http://kanican.livejournal.com/54373.html
Oh, and I meant to say "taunt", not "Provoke". Provoke does more like 400 points of enmity.
http://kanican.livejournal.com/54373.html
Oh, and I meant to say "taunt", not "Provoke". Provoke does more like 400 points of enmity.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
That'd be useful if it weren't for the fact that they changed battle algorithms in 1.19. A table from 1.18 is useless.http://kanican.livejournal.com/54373.html
Oh, and I meant to say "taunt", not "Provoke". Provoke does more like 400 points of enmity.
It's still more applicable than not, but that doesn't diminish my earlier point of needing an enmity cost for multishot that is roughly similar to using one taunt.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
I'm hoping that the first jobs are one step in one direction, I agree that all classes should have two directions or specs if you will which they can go in.
Hopefully when they consider new jobs they will have something suiting each class which acts as an opposing role to the ones coming in 1.21.
That being said I'm happy we are getting jobs at all and they can't come soon enough.
Agree that they need to make GLA, PGL, ARC viable in end game and also hoping that blackmage will be pretty powerful as a DD.
The only job I'm worried about with the job system is ARC/BRD although buffs can be important they can also easily be skipped so unless they really bring some good buffs to the party they may find themselves on the side lines once again.
Last edited by Jinko; 11-11-2011 at 07:50 AM.
Hehehe, thanks
OP updated with some new additions, and typo corrections.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
I didn't agree with most changes actually...pretty rare to see since your posts/suggestions are often good. ><
I agree with GLA, PGL and ARC general outlines...but that's it :/ IMO the changes you proposing doesn't seems to actually fix the aspects liseted at outline.
How so? The skill changes I listed allow for PGL and GLA to tank better as well as do more damage and provide better utility in unique ways that other classes can't in order to give them reasons to be in any given party.
The changes I made to ARC nullify a lot of the reasons why you don't want ARCs in an Ifrit party, and also increased its utility in DPS and support.
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My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread
I really like how you list those things, but problem is they need to look at this from a different prospective classes are not it.
they need to make the monsters make more sense then plan what to do with the classes. I agree with most of what you said but it should be based on the monsters and not on the classes, and each class should be good at something and bad at something not less bad at something so the whole game can shine from having different classes. and those bad at something should be able to play but on different parts of the game, and make those monsters that they should excel on drop their items/equip whatever. but am mostly talking exp grinding here is a quote so I don't repeat what am saying.
I have no idea what kind of changes they are planning, but I hope that they reflect them on the monsters too because they all die the same damn way. That's the definition of boredom. (am talking about exp grinding monsters so all monsters other than NMs and such) so the majority of them.
An example,
Make monsters for example hit hard but miss more kinda like MRD
so a MNK evasion tanking would make sense rathar than a GLD
and viceversa so a GLD would make more sense tanking than a MNK.
Make monsters hit fast so THM can make blind worth it and make the thing last longer
make monsters buff themselves so we can have dispel, it adds alot.
make monsters do shit that make sense to have a different camp based on what jobs are available in the party.
let monsters not link as much as they do now and if they do all party members should wipe, so we can play tactically rather than storm in and get as much kills for chains, so we can think oh it's fun and challenging playing this game and not think only about the exp.
and please make a death more meaningful so people think before they act, so death is a learning experience not just something that happens when HP reaches 0.
monsters actually do have a lot of different things they do, people just ignore/outlevel/ avoid said monsters.I really like how you list those things, but problem is they need to look at this from a different prospective classes are not it.
they need to make the monsters make more sense then plan what to do with the classes. I agree with most of what you said but it should be based on the monsters and not on the classes, and each class should be good at something and bad at something not less bad at something so the whole game can shine from having different classes. and those bad at something should be able to play but on different parts of the game, and make those monsters that they should excel on drop their items/equip whatever. but am mostly talking exp grinding here is a quote so I don't repeat what am saying.
Essentially what they need to do is create content that has you dealing with various monsters at fixed levels. Because people will never fight a gnat if they can avoid it. People will never debuff or prevent a rat from doing defense up. people generally only use their real skills abilities and powers when forced to, grinding is about finding the easiest fights with the most exp rewards.
essentially the problem is grinding will almost always not be challenging,
FFXI disagrees, leveling there was challenging and rewarding, where you would need a team effort to beat a rabbit. (before the introduction of wings of the goddess EP) it was tactical. That's what I would expect from an RPG game developed in Japan.monsters actually do have a lot of different things they do, people just ignore/outlevel/ avoid said monsters.
Essentially what they need to do is create content that has you dealing with various monsters at fixed levels. Because people will never fight a gnat if they can avoid it. People will never debuff or prevent a rat from doing defense up. people generally only use their real skills abilities and powers when forced to, grinding is about finding the easiest fights with the most exp rewards.
essentially the problem is grinding will almost always not be challenging,
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