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  1. #1
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    i do have thought here is my thought expand the cross skills to cross skills traits for example.

    see traits have not add expand on.

    I not rework combat system that like pulled rug for underneath players. leave it be. Plus Yoshi P did make promise never to change it

    ffxiv is unquine it has very amazing history why was ffxiv called a realm reborn. simple put 1.0 was close to be failure then came along Yoshi P. he and talented devs team toke the failure know as ffxiv and made it into succeed.

    ffxiv isn't ffx1-2 nor is wow ffxiv skinned. it is ffxiv it stand alone at own unqine product
    (0)
    Last edited by Savagelf; 07-13-2016 at 10:23 AM.

  2. #2
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    I would prefer if all jobs get changed into classes (without replacing the current classes) and that we can use all learned skills on all classes like we did before 1.20
    And THM get changed back to cone AoE DoT astral/umbral damage healer.

    Quote Originally Posted by Shurrikhan View Post
    One of the things that's always bugged me about this game is how it sells itself as being "all classes on one character" as if that were "alt friendly" when it effectively just means "main + cross-classes per character for best gearing opportunities" and "no quests for your other jobs' leveling, sorry... but at least you get bonus EXP."
    During 1.x that was solved with favor classes and optimal level on gear instead of required classes and level (can wear every gear, you just get a bit of stat penalty if wearing it with the wrong class or level) and leves (8 every 36 hours) and behest (every 30 minutes in a camp) as the way to level up. MSQ and sidequests only existed to tell a story, not to level up.
    (0)
    Last edited by Felis; 07-13-2016 at 10:26 PM.

  3. #3
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Felis View Post
    -snip-
    So in other words, remove classes and just give us a bunch of omniclasses with special names?

    Cause that sounds just like a case of no class identity. That works in games designed around a single class with a bunch of horizontal options, that works in a game like Final Fantasy X or XII where there are no classes and it was built with homogenization customization in mind. That wont work here, which is why the game was redesigned away from that.
    (2)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,801
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Felis View Post
    During 1.x that was solved with favor classes and optimal level on gear instead of required classes and level (can wear every gear, you just get a bit of stat penalty if wearing it with the wrong class or level) and leves (8 every 36 hours) and behest (every 30 minutes in a camp) as the way to level up. MSQ and sidequests only existed to tell a story, not to level up.
    < (Some 200 levels covered during legacy, from 1.0 to 1.23)

    Agreed on the optimal gear, but to be honest, the penalties were pretty harsh, and the cross-over opportunities they offered depended more, imo, on the fact that every job could use most primary stats in some way. Lancers were Strength, Piety, Dexterity, with Archers their inverse, etc. Mind was a useful offensive stat along with a healer SP source.

    That said, I'm not sure the sheer lack of exp coming from quests (albeit of an an average higher quality) can be called a "solution" to quests being primarily spent on a main character and nothing really remaining to make the alt leveling experience similarly lively in a similar fashion. Inevitably, this is going to happen, but I feel like the solution needs to be more quickly generate-able, but still gameplay-enjoyable, content if anything, along with possibly accelerating the overall leveling experience BY making leveling across multiple classes feel more connected, rather than by just tossing on bonus EXP. I'm not saying we should bring back the fatigue system to invert the way bonus exp would basically ask us to prioritize our lead class, instead damn near forcing us to spend time on our alts, but I'd really like to stop feeling like I just unlearned almost everything I just spent 50 levels on when I hop to a new class. They 1.0 physical level partly did this, in combination with the multi-stat system—I think that's a decent start, although its previous incarnation does certainly point out some flaws.

    Quote Originally Posted by Felis View Post
    I would prefer if all jobs get changed into classes (without replacing the current classes) and that we can use all learned skills on all classes like we did before 1.20
    And THM get changed back to cone AoE DoT astral/umbral damage healer.
    I personally would not prefer that. I prefer the idea of having classes as tools or paths for learning, experimentation, and coming into one's own, and jobs as goals—assuming a particular, iconic role, bringing a few different tools to it than others, perhaps, but in all ways that job. The only alternative I could see myself liking is making jobs essentially an extra skill-set, such as "Ancient Magics (Dark)", "Eikonic Manifest", <Greater White Magics>, etc., affinitive to certain classes due to their skills and weapon choices but otherwise a separate mix-and-match layer atop them.
    (0)

  5. #5
    Player
    Kotemon's Avatar
    Join Date
    Jun 2014
    Posts
    679
    Character
    Tobias Shadowmane
    World
    Excalibur
    Main Class
    Dark Knight Lv 80
    I doubt it. however in Halatali hard and Hullbreaker hard Gladiators and Marauders have renamed variants of the same abilities we get in the jobs for Gladiator and Warrior, Oddly Conjuer and Thaumaturge clones in Triad control use tornado and breakga. Spells I don't see used in Amdapor by the undead Whm and Blm's, although they have ancient spells we cant use either. If they do expand classes past 30, I can only see it as a means to expand the number of cross class actions for Jobs to use.
    (0)

  6. #6
    Player
    Zareka's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    24
    Character
    Renae Moriba
    World
    Moogle
    Main Class
    White Mage Lv 80
    This sounds awesome. Dual wielding heavy armour DPS? Spear tanks? Heal/damage combo classes? Yes please.
    (2)

  7. #7
    Player
    Dorander's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    240
    Character
    Riley Fuller
    World
    Faerie
    Main Class
    Monk Lv 80
    What they really need to do, is level cap classes at 30. Force players to get/equip their job crystal to advance further. It would be a permanent level sync without the crystal equipped. Cannot gain experience and can't queue up in duty finder for anything higher level than 30. They can toss all the level 34 cross class abilities to level 28, (put mantra at 24) and really drive home that classes are the "newbie school" of battle.

    Speaking of newbie school, they need to make the hall of the novice mandatory. Put it as a part of the MSQ for new characters. As for veteran characters, they must complete it on a given role before they can queue up in duty finder as that given role.
    (1)

  8. #8
    Player
    Chalbee's Avatar
    Join Date
    Mar 2016
    Location
    Limsa Lominsa
    Posts
    286
    Character
    Chalbeaux Maxime
    World
    Ultros
    Main Class
    Astrologian Lv 80
    I like the idea of bringing the base class back into focus. I just don't see how it could work without causing a mess. The game is too dedicated to its system at this point. They could give us a skill tree, but others have already mentioned the "illusion of choice" scenario that would follow. And considering how much people already gripe about ""the bads"" on this forum, the last thing we need is another way in which players can be labeled ""bad"" (read: not follow the established skill tree). Admittedly, this player base is very forgiving of casual players, but there are some elements who would seemingly relish the opportunity to remind the rest of us how terrible we are.

    It might be nice if they could give us some more quests at the class guilds though.
    (0)

  9. #9
    Player
    Gramul's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    5,203
    Character
    Eisen Gramul
    World
    Hyperion
    Main Class
    Blacksmith Lv 90
    They originally said they would give Classes a more single player emphasis while Jobs would be for parties, but eventually that fell through when it turned out Jobs where just strictly better all around. The only real reason they added Jobs in the first place was to placate the classic Job factor 1.0 was missing.
    They became 'hats' for classes, and eventually just turned into a redundant relic from 1.0 that will likely not be repeated any time soon.
    (0)

  10. #10
    Player
    Terin's Avatar
    Join Date
    Jan 2014
    Posts
    884
    Character
    Jared Kane
    World
    Diabolos
    Main Class
    Dark Knight Lv 90
    I still stand behind this idea. I love the idea of playing as a GLADIATOR, but not so much as a Paladin. Just the thematic difference in "fantasy". Better still if it incorporated actually participating in the Colosseum, beyond that Hildebrand quest-chain.
    (0)

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