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  1. #11
    Player
    Yellow's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    477
    Character
    Tamako Lalako
    World
    Ravana
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by DragonSlayer45 View Post
    Admittedly, I find it funny how we even have elemental resistances if they do jack all. Why are they even taking up space in the character screen?

    I don't see changes to how the elemental wheel (or lack of) works in this game because it would require a complete overhaul of Black Mage and most likely the other Disciples of Magic jobs. They would also have to redesign fights both old and new to take on such a change. As Winter said, its a lot of work for a system a lot of people might not even like and I too am not shutting down the idea, but just looking at it from a realistic standpoint.

    Maybe in the far future if they ever decide to do a big redesign of the game like they did with 2.0, but not in 4.0 or any time soon.
    For sure, I wouldn't expect anything like this to happen soon. But something like this might have the opportunity to be considered in the future when we get to the point where we can't add more layers to what we already have. I really just wanted my suggestions to be something to start this conversation, rather than be the core of the discussion.
    (1)

  2. #12
    Player

    Join Date
    Sep 2015
    Location
    Limsa Lominsa
    Posts
    442
    Thing is, what your proposing doesn't fit the Duty finder and being all inclusive to do content as any class/job. FF11 has "special stats" on gear, and "special stat" customization with the merit point system. As well as elemental resistences and buffers. Thing is this ended up making jobs "flav of the month". Take example of the primals Ifrit is based in fire, meaning he would be highly resistent to fire. This would mean thm/blm wouldn't be viable as their main attack source is fire. And the way the classes and jobs work are interwoven in the lore. You would have to go back and change all the lore in the game. This would also make it hard to play as a cnj/whm as you would need to shift stone, aero, fluid aura over to thm recoin thm as an elementalist. and cnj as a pure healer. How would they fight??

    Cnj would have to be recoined into some light based attacker, which doesn't fight the theme of the lore due to being in gridania.


    I'm not shutting down the suggestion or conversation, I'm not agreeing or disagreeing with the suggestion. I'm just trying to bring up that this is stuff you have to consider when making these suggestions. And the reason WoW got away with this, is the game itself is based on an RTS. Blizzard can change (and have changed) Their lore on a whim. This is due inpart that the "story" Takes place after the third game. The classes in question on based on the type of infentry you can pick, and don't have too much effect on the story.

    You see this with the fact that some races were given classes that they typically didn't have before, more so with out any reason other then "we could".
    (1)
    Last edited by Azazua_azura; 11-29-2015 at 06:26 PM.

  3. #13
    Player
    CyrilLucifer's Avatar
    Join Date
    Aug 2013
    Posts
    1,393
    Character
    Holy Emmerololth
    World
    Mateus
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Azazua_azura View Post
    Thing is, what your proposing doesn't fit the Duty finder and being all inclusive to do content as any class/job. FF11 has "special stats" on gear, and "special stat" customization with the merit point system. As well as elemental resistences and buffers. Thing is this ended up making jobs "flav of the month". snip
    The mistake you're making here is assuming we don't have a flavor of the month in XIV now.

    We definitely do. In fact, the flavor of the month meta shifts far faster in XIV than it did in XI.
    (2)

  4. #14
    Player

    Join Date
    Sep 2015
    Location
    Limsa Lominsa
    Posts
    442
    Quote Originally Posted by CyrilLucifer View Post
    The mistake you're making here is assuming we don't have a flavor of the month in XIV now.

    We definitely do. In fact, the flavor of the month meta shifts far faster in XIV than it did in XI.
    Which you only see in raiding, not the game over all. And I'm talking flavor of the month stuff in xi that prevented players from leveling certain classes. Like when Treasures was released and blm was not welcome in colibri parties due to the reflect, and tanks not using food due to the fact they ate it. I also wasn't done editing my post. Instead of taking a small snip read everything in full please. I'm speaking of over all content like class leveling and story content not raiding. As these changes people propose effect leveling as well as raidin and also effects lore as well.
    (1)

  5. #15
    Player
    Yellow's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    477
    Character
    Tamako Lalako
    World
    Ravana
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Azazua_azura View Post
    Which you only see in raiding, not the game over all. And I'm talking flavor of the month stuff in xi that prevented players from leveling certain classes. Like when Treasures was released and blm was not welcome in colibri parties due to the reflect, and tanks not using food due to the fact they ate it. I also wasn't done editing my post. Instead of taking a small snip read everything in full please. I'm speaking of over all content like class leveling and story content not raiding. As these changes people propose effect leveling as well as raidin and also effects lore as well.
    My original post was about the issue that our combat system is going to have to change at some point in the future because of reasons I've already listed multiple times. I used elemental strengths/weaknesses as a way to spice up the content and add some variety and differences, but it wasn't the full extent of the ideas I proposed (and really this discussion shouldn't be about what I proposed but rather what people think should happen to address this issue).

    Classes and jobs can be redesigned to work with an elemental system (since that was the way it worked in 1.0 albeit it wasn't done very well and no improvements were ever made to it because 2.0 was being made). If you do some research into previous versions of this game, you will see that there still exists the capability to give us a more complex system than what we have now without needing to add more skill layers (for lack of a better term - explained in my original post).
    (0)
    Last edited by Yellow; 11-29-2015 at 07:21 PM.

  6. #16
    Player
    WellFooled's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,313
    Character
    Doranaux Wavemet
    World
    Goblin
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Zojha View Post
    This is the core issue of customization in team based online games. Either that, or perfectly balance all the choices you can make.
    I see your point and balance is always a concern for sure, but no game is perfectly balanced. Even the biggest esports in the world can't achieve a perfectly fair playing field, and they have the most motivation to. Instead, the balance needs to fall within an acceptable margin (which, taking off our soul crystals does not fall into). It comes down to balance vs fun. I think most everyone would prefer a game that was fun, but slightly unbalanced, than a balanced boring game. When it comes to FFXIV, the gameplay of our jobs falls into the latter.
    (0)
    Last edited by WellFooled; 11-30-2015 at 02:14 AM.
    A true paladin... will sheathe his sword.

  7. #17
    Player
    Butcherboy's Avatar
    Join Date
    Feb 2014
    Posts
    527
    Character
    Commodore Butcherboy
    World
    Cactuar
    Main Class
    Pugilist Lv 60
    The game has plenty of room for improvement, down to the armoury system to soul crystal. Armoury system change jobs on the fly with just a switch of weapon but that you lose identity. Soul Crystals can be open up for stat upgrades or skill upgrade, similar to how PvP skillls work were you can enchance each skill to make the more potent. Also lets go even further once certain amount of stats or skills are max to a limit you open up the potential of the crystal
    (0)

  8. #18
    Player
    Butcherboy's Avatar
    Join Date
    Feb 2014
    Posts
    527
    Character
    Commodore Butcherboy
    World
    Cactuar
    Main Class
    Pugilist Lv 60
    Soul crytal for monk when fully max may be unlock true skills that synergies with you other skill, like chakra were each stage gives you a bonus. A Dragon can become an actual Dragon from all the Dragon it slain. That's just few example that can be done to soul crystals. Magic burst could make a comeback. Or having 2 of the same jobs in party can bring a certain bonus to each other or party wide bonus.
    (0)

  9. #19
    Player
    Xanikk999's Avatar
    Join Date
    Jun 2015
    Posts
    425
    Character
    Kalorea Redtail
    World
    Diabolos
    Main Class
    Dragoon Lv 90
    The global cooldown could be shortened to one second or a second and a half instead of the excruciatinly long 2.5 seconds. I play both WoW and this game and the drawback to this game is combat is so much slower and less fluid than WoW because the of the extremely long global cooldown.

    They could easily adjust cast time on spells for casters to balance around having a shorter GCD.
    (1)

  10. #20
    Player
    Shyle's Avatar
    Join Date
    Aug 2013
    Posts
    118
    Character
    Shyle Katriss
    World
    Ultros
    Main Class
    Samurai Lv 70
    Removing skill bloat and shortening the GCD would go a LONG way in terms of combat. I've said this several times, but it's like SE is 5-7 years behind other MMO's when it comes to certain systems/mechanics/designs with XIV. Don't get me wrong, I like the game, but the combat leaves a lot to be desired in the end.

    Frankly, I think that the combat system relying so heavily on hard rotations is a crutch. Most classes are basically the same (although some *minor* differences). They all have some form of buff or "form" to watch and keep up at all times, of course they have a debuff/bleed or two to watch on the mobs, and they have standard "1-2-3" combos. Rotations aren't 'bad' as long as they're not so hard-lined and restricting. I always preferred priority based skill rotations, not "RNG" skill (e.g. mch procs) where there's still a loose structure but you're given more freedom.

    While not combat related, I'd like to see an overhaul of the glamour system. Just make it a wardrobe system like every other modern MMO, change the dye system where you just unlock the colors, I know it's supposed to be some form of GIL dump, but let's be honest, it's not expensive, but it's just inconvenient overall.
    (2)
    Last edited by Shyle; 11-30-2015 at 03:26 AM.

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