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  1. #191
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by lenn1 View Post
    This is why there's a disclaimer in red letters before every official post saying things are subject to change.
    He has been saying that he will not change the play style of Classes in every interview he has done for months. This is not the kind of thing you can change over night. He would have known that he intended to do this at the very least a month ago.

    Failing to retract the statement, or in his case continuing to make it is a lie. I'm sorry you people love Yoshida so much and refuse to admit he can make a mistake. But the simple truth is he keeps saying he wants our trust but he refuse to be straight with us. If he had said fromt he begin, Conjerer will become nothing but a healer it would have been one thing. But he said Conjurer would not change, White Mage would become a healer. That is a pretty considerable misrepresentation of the facts.

    Classes are supposed to be for solo play. That is why he said he was not going to Change the Way they Played. These changes lean them so far toward Party play that soloing is going to be FFXI level ridiculous. Especially since all the skills you could cross class to make Soloing easier are now Class exclusive.
    (4)

  2. #192
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Krausus View Post
    hehe I already know what cross class abilities I'm going to use and my combo/buff rotations =D

    Oh yea i definitely have some ideas rolling around in my head. Just need the opportunity to get in and roll around in it to see what works and was dose not.
    (2)
    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

  3. #193
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Alerith View Post
    CNJ mainly cures now. It will mainly cure after the patch. No change.
    THM use roughly the same nukes over and over. They will have more variety after the patch. They still nuke. No change.
    GLA isn't used for anything but tanking now. After the patch, they will still be tanking. No change.
    PGL is used as a melee DD right now. After the patch, they will have the OPTION of adding elemental damage. They are still a melee DD. No change.
    LNC is a melee DD right now. After the patch, they will do more damage. They are still a melee DD. No change.
    MRD is a hybrid tank/DD right now. After the patch, they will still be a hybrid tank/DD. No change.

    The mechanics of the class are changing. The fundamentals of the class are not. They are adjusting the mechanics of class skills. Not how the class plays.
    Amen to this post
    (8)

  4. #194
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Griss View Post
    Oh yea i definitely have some ideas rolling around in my head. Just need the opportunity to get in and roll around in it to see what works and was dose not.
    yep cant wait ^^
    (0)

  5. #195
    Player
    Holland's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa ^^
    Posts
    751
    Character
    Holland Stark
    World
    Faerie
    Main Class
    Marauder Lv 24
    I wonder how this more dynamic play style for WS and Combos will affect Ifrit battle. The current strategy still allows players to move around Ifrit for their WS's ("From the right or left" "from behind") but LNC at some point might need to move to the front for at least one combo and at least one of his WS if I remember correctly.

    One thing seems to be sure, GLA will never loose hate on Ifrit xD
    (0)

    Signature provided by grausekopf ~ Thank you ^^
    Quote Originally Posted by Hikozaemon View Post
    Thanks for the 5 ifrits canes Yoshi i can build a life raft and use them to float to another mmo.

  6. #196
    Player
    Mieck's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    252
    Character
    Mieck Corcoczeck
    World
    Ragnarok
    Main Class
    Dark Knight Lv 100
    I'm pretty enthusiastic about these changes. MRD/WAR looks like a decent setup, with that AoE Stun ability looking like it should be a lot of (potentially suicidal) fun.

    I noted earlier someone commented on the loss of Shell - didn't they remove Magical Defence anyway? I thought they upped Magic Evasion and resistances instead? So that probably covers Shell off.
    I'm actually replaying FF3 at the moment and when I saw CNJ/WHM getting Aero, I was pretty happy with the route they had taken.
    (0)

  7. #197
    Player
    JGwinters's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    111
    Character
    Sharcos Dea
    World
    Balmung
    Main Class
    Scholar Lv 63
    Quote Originally Posted by Krausus View Post
    they didn't change any classes play style, removing abilities is not changing the play style, name one class whose play style was effected. GLD still tanks, MRD can tank and do DPS, LNC still is a DD with TP management, pug is still a fast attacking evade machine, Arch is still a ranged DD, Con is still a healing focus mage, THM is still a DD mage.
    I may have missed it. Please point me to the abilities where LNC manages the enemy's TP? All I see is player-TP management. You didn't touch on any other support abilities so I guess I won't go into that.
    (0)

  8. #198
    Player
    Krausus's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,126
    Character
    Krausus Dracul
    World
    Famfrit
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Holland View Post
    I wonder how this more dynamic play style for WS and Combos will affect Ifrit battle. The current strategy still allows players to move around Ifrit for their WS's ("From the right or left" "from behind") but LNC at some point might need to move to the front for at least one combo and at least one of his WS if I remember correctly.

    One thing seems to be sure, GLA will never loose hate on Ifrit xD

    LNC Abl. 1 > LNC Abl. 2 (x 3 if you have to use it 3 times to stack it 3 times) > LNC WS 1 > LNC WS 2 > LNC WS 3 > LNC WS 5 > LNC WS 6 > ARC Abl. 2 > ∟DRG WS 2 > PUG Abl. 2 > DRG Abl. 1 > DRG Abl. 3

    this combo string would require you to start in the front then move to the back then move to a side and then move to the back again lol will be great!
    (2)

  9. #199
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Hi All,

    THANK YOU! Yoshida-san and the Final Fantasy XIV Battle Team!

    Now THIS is what I was hoping we'd see with Class Reforms and the debut of the Job System! (^_^)

    All the classes / jobs sound *unique* now, and have interesting characteristics, especially with the Combo Potential of tacking on attack after attack.

    Paladin sounds amazing! Especially these... Abl. 3 sounds like a mini-version of Invincible (but just vs. Melee).

    • PLD Abl. 3 Grants imperviousness to melee attacks. Effect fades upon moving.
    • PLD Mag. 1 Restores target's HP. When cast on another player, restores 50% of their HP in addition to a portion of your own.
    • GLD WS 8 - Self AoE Increases enmity of all enemies within range. Can only be used immediately after blocking an attack.
    Marauder / Warrior sounds like a beast! Especially this:

    • WAR Abl. 4 Self AoE Increases the maximum HP and attack power of all party members within range, and removes any Sleep effects. Stuns all enemies within range.

    Pugilist / Monk sounds like a really fun, directional / positional, combo character.

    Lancer / Dragoon sounds like Critical Damage Incarnate. I really look forward to the insane Critical Damage it can do in those Combo Chains. They sound really impressive and... they can "breathe" Fire potentially.

    Archer / Bard sounds really cool also. Support Songs from Bard, but also the ability to deal some good Ranged, Spike Damage (offense) via Archer WS. I can definitely see some potential and *teamwork* involved with using different classes, like having these Bard Songs running to help the low Accuracy of Dragoon:

    • BRD Mag. 2 Gradually increases the TP of all party members within range.
    • BRD Mag. 3 Increases the physical and magic accuracy of all party members within range.

    Conjurer / White Mage sounds pretty fun also. This is the one I was most keenly watching. It sounds like we get a Mini-Benediction (2 Hour-like) ability!

    • WHM Abl. 2 Instantly restores HP of all party members.
    And I really like how they gave White Mage / Conjurer some offensive capabilities. This last Spell sounds *amazing* if done right.

    • WHM Mag. 3 Consumes all MP to deal damage to all enemies within range. Chance to inflict Bind.
    I wonder where Shell is though?

    I think the only one I have some issue with is Thaumaturge / Black Mage. There are some redundancies here that I hope are a typo, or will be changed. For example:

    • Why does Conjurer *and* Thaumaturge have Sleep Spell? It doesn't make sense, IMO. I guess it's to help solo mages in the field? But I'd like to see Sleep be on Conjurer only (but can be cross-mapped).
    • As viion mentioned, it seems BLM is missing Water Element (even though the description says they're the master of all 6 Elements).
    This Combo Chain sounds AMAZING though!



    • THM Mag. 5 Deals fire damage to all enemies within range of the target.
    • ∟THM Mag. 6 Deals fire damage to all enemies within range of the target.Combo: THM Magic 5, Bonus: Reduced cast time.
    •  ∟THM Mag. 7 Deals fire damage to all enemies within range of the target.Combo: THM Magic 6, Bonus: Reduced cast time.


    I can't wait to see what it looks like with Final Visual FX changes! Sounds like a Fire Storm of Destruction!

    Overall, I haven't been so excited about Final Fantasy XIV since playing Dzemael for the first time (before figuring out the easy strategies).

    There's so much potential here, and it sounds like a good foundation for what people will be doing day in and day out (core combat).

    Now I hope the new Skillchain / Battle Regimen 2.0 Combo System (for all party members contributing) can tie this all together.

    (And what's cool is that we don't even have the Traits List yet! So there should be more interesting additions there.)

    Keep up the good work Yoshida-san!
    (9)

  10. #200
    Player Alerith's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    2,187
    Character
    Alerith Rayneheart
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    I'm very happy about the Paladin ability that "grants imperviousness to physical attacks" as long as you aren't moving. It really gives a "I dare you to cross this line" kind of feel to it.
    (1)

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