what would be an fitting reward? essentially the reward was getting a skill, somehow i think gil or even a midlevel weapon pales in comparison. I suppose they could give a tone of exp, but really without the mark system, or some sort of ability quests, the guilds serve almost no purpose.

no class quests will still be there did u see the achievment crown for doing all class quests?
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Id like to suggest an alternative if abilities go away from being purchaseable for guild marks This may be more applicable to DoH and DoL, since they are not applicable for lots of the battlecraft content.
Make special sets of equipment that is especially designed to make that class feel and look as unique as possible. As an added bonus, this gear could even be materia meldable, so that if you take the time to trial and error bust some, you can go back and purchase another.
Perhaps every 10 ranks or so starting at lvl 30 or so, there can be a new tier of gear.
I'd love to, for example, see a Miner with his own lantern helmet ^^;
As a followup battlecraft option, we might consider something in line with the merits system, that each class gets a unique stat they can buffer.
Take this question into consideration:
Q: Will the level cap be removed before the release of 2.0?
A: This is not planned until patch 1.21. It won’t be good to have a huge gap in players’ level until 2.0 goes live, so we would like to carefully weigh our options.
With Guild marks players who have been to 50 for a while have the option to obtian new abilities. See the issue at hand is the process of obtaining abilities through Guild marks wasn't fleshed out like it should have been. The way Guild marks should have worked is every 2-3 months or with every VU they introduce 2-4 new abilities for each class and players would have the option of purchasing them or not. They could range from an elemental difference to an attack to a completely different ability. They could even be traits taht augment the dmg, TP cost or range of an attack you already have. There were a lot of options they could go with it, but by eliminating it in sucha way it's like they haven't even considered how it could be used to flesh out a class without just giving them the abilities outright or having them increase the lv cap.
Heck the whole point behind gaining abilities through the NPC was basically being trained to learn the techniques that guild knew and you could only obtain the higher ranked ones when you earned their respect aka did the class quest at hand. I had always thought that had they actually kept adding abilities to the Guild, it would build up to a nice amount where a player would be able to define themselves better with their class if they chose just to level one class rather then leveling other classes. With Marauder the concept could easily be, Marks to improve parrying and parry counter abilities, marks that granted range abilities or improves the range of attacks, and then basically single target attacks with different power and TP cost to them.
Like, what are they gonna do with the attribute traits next update are they just going to remove them? Personally I have relied on those abilities to improve my crafting success rate since every little boost helps, I"d hate to lose those. As well as the books I've just purchased for my craft classes, is that to say the whole point of making Guild Marks easier to get for your class and improving the means in which one could obtain leves was just a big waste of time? Honestly why make all these changes then remove Guild Marks from the system.
For the books, they could have easily made it where you define each recipe with a book and by having said book it would make the synth work better in your favor. Then perhaps for the synths 40+ you would have to have the book just to be on equal ground but if you don't then you'll be at a disadvantage when trying to synth.
Books take a while to obtain depending on how you go about recieving them and with that in mind they could have continued to add more books to crafting to increase sucess rate but instead of passive KI books that are always active, add ones you set to your ability list. The books would basically be passive effects that improve your odds while crafting which could range from decrease rate of elemental spark with x element to improved odds wit certain synths.
There's just a lot of variables that Guild Marks can offer and I'm just surprised that they want to get rid of that. If anything I just hope that they may consider just leave the books, leave the traits, if they want to make abilities learned through levels for now sure but to still consider how the system could work to improve a person's ability to customize their character to their liking.

I like your view but I think they are slightly trying to streamline the game and now with jobs coming into the mix this would add 3 different ways of getting skills and abilities and I'm sure the mas public being the bunch of dumb 13 year old tards that they are wouldn't be able to understand that they have to go through 3 systems now to get all skills and abilities.
Players would have to:
A:Get a class to level 50 for all class skills and abilities
B:Grind guildleves for guild marks to get all guild abilities
C:Go through all the job quests after obtaining jobstone for class to get all job abilities
For some of us, this is cool, and pretty sweet, and adds some dept and makes it a little more hardcore demanding the players to dedicate a little more time and effort to obtain everything.
But, they are trying to keep things simple, there were 2 ways of getting abilities (A+B) and they were both grinds without much dynamic content, everything was just walls of text.
Now they are still sticking to 2 ways of getting everything but one is simply grinding, while the other is dynamic story driven content (A+C).
From a point of view having A+B+C would be good and add a lot more hardcore-ness to the game, but for some people it's just too much maybe?
Basically, it's extra grind that doesn't need to be there, and it's frustrating when you're looking for guild marks and can't actually get them because Nymeia hates you and wants you to be unhappy and inflicts you with bad random number generator luck.
7UP!



I dislike the guildmark system because it really isn't a customization effort at all, it is just another mindless requirement from grinding your brains out on guildleves.
First of all; the current marks aren't unique enough to constitute even a "talent tree" system. There are only maybe one or two useful traits per class.
I would like to evaluate guild marks from a mage point of view, because it is what I am familiar with the most. If the traits are different with melee, I'd like to hear your viewpoint because I have very little experience in that department.
Anyway. Take THM and CNJ for example. You have the 10% affinity traits for both, which are pretty much a no-brainer to equip on either class. Other then that, the stat ones aren't that useful unless you level up a completely unrelated class to get something like... STR -> MND +10. Which again, just constitutes another mindless grind.
If they keep guildmarks (which I wouldn't be AGAINST, but I think they could do better via quests), they should approach it somewhat like a talent tree, but MUCH less cookie cutter than say WoW/Rift.
This data could change when the 1.20 class balance list comes out next week, but this explanation is still valid so.. bear with me.
THM deals with astral and umbral magic. Lets give THM a traits that boosts umbral by 20% and weakens astral by 20% and vice versa. Then lets assume that you can equip that on CNJ. Your CNJ instantly gets a 20% boost to umbral elements, while negating the astral elements. CNJ could get individual traits for each element.
Some more examples could include having traits that boost healing potency, magic accuracy, etc; while negating another aspect such as MP regen, total HP, etc. Some traits should also be prevented of being equipped if another trait is equipped.
They could also make crafting guild marks purchase special materials only obtainable via guild marks. This could be especially important for HQ formulas that will be introduced with the next patch and further down the road.
However again, I think each of these could be better implemented via quests. Why? Because it continues to remove the importance of guildleves. Guildleves aren't fun. SE knows that. Removing guildmarks is a great way to further reduce the necessity of guildleves. Unfortunately, guildleves still give relatively decent exp and there isn't a lot of content aside from grinding that gives enough WORTHWHILE exp. Side quests still need a boost, and the more CLASS QUESTS there are per class, the overall content of the game gets increased. It also encourages better story-telling, mission oriented tasks, and it can even include party play if necessary.

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