Absolutely agree. My main concern right now is that I want each class to be unique in it's own way. Right now I'm on Marauder and I basically feel like I'm still Lancer or Pugilist with just a different weapon.The only issue I really see, is that they've already made up their mind on how they're going to implement the system without player input. My idea's are hardly original, they're a combination of alot of idea's already being thrown around the forums...but I hope beyond hope they read this (among other threads) and see what we all want and find the middle ground.
Honestly, I'm against talent trees, per say. I don't like the idea that if I complete one tree, and I'm heavily restricted in the other trees, I get screwed when one of those other trees ends up being "necessarily in the eyes of the players" in order to do some content. This sorta spats in the face of what FFXI had going for it, which is the ability to change sub, gear, and such to really change your characters capabilities, while still being the same role.
I would prefer something like a single, large talent tree for each base class. ordering the abilities by theme, old up the right, warrior up the left, while still being able to reach across to the other side any time you have an adjacent ability.
I'd keep the allocation points for abilities and traits, to limit abilities, but making some abilities cost more.
Then have multiple levels of each ability, not as in cure 1 and cure 2, though they both would still exist, along with cure 3 and 4, but as in level 1 of cure 1 would give access to the spell to the native class, for instance conjurer. then cure 1 level 2 would reduce the amount of allocation points that cure 1 costs for conjurer. Cure 1 level 3 would give cure 1 used by conjurer AOE capability and allow the other classes have access to cure 1 level 1.
Each level of an ability would augment the ability itself in different ways, keeping in mind that the native class would get more augments, while others would be a few steps behind. Some levels of an ability(this is the first time I typed "ability" in this message and didn't have to correct the spelling) would lower the allocation point cost of the ability/spell/trait.
Abilities, weapon skills, spells and traits would all be treated similar, with an occasional one being native class only.
The abilities/ws's/traits/spells that would be native only, would be the most effective of them, and likely be the staples, such as Dragoon's Jump, Sentinel from FFXI's Paladin, Frost/Flare/Quake for the black mage..
There would also be unique pieces of gear, exclusive to their respective class that would improve certain abilities, which would further cement uniqueness.
I would also like to see something similar to class mods, kinda like in borderlands(yes....borderlands) that would be achieved through allocating certain abilities.
For instance, most abilities would have a modify number attached to them, that's only applied to the respective class, so say "cure" would have "pld 5", "Defense bonus" would have "pld 2", Sentinel would have "pld 5". now these do nothing in and of themselves, but when those total points equal to a set number on the respective class, in this case Gla, the gladiator then becomes a paladin, and along with it comes a few small bonuses native to paladin such as a trait that radically improves shield performance, a trait that improves enmity generation, and maybe an ability that "focus the pld's magic ability in his shield" that temporally reduces damage taken from all enemies in front of him.
Of course there would be more than pld for gladiator(every class would be more than one) such as Soldier (a Warrior type DD that uses Buster swords, such a better name that "great" sword) and Mystic Knight (kinda FFXIV's RDM, which would have enspells, minor support spells, minor debuff spells, all elemental based, and specializes in long swords.)
If the character had enough class mod points to become more than one at the same time, they would become the class that had the higher number of points, and if they were even, well, there's a few options for that one.
This would correct the issue that I mentioned in the first paragraph, and would still have a good deal of customization. It would bring in many of the classic FF jobs, while still keep the number of individual classes to a smaller number making it easier to customize, and easier to keep them unique.
Whatever the game becomes, I really hope they don't go with something moronically simple, or just do what they're doing over at rift or WOW with slight mods.
Whew. That would be a hell of a lot of Ability Points to unlock ALL those features......Just the 3 levels you described and the 4 cures is 12......Jesus Christ we'd be in the thousands easily. Haha.Then have multiple levels of each ability, not as in cure 1 and cure 2, though they both would still exist, along with cure 3 and 4, but as in level 1 of cure 1 would give access to the spell to the native class, for instance conjurer. then cure 1 level 2 would reduce the amount of allocation points that cure 1 costs for conjurer. Cure 1 level 3 would give cure 1 used by conjurer AOE capability and allow the other classes have access to cure 1 level 1.
I like the idea, but I dont want it because I like armory system as well. However what I am looking forward to is "special armors limited for job only, as was mentioned in letter from producer" That will make classes/jobs in FFXIV more unique.
+ There could be more unique skills for "specific" class only. I would replace all these convert 10 mnd > 10 piety from guilds and replace it by "True unique jobs skills"

I like the current classes. They just need a bit of refinement.
To be completely honest, Omega. Adding more abilities to the one's already in place and making them specific won't really solve the problem in a whole. They need to work with the basket of eggs already in place, instead of throwing more eggs into the basket.
Also......Just to throw it out there....Am I the only one who currently doesn't like the ability sheets for leveling? I find it stupid how you get another ability every two levels, and half the time it's the same weaponskill or ability with a II or something on the end of it.......How does that make progression more unique when I have the same damn weaponskill just slightly better? That's like having Tachi: Enpi IV in place of Tachi: Kasha on Samurai.....Just completely stupid.
My problem with the "freedom" the current system allows is it allows thing like this to happen:
http://www.youtube.com/watch?v=sDk94b3oZbs
http://www.youtube.com/watch?v=KazOD98mqr4
Yeah that's right a THM soloing NM's that are designed for 15 people to fight, now I don't know about you but I consider that to be over powered. I am sure the player has a lot of skill to be able to pull it off I don't doubt that for a second but this is the kind of stuff that will be common place with the current system and this is only the beginning. I already see people trying to copy his setup and as more and more over powered setup's are discovered then you will have less and less freedom with making your "unique" class as people will start expecting you to have this setup if you play that class, especially for endgame.
This is the problem when roles aren't defined and restrictions aren't put in place.
As we keep saying, the armory system and role specialisations aren't mutually exclusive. You can have both uniqueness of roles and variety with some adjustments to the armory system.My problem with the "freedom" the current system allows is it allows thing like this to happen:
http://www.youtube.com/watch?v=sDk94b3oZbs
http://www.youtube.com/watch?v=KazOD98mqr4
Yeah that's right a THM soloing NM's that are designed for 15 people to fight, now I don't know about you but I consider that to be over powered. I am sure the player has a lot of skill to be able to pull it off I don't doubt that for a second but this is the kind of stuff that will be common place with the current system and this is only the beginning. I already see people trying to copy his setup and as more and more over powered setup's are discovered then you will have less and less freedom with making your "unique" class as people will start expecting you to have this setup if you play that class, especially for endgame.
This is the problem when roles aren't defined and restrictions aren't put in place.
Nobody's buying your argument just because of one example where THMs are overpowered. The overpowered THM skill, i think it's called emulate, allows you to copy the elemental resistances of your opponent. Dodore has very high elemental resistances and hence gives anyone using that ability a very unfair advantage against the dodore. It's a case of an overpowered ability, not of a flaw in the armory system.
I would personally be very unhappy, as I love current system. They should twaek it to make classes more specialised ( like bonus to shield for gladiators, less stamina usage for pugilist, enhance the steadfeast for maruder, Extra effectivenes for spe,lls when used by magic job ( like +20% ). But if they remove this awesome system and instead fit everyuone into predefined classes i would personally be very sad.
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