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  1. #111
    Player
    Airget's Avatar
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    Mar 2011
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    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Hm I think what dissapoints me is how traits are being handled, however I do have a suggestion for how they could put Guild Marks into the mix. As I was writing it out before I realized that perhaps they fear that if they had traits where Conjurer has a magic defense up, it would cause people to be forced to level Conjurerer for that very trait to enhance ones strength against magic. In the same sense that Sentinal now is pretty mucha staple against fighting ifrit.

    So basically the reform goes like this create a secondary use for Guardian Aspect. This secondary use would impose a challenge on a leve in order to earn Guild Marks for a specific class. There would be limits however like let's consider that the GM additional challenge for Archer required one to obtain x amount of pelt from enemy before considering it a success. In that sense you wouldn't be able to impose that Guardian Aspect on a leve where you fight humanoids.

    So basically I see it like this
    GLA=Opponents ATT is increased, Your defense is lowered or Protect npc while completing objective
    MRD=Decreased Attack, oponents defense is increased, Addtional mobs are requested
    ARC= Pelt/hides are added to request, Enemies will keep distance and use RA unless played closes in (Melee strikes from enemies will be 3x as strong as their RA move during these leves), Unique tracker leve where you have to follow the proper path to find the mob to slay at the end of the leve.
    PUG= Enemy HP is increased. VIT is reduce, Enemy pop. reduced in favor of beefed up opponent (focuses highly on countering)
    LNC= enemy crit rate increased, crit potency reduced, Negate ability to crit hit
    THM= increase enemy mag defense, Impose random stat down every minute, Add THM mobs to leve
    CON=Grants regen on enemy, prevent restorative abilities for player, lower elemental resist.

    So pretty much I just thought of this as I wrote this but the general idea is, you pick up a leve and upon using 1 GA you can impose 1 Guild Mark handicap on you in order to obtain Guild Marks for that class. Basically the way it would work is you would have to obtain CON GM to obtain traits related to Conjurer so that you wouldn't be forced to level Conjurer to learn it's traits but of course you wouldn't be able to learn abilities through Guild Marks.

    I think one way to put it is, perhaps Guild Marks could be used as a means to obtain traits that enhance ones stats based on the knowledge of that class. With that in mind I wouldn't mind seeing the same imposed limitation as with abilities from other classes such as you can only have a trait from another class every level, so you would only be able to put 5 traits from another class onto your class.

    Now the traits in question wouldn't be things like "Increase the potency of Iron Tempest" but rather boost that show off their design.

    Like Gladiator is a defensive class so they could have Guild Mark traits that increase Defense, Vitality and such. The way Guild Marks would work now is this, pretty much you earn marks for that class based on completing the limitation imposed on you during the leve. By completing those objectives you prove to that Class that you are worthy of learning the secret of some of their traits. I feel like this would add another depth to allow customization of mixing and matching traits within other claslses that pertain more to stat/attribute or even elemental resist/status resist boost rather then ability potency increased.

    -----

    One thing I"m dissapointed in though is hearing this makes me think all the traits we were able to learn will pretty much be abolished, so the STR to INT traits which was nice for crafting classes and gathering classes to increase quantity obtained will no longer be possible which does dissapoint me. I'm curious as to whether traits like Enmity +10 for MRD will be eliminated since they seem to want traits to just be based on the potency of abilities rather thena passive ability. But ya, just reading the introduction to the changes those are my real concerns over it.

    Overall the changes do sound like they could be interesting, though I wish they would give the option to actually remove abilities froma class if you outright hate them lol. It'll definitely be interesting when we see the actual changes to each class though, to bad we have to wait a few more days though lol.
    (0)

  2. #112
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    190
    Quote Originally Posted by Sorel View Post
    Spells are actions. All actions native to the class are going to automatically be assigned, and cannot be unassigned.
    So you seriously think we are only going to learn 15 spells/abilities throughout the course of levelling from 1-50?
    I highly doubt it
    (0)
    Last edited by AshToreth; 11-11-2011 at 11:23 PM. Reason: typo :/


  3. #113
    Player
    Sorel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    Quote Originally Posted by AshToreth View Post
    So you seriously think we are only going to learn 15 spells/abilities throught the course of levelling from 1-50?
    I highly doubt it
    That's what they wrote.

    Fifteen actions and eleven traits will be made available for each class up to level 50, with either one action or trait learned for every two levels gained. Job-exclusive actions will be made obtainable via quests and treated separately.
    That 26 skills in total over 50 levels. Doesn't sound that bad to me.
    (0)

  4. #114
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    Mar 2011
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    Actions are the spells/abilities that we choose to equip as actions on the action bar.

    A spell is a spell and an ability is an ability.

    I believe everyone has taken this out of context. The table is set under a heading of "Setting Actions and Traits"
    (0)


  5. #115
    Player
    Sorel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    Quote Originally Posted by AshToreth View Post
    Actions are the spells/abilities that we choose to equip as actions on the action bar.

    A spell is a spell and an ability is an ability.

    I believe everyone has taken this out of context. The table is set under a heading of "Setting Actions and Traits"

    That is possible, but reading it over twice now, I don't see how we can get around that they said actions (be they spell or ability) will automatically be assigned, unable to be removed ... and then they show a chart listing how many actions a class at a certain level will get.

    I don't think I'm missing anything.
    (2)

  6. #116
    Player

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    Mar 2011
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    Ul'Dah
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    190
    Quote Originally Posted by Sorel View Post
    That is possible, but reading it over twice now, I don't see how we can get around that they said actions (be they spell or ability) will automatically be assigned, unable to be removed ... and then they show a chart listing how many actions a class at a certain level will get.

    I don't think I'm missing anything.
    My understanding of that is just that, as we learn an extra action slot, it will be automatically assigned.
    Makes perfect sense to me. Why would anyone not want to have all available action slots open to them and assigned automatically for use, as and when you learn them.
    (0)
    Last edited by AshToreth; 11-11-2011 at 11:39 PM.


  7. #117
    Player
    DNO's Avatar
    Join Date
    Mar 2011
    Posts
    1,006
    Character
    Dno Sensei
    World
    Balmung
    Main Class
    Arcanist Lv 80
    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....
    (0)

  8. #118
    Player
    Nagamaki's Avatar
    Join Date
    Mar 2011
    Posts
    10
    Character
    Nagamaki Rei
    World
    Excalibur
    Main Class
    Conjurer Lv 70
    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.
    (0)

  9. #119
    Player
    Sorel's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    703
    Character
    Sorel Evans
    World
    Ragnarok
    Main Class
    Blacksmith Lv 38
    Quote Originally Posted by AshToreth View Post
    My understanding of that is just that, as we learn an extra action slot, it will be automatically assigned.
    Makes perfect sense to me. Why would anyone not want to have all available action slots open to them and assigned automatically for use as you learn them.
    I think I see your your coming from. The only thing I have to say is what the development team wrote.

    Fifteen actions and eleven traits will be made available for each class up to level 50, with either one action or trait learned for every two levels gained.
    They don't say 15 "action slots" and 11 "trait slots". The say 15 actions and 11 traits.

    The chart columns are not titles "Action Slots" or "Trait Slots" they are called "Action" and Traits".

    I think you may be assuming they mean slots ... but because they don't actually say "slots" I cannot make that assumption with you. Sorry.
    (1)

  10. #120
    Player

    Join Date
    Mar 2011
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    Uldah
    Posts
    889
    Quote Originally Posted by Dreadnought View Post
    ive been waiting for 1.20 to fiiiinally immerse myself into BLM.



    immersion: totally about graphics
    (0)
    Rarely Plays
    See your face upon the clear water. How dirty! Come! Wash your face!
    loltanaka: http://www.youtube.com/watch?v=WOOw2yWMSfk

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