The required/favored classes support the concept of the weapon being the job. While this works well in a class-based RPG, it does not work as well in a skill-based rpg, which is more along the lines of what I'm suggesting. It also does not make sense in the proposed system.I don't think they should remove required/favored classes. In fact we know they're moving towards more rank/class specific gear and I think that's much better. Removing requirements brings us to the original problem with the armoury system in regards to gear in that it has almost no structure. It suggests ranks and classes but it does not enforce it in any way, leading to people with either no idea what to do or wearing anything they want and wondering why they're getting 1-shotted.
_________________________________________________________________________________This armor benefits Damage Dealers, but because you are attacking with fists/etc. you can’t wear it……????
Great idea and I would support this implementation as an alternative.I don't think shield blocking should be automatic, I think it should be a stance you can toggle. Hit the skill once, shield raised. Hit the skill a second time, shield lowered. Sure it would negate the need for the Gladiator guild mark trait but they could always change it to something else like increasing the block chance or something of the like.
The main reason for my suggestion is to avoid the need for shield spamming. The reason I would prefer the blocking to be automatic and a stance to enhance blocking rate is because that shares a similar theme with the other forms of damage mitigation. Both parry and evade are automatic, and have stances that increase their rate.
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The reason to remove the stamina bar is not due to current issues. I actually like the concept of the stamina bar. The issue is that there is both a stamina bar and a universal cool-down associated with each ability. This means that abilities must then be balanced on both level, and that will probably cause issues when SE attempts to add new abilities like dual wield, as well as wen balancing abilities.I'm not sure they should remove the stamina system. It's fine the way it is, I've never had any trouble adjusting to using it.
Not saying the stamina bar is a bad idea, just saying that it is currently redundant and may cause issues in the future. It would be easy to remove and would impact little due to the universal cool-downs already in place.
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With auto-attack there would still be many things to do, as the abilities in FFXIV are quicker and have lower cool-down timers. While players could simply let auto-attack run, they would be far more effective paying attention and using abilities.I think auto-attack is even more boring than actually selecting an attack.
It's true it allows you to chat in battle, but with auto-attack you would just not battle. If with the way things are, you just press the standard attack over and over again, with auto attack, you wouldn't even press a button while battling.
Auto-attack is not a necessity to the system, I simply feel it has more benefits than drawbacks, as well as being somewhat simple to add.
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Please refrain from posting further opinions regarding auto-attack in this thread. I know this is a controversial topic. While it does require discussion, I feel such a discussion would be better served in one of the already dedicated threads on auto-attack.

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