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  1. #11
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    Mar 2011
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    Quote Originally Posted by darkstarpoet1 View Post
    first let me apologize for the long response.

    yeah i understand what ya mean on the class specifics, but i just don't want them to remove the abilities we have earned taken away from us. like i said i am fine with both the new abilities after the cap is heightened and the ones received from the guilds to be class specific.

    i also agree that if a pug or gla uses cures they should not be able to use the highest version of the skill such as Cure III Sacrifice III. those are the highest cures in the game and should be kept in their respective classes. that would still only allow a pug to fight mobs up to a certain point before the ability requires more help from a mage so the mages would still be in major demand. i also have no problem with say a pug uses shell and the con cool down is 3 min. double the length of cooldown to 6 min for using it as anything besides con. it would give you the option to use it if you get in a fight with an unusually tough mob for a one time deal, but not able to use it consistently when tryin to solo. same for using weaponskills from other classes. that way you still have the option to use them, but have drawbacks for not using it as the class it was designed for.

    ok i have to step back to explain the horn thing i was talking about earlier. to break a horn off the antelope horn, billygoat horn, or mosshorn billygoat you only have 3 abilities in the game that can break them off. pug has concussive blow II, mrd has skull sunder II, and arc has shrieker. if you make those weaponskills only on the class you get them from anyone not one of those 3 classes has no ability to be able to farm those mobs. that is unfair to all of the other classes to have to depend on someone selling those horns at 10k billygoat to 100k for the antelope horn. that was why i was giving those 3 as a helpful ability to have as far as needing one of them to farm horns because without breaking the horns you have a <1% chance of getting the drop. with them you get closer to 40% drop rate.

    i know alot of people hate the tier 2 abilities, but you realize for incap hits the first tier does not count as an incap hit right. concussive blow you can use all day long on a goat and you will never break the horn, but concussive blow ii breaks when the damage is around 1000 on the horns.

    we are alot closer to coming up with a happy medium on where to draw the line on cross classing. you want them to cut off at r20-r25 and i would just like the abilities that we have now available to continue to be available. i would love for them to add alot of abilities to the guild to allow you to be able to specialize the class that you want to use, but not take away the abilities that people have already unlocked to use on their main class. you were refering to leveling up characters just to get abilities and while at this point this is the case i plan on getting all classes to 50 before i chose my true main class. right now i absolutely love playing my pug, but that's not to say it will be the class i take past 50. i am leveling thm not for the resurect ability, but because our ls needs more high level healers so i would be able to play either class during nm's. to be honest the higher i get my thm the more i am liking this class also. i have a feeling each class will be the same way so there is no telling what class i will wind up eventually using.

    like i said my main concern is having character uniqueness over class uniqueness, but willing to compromise the points of being able to use all abilities is not a great idea. i do agree on the needing a stopping point on where to draw the line. i just believe more skills will be given out and that's when the class specialization and uniqueness will come into effect. i just do not want to see all of the work i've done to get my main class for now the way i want and it is unique in the way that i doubt another pug has the same skills set on their bars i have on mine.
    Okay. Just on this topic of the horn breaking. I don't see how this one example deserves credit to your ideal situation on abilities. Certain things like this can easily be repaired should SE choose another route in stimulating the classes.

    Now from what I've read, and I'm not jumping down your throat, you're still in favor of keeping all the abilities now and making the new ones class specific? That doesn't help the problem other people are facing. Right now if we stand apart from one another, I was in the left corner, and you in the right. I tried to come to the middle ground, but it seems to me you never left the corner.

    Having all abilities up to Rank 50 would seem rather selfish. Even though I agree with you that more abilities should be won with guild marks, I don't see that many abilities from guild marks. And after they raise the cap? Even if they raise it to 75 with their current system, that's only 12 more abilities if the current system is in play. (Most of them will probably be the same if the current system is still in effect. Example: Concussion Blow III or IV.)

    I do not see how you want character uniqueness but not at the cost of class uniqueness? Those are one in the same. Your class defines your character. If your class was a Juggler, your character isn't a Thaumaturge. At one point or the other if you want a defined character, you'll have to make a choice between your classes. Again I say that it's rather unfair that people get to use Marauder & Conjurer abilities incorporated into their Lancer because they leveled three to four classes while I only wanted the two. (Also seems selfish if you look at it.)

    Now before we get on to the next topic, if you say nobody is forcing you to level the other classes you're utterly wrong. I've been in severe endgame communities before. I know what they expect and what they do if you don't meet those expectations. It's just the simple fact of truth. People are not as considerate as I or others such as me.

    Now the last thing I wanted to point out in your post was the last paragraph resulting in consequences to using Shell as a DoW. When I had the cut off line of abilities at 25, shell was still incorporated. Yes, I would think that it'd be a little less resistant than an actual DoM that casts it. However, putting up a crazy cool down time wouldn't do this justice. 6 minute cooldown? Maybe if the cooldown was equaled to that of the spell timer. That would be much better so people don't spam it on others and only theirself.

    Now again I'm sorry if this thread seems rather harsh. I hope it's not, because I didn't really want it to be. I'm just trying to point out some facts in your approach to this solution that doesn't seem right. To me it seemed like the best excuse you had was that you needed these abilities so you could break a horn off a billygoat or antelope. That is not even close to an excuse. Along the lines such as that you know SE would change it if they changed the current system. Case in point would be the recent patch where they doubled the amount of HP a Coblyn has because it was too radical.

    P.S. I have your passion for this game. I really do. I want my friends that I knew for 7 years playing FFXI with me to come back to this game so we can kick it for another 7. They don't like this system now and that's mainly why I also want to see it changed. The system seems way too easy for me and basically feels like I have a cheat book on this game.
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    Last edited by Kimahri; 03-15-2011 at 09:17 AM.

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