills- you can just have weapon procs.... other games have those and people don't hang on to junk weapons, because of a neat proc.
- Unless you count the Eq cleric click stick... but that was a bag weapon.
This i would love, raise has a moogle come down and bonk the dead person on the head to revive. However the downside of such things is that there would be so many extra animations to create and implement. If we can't have things like glamours for our chocobos to look like other mounts because they would have to create all these extra animations, i seriously doubt we would get anything cool like that or even specific to weapons.
Dont hold your breath on this one.
Theme park MMO's don't mesh well with type of gearing. As others said, it opens the door far too wide for exclusivity and balancing can become a nightmare (they are adamant about balance when developing this game, to appeal to casual and hardcore players at once).
The closest thing you had was "sanctions" with GC gear. Remember those? Of course not, because they were worthless gear set bonuses and were immediately replaced by better gear 3 levels later.
Game is not setup to accomodate this.
I would be down for this if it was more of a cosmetic change, like making the effects of various skills/spells look different. It would add value and incentive to grinding out these kind of weapons even if they will be obsolete at any point(the effects should carry if you glamour a weapon to look like it of course.). I'd love to see a more intense looking fester or maybe add other elementally themed weapons that will change/add effects for various spells/attacks, like making a blm's thunder spells tinted differently and changing the fire spells to have more of an ice effect/feel making any player with this weapon feel like an ice mage of sorts. T'would be interesting indeed![]()
so how is balancing done in ff11? and that game been around since 2000Dont hold your breath on this one.
Theme park MMO's don't mesh well with type of gearing. As others said, it opens the door far too wide for exclusivity and balancing can become a nightmare (they are adamant about balance when developing this game, to appeal to casual and hardcore players at once).
The closest thing you had was "sanctions" with GC gear. Remember those? Of course not, because they were worthless gear set bonuses and were immediately replaced by better gear 3 levels later.
Game is not setup to accomodate this.
Ya, this is something that has been asked about numerous times. I did not play FF11, but from what others have said, it seems very much akin to the way EQ1 had weapon procs. Would be very interesting to see.
How was balancing done in ff11? Poorly. Throughout pretty much every stage of FFXI's life, there were top tier jobs that were preferred for certain kinds of content. If you didn't have one of those jobs leveled, it could be very difficult for you to do that content. You pretty much had to be part of a linkshell that tolerated your unfortunate choice of job. Worse, since nerfs and fixes occurred from time to time that shuffled around the job tiers, even if you did level a top tier job it could lose its place later on and become a low tier job.
As for specialized equipment, FFXI had the Relics. For a long space of time the Relic weapons were hands down the best weapons of their type anyone could get (well, with a few exceptions; the WHM and BLM weapons weren't too useful since they didn't really do much to boost magic). It wasn't much of an exaggeration to say that a player with a Relic weapon were worth two without. So why didn't everyone insist on bringing Relic-owners to do content? Simply because Relic weapons were HORRENDOUSLY difficult to obtain. It simply wasn't feasible to insist that party members all have Relic weapons, because there were only a handful of Relic owners on each server.
Later on, Relics became much easier to obtain, and at that point, all thoughts of balance simply went out the window - particularly in the case of Paladin and Bard. The Paladin and Bard Relics boosted those jobs so ridiculously that any PLD or BRD player who DIDN'T grind out one of these babies might as well not play the job at all. No casual player could play PLD or BRD; the relic grind was easier now, but it was still WAY outside the realm of casual play.
To a lesser degree, the balance issues in FFXI were part of the reason that the crafting system in this game has been so thoroughly castrated. In FFXI, there was plenty of equipment crafted with rare, expensive ingredients that were so useful for the jobs that could use it that players would be turned away if they didn't have them. Things like the Scorpion Harness - DPS gear far superior to anything else that could be worn at it's level. Noble's Tunic, one of the few sources of MP regeneration available to WHMs, and with a 10% Cure Potency stat to boot. The elemental staves, one for each element, each with a huge potency and accuracy bonus for their specific element. Because of items like these, the crafting system in FFXIV will likely never see any utility beyond fluff and glamour, unless SE overlooks how useful the equipment can be (such as the ilvl 110 accessories).
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