hahahah guess i was right when i was flamed in the translation thread. The current system of traits SUCKED so they are completely scrapping it and making it better. I love the way it looks. Now to see if the traits are actually good....
hahahah guess i was right when i was flamed in the translation thread. The current system of traits SUCKED so they are completely scrapping it and making it better. I love the way it looks. Now to see if the traits are actually good....
They could still have certain spells be learned as batches, with them being assigned to multiple slots, some kind of selector for which to assign (ie your basic nuke action having a submenu in the Action & Traits where you pick what element it currently is) or a submenu when you actually cast (with potentially the last used element being the default element the next time you cast to minimize steps each cast).
There's a lot of ways they could potentially handle this without completely gutting the range of actions available (ie wiping DoTs out, removing half the buffs and debuffs so everything fits in 15) or removing the elemental affinity/weaknesses system by merging them into generic spells, the moment of truth will be when they reveal the full list of actions. Once they reveal that information we can have more constructive discussions on the topic since right now people are extrapolating based on assumptions that might have nothing to do with what the plans actually are. Of course, all the info being released together would have been a lot more helpful there but between getting nothing until next week and getting this part today with the rest then, I'll take the option they chose.
I would not worry about the animations stuff at this point, of course visuals matter but compared to proper mechanics they really don't stack up in short term importance. Also, they already have multiple visual renditions for the spells, those being maintained (or restored in subsequent patches) and then expanded up is pretty much a given. SE knows visual appeal is one of the few strong points the game had from the start and they didn't highlight the text about upcoming visual upgrades for no reason.
Since you can't equip traits from other classes it's very likely that the trait slots will be going, you won't be able to unequip traits.
Hope they do away with fleet of foot and just increase battle movement...
Rarely Plays
See your face upon the clear water. How dirty! Come! Wash your face!
loltanaka: http://www.youtube.com/watch?v=WOOw2yWMSfk
I bet that Job's action arsenal is not as clear as class=job(+ additional actions). Remember, classes are still designed to be versatile and their action set-up should reflect that. Job will be more limited so it would be no wonder if some of the classes skills it originates from are dropped when you switch.

So far I feel 50-50 about these class reforms. I'm not sure how MP cost will be affected for spells or anything, so I guess we'll just have to wait and see. -_- I hope they leave tiered healing spells.. they can really come in handy.
I kinda liked being able to use other classes' abilities and customize my character at will.. but again, I think it's better to wait and see how it's all gonna work when the patch comes.

I wonder how you will heal yourself at lower levels (i.e., 1-10). Curious to see when Second Wind and the magic-based cures will be available, particularly to melee classes.




Hi All,
Overall, excellent news and a step in the direction for adding Class Uniqueness.![]()
While I will miss adding various other Class Traits to my own, I think that was one of the big reasons why there was a lack of class identity: You could just equip whatever Trait / Spell / Weaponskill and pick and choose from all the classes and use most of them (only recently did they start adding more restrictions on certain abilities like Bloodletter or Curaga).
Even under the new system, you'll be able to equip up to 10 Cross-Class Abilities (so we still get some freedom), but the Traits will be specific for each Class / Job, which should allow some Class-exclusivity and give them some character.
I'm not sure how well the Scaling System will work (so that there's just 1 Ability and it scales with more potency and costs as you rank up): I like the flexibility of using a Cure II vs. a Cure III depending on how long I want to cast for and how much MP I want to spend.
But for stuff like Provoke I vs. Provoke II, of course there's no reason to keep / slot / use Provoke I after you earn II.
Lastly, I LOVE the idea of Individual Combos (and hopefully some creative expansion of those ideas for 1.20+ for Parties and the new Skillchain (Renkei) / Battle Regimen Combo System 2.0.![]()
Positioning helps and it adds a layer of strategy and gameplay where we used to just spam attacks with little-to-no-care for anything except spamming.
I can't wait for 1.20 now!![]()
I'd rather we got more diversity in healing magic rather than tiered spells anyways if they are going that way.
Stuff like:
Short cast, long cooldown, small/medium heals. (emergency heals)
Long cast, high cost, large heals. (Powerful but limited cure bombs)
Low cost, long cast, medium heals (efficient, but pre-meditated healing)
HoT's (supplementary healing)
etc. etc.
Cure 1/2/3 do this to an extent, but there could be more flexibility in healing strategy and tactics if they diversified the system rather than relying on tiered spells only.



I'm thinking they might have taken out Drown/Rasp/etc on CNJ and just made the elemental nukes work like the ancient spells in 11, where one debuffs towards another. That or they are reserved for Black mage or just put somewhere else. They could also remove the -na spells and just give us Esuna but I don't know how that would be balance-wise.
I'm really digging the updates and it will be great not having to pick and choose between which of my spells to set. Scaled spells by level is perfect to me since there is really no need for multiple tiers of spells as long as they grow with you.
Wow.
This is awesome. I'm amazed / glad they're willing to backpedal this far from the game and Armoury system's initial premise. It's a little bit shocking, even if you're completely in support of the game's direction, but it's awesome. The old system just wasn't going to work, no matter how much ability massaging they did.
7UP!
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote




