The current jobs we have are so similar to eachother we don't need different builds to get a slightly different experience.
Now adding more variaty between the jobs themselves? Yeah that would be awesome.
The current jobs we have are so similar to eachother we don't need different builds to get a slightly different experience.
Now adding more variaty between the jobs themselves? Yeah that would be awesome.
And then everyone cries for dual specc ._.'
Forgive my cynicism, but WoW has been there.
And the obvious answer to that crying is "no," at least not without adding more specializations. Dual Spec was okay in WoW since there were three specializations per class (and they added it more as a capitulation to their inability to design proper hybrids—something FFXIV has never been trying to do to begin with).
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Doesn't seem like the case considering the number requirement, requirement for healer dps, and requirement for tanks to push dps to get a clear even at those ilvls.
Their testing really leaves for much to be desired; they've implied to test each phase individually (which doesn't capture the entire endurance of a fight) in a state of invulnerability with hp drops (which really doesn't help them catch things like nisi or outgoing damage, espesically if they aren't actively looking out for where the damage is coming from), and they admitted that A3s and A4s tests had to be cut short to meet release times.
Last edited by RiceisNice; 01-14-2016 at 12:32 AM.
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From what it sounded like I can understand the reasoning for not having so many different branches of current jobs. The reasoning is sound to an extent, like they said if he had Dragoon modes A and B then they have two jobs to balance essentially instead of one.
I think though there is a middle ground where we can have something but when things are tested they can test results off of the same class\job.
A merit point system, something small or like others said a FFIX system with very small boosts would be fun without really breaking things. Increasing yalms for certain moves, duration even if it adds up to 5 or 10 seconds. From the way it was worded, is we should see our characters and the jobs it can branch off of as one giant skill tree.
Still don't get me wrong I'm very happy with the game, and after taking a break from AST, I plan to go back and start paper cutting people with cards!
The dummy fighting I see as their way of doing a parser without officially showing it and endorsing it. From the way it sounds they take in a jobs ability to do X amount of damage. So if you're placed against a striking dummy meant for a certain content they're basically telling you " Do this much DPS and you'll be okay" So someone going into AS1, have a striking dummy where you have to deal X amount of damage, if you can and pass then you should feel good being able to go into the content.
Then again I guess the argument will be "because they do it there doesn't mean they'll do it in the content" which is true, but at least these people will know they have the rotation for it, they just need to find the opportunity.
Last edited by Leigaon; 01-14-2016 at 12:48 AM.
A significant part (though by no means all) of the reason that people wanted dual spec in WoW was that different encounters worked better with different raid compositions. Many fights only needed a single tank, or were made easier by having a DPS switch to healer or visa versa.
SE have gone out of their way to add mechanics that ensure that you want 2 tanks and 2 healers on every encounter.
I'm genuinely curious: Why do you play this game?I have 3 level 60s but they are all different characters (which means I had to go through the boring tedious story 3 times.). I do not like having a character which doesn't fit the job look like it. So I have multiple characters.
I just dislike the entire Job switching system, it just seems a bit silly that a Lalafell can use a giant axe as good as the other classes and immersion breaking honestly.
I've seen you state a dislike for almost every aspect of it in one thread or another, never seen you post anything positive about any aspect of it, and every post you make seems to be saying that it should be doing something (if not everything) the way some other game does it.
I assume there must be something about it that you enjoy, or you'd be playing something else, but at this point I have no idea what it is.
Last edited by Ibi; 01-14-2016 at 12:50 AM.
It's either balancing two models of DRG, or a DRG and another melee dps. Either one is going to lead to the same issue, but in this game I think the latter would work fine considering teh armory sytem...provided they differentiate the two jobs to begin with.From what it sounded like I can understand the reasoning for not having so many different branches of current jobs. The reasoning is sound to an extent, like they said if he had Dragoon modes A and B then they have two jobs to balance essentially instead of one.
I think though there is a middle ground....
A significant part (though by no means all) of the reason that people wanted dual spec in WoW was that different encounters worked better with different raid compositions. Many fights only needed a single tank, or were made easier by having a DPS switch to healer or visa versa.
It's not necessarily a different composition when it comes to raids (you'd still need 2 or 4 tanks, 2 or 5 healers, etc etc), but that each of the classes in WoW had three different specializations that came with different playstyles (think DRG/MNK/NIN), as well as talent choices in each specialization (the type of CC, type of burst damage, type of regen, etc). Dual spec essentially gave you two that you can switch between on the go, because the other way of resetting your specialization choices was going back to your class trainer, or using a storebought item to reset talent choices.
Last edited by RiceisNice; 01-14-2016 at 12:56 AM.
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