Well you can switch to using a bow when you need to use a bow.
You have to disengage the mob in order to do so, but in FFXI it drained your TP to zero too, so it's not like you weren't sacrificing anything in that situation either.


But then you still run into the same "problem" that people are having, which is the perceived lack of class uniqueness(which I'm sorry to say still sounds like a load of bullocks to me).
Will changing the names of classes REALLY change your(not speaking about you individually) perceptions of the game? Calling the 7 current combat classes by their "traditional" names isn't going to change the fact that there are only 7 combat classes, and I'm sure Shakespeare had something to say about names...
I'm not sure I'm understanding the OP though. It also sounds like you may just want to have the game "remember" your previous class set up. Well this is something they should have the game do as opposed to me having to set a macro for it.
As for the Armory system and the class names themselves, I think the names are pretty cool. I like the classical naming style as well as the idea that "gladiator" and "pugilist" represent a a weapon user and not an actual job. A Paladin or a Dark Knight could be a gladiator, since they use swords, a Berserker or a Beastmaster could be a Marauder because they use axes, etc. The classes form a base, and I like that.
The armory system itself is a pretty streamlined(in my mind) version of the job system from Final Fantasy V/Final Fantasy Tactics. Mix and match any ability to create your own unique character or choose from your own "Load outs" to fit the situation as it presents itself. I don't really want them to scrap anything as much as I want them to expand upon it.
Like I keep pointing out in my other friends, I just want the devs to stick to their guns and try to deliver the most fun they can, but I'd be disappointed if they "scrapped" anything.
The only thing I wish they hadn't done was give gladiators the ability to use daggers from the get go. That should have been reserved strictly for some type of Rogue/Assassin/juggler class.

There is nothing wrong with the classes or the class names. The problem is class roles.
^ and lack of identity.



I seem to remember in XI that jobs were still bound to a single weapon because one was always optimal over the others and if you were, say, a warrior using anything other than a great axe you were generally blacklisted from group activities by the population at large.
That's not true. Although you mostly seen a Warrior dual wielding axes, and a Samurai using a Great Katana, it was mostly used for Leveling/Meriting. In truth, at the endgame scene of the spectrum(Not HNM.....) you would see a wide variety of weapons used. Especially in such area's as Sea in the CoP expansion. For instance when trying to get the pop items, a lot of the NM's were immune to certain types of attacks, (Blunt, Slashing, Piercing) and you would always see different weapon usage for different enemies.
Back in the day of Sky, I always remembered Warrior/Thief using a Great Axe over Axes because it dealt far more damage.
I used to use my crossbow mid fight all the time in FFXI on DRK and I never lost my TP, in fact when someone pulled the mob I would often shoot it on the way to camp to gain some extra TP before we started the fight.
I am trying to understand what you are getting at here Gifthorse but I can't. What we are suggesting is that you separate weapons defining the class to making actual classes that can use different weapon's.
For example in FFXIV if we take MRD and separate it from being an axe user to an actual class, MRD in this case then the MRD would still have all the abilities that a MRD would learn but it would be able to equip a G. Axe and any other weapon it choose but then tie the weapon skill's to the weapon to make each weapon class unique as well. They would then have to implement a skillup system for weapon's to level your skill with the weapons to have better ACC and learn weapon skill's with it.
With that you still have a MRD but now it is not confined to a G. Axe and in fact creates even more options to build a class.
We are not suggesting something as simple as changing the name of CON to WHM to please people. We are suggesting a complete re-evaluation of the system to remove the current system of weapon=class to implementing actual classes ie Split CON into 2 classes WHM and BLM both completely independent with their own skills and abilties.
Last edited by AlexiaKidd; 03-12-2011 at 12:43 PM.
I am just going to make a comment on the weapon point. I do not mind MRD picking another weapon to use other than G.Axe, but not EVERY weapon. Only a select few others.I used to use my crossbow mid fight all the time in FFXI on DRK and I never lost my TP, in fact when someone pulled the mob I would often shoot it on the way to camp to gain some extra TP before we started the fight.
I am trying to understand what you are getting at here Gifthorse but I can't. What we are suggesting is that you separate weapons defining the class to making actual classes that can use different weapon's.
For example in FFXIV if we take MRD and separate it from being an axe user to an actual class, MRD in this case then the MRD would still have all the abilities that a MRD would learn but it would be able to equip a G. Axe and any other weapon it choose but then tie the weapon skill's to the weapon to make each weapon class unique as well. They would then have to implement a skillup system for weapon's to level your skill with the weapons to have better ACC and learn weapon skill's with it.
With that you still have a MRD but now it is not confined to a G. Axe and in fact creates even more options to build a class.
We are not suggesting something as simple as changing the name of CON to WHM to please people. We are suggesting a complete re-evaluation of the system to remove the current system of weapon=class to implementing actual classes ie Split CON into 2 classes WHM and BLM both completely independent with their own skills and abilties.
Exactly I would like them to spend the time fixing the mechanic's of the game or even redoing entire system's before they start adding content on top of a bad foundation.
One of the major gripes that lost this game a lot of players is that this game does not feel like a Final Fantasy game, by reintroducing traditional classes and familiar systems that will go a long way to bringing the Final Fantasy feeling back.
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