I did not say to add more and more base classes. /sighWhat's the point of adding more and more base classes when the main focus will still be the actual new job?
It just sounds like wasted resources, since people will just forget about the pre-job class once they hit 30 and unlock the job. As for trying out, it's a very minimal way of trying out, since the pre-HW jobs only require level 15 in the secondary class. Besides, branching them off existing jobs would end up taking up way more time than necessary, as they'd have to create a skillset that meshes well with the base class.
You hit level 30 on a class, your class trainer congratulates you and sends you on your way to the job trainer, and then the entire class thing kinda fades out, complete focus on the job. I'm not sure how you think this is unique or well designed.
I addressed that in this part of my post, although sorry for the accidental use of "existing jobs" when I meant "existing classes":
Since if you want new jobs to branch off classes, you'd either need new classes (Rogue -> Ninja), or an existing class that has a skillset that meshes with the new job.
Your first statement was what is the point in adding more and more classes, that was the part of your post I was referring to. I should note that I was referring to more jobs branching off current classes.I addressed that in this part of my post, although sorry for the accidental use of "existing jobs" when I meant "existing classes":
Since if you want new jobs to branch off classes, you'd either need new classes (Rogue -> Ninja), or an existing class that has a skillset that meshes with the new job.
Adding a new job based off a current class would take less time than a new job based off no existing class, I'd imagine, as many of the animations etc. are already created.
Obviously, this is part of the game that you specifically don't like, and that's fine (we can disagree). It was part of the game that initially I loved and originally hooked me in to the game. It's sad that they have reversed their stance on it.
I see you have all of the crafting/gathering classes to 60. Imagine if they decided in Stormblood to just do away with crafting/gathering, as it is too hard to balance their value while also not making them too valuable. It's naturally a difficult balance that they've had issues hitting, but they continue with the hard work any way, because it's an essential part of the game. In my opinion, the class to job system was essential as well. That is because it added, in a way, a specialization system. This game sorely lacks any sort of class customization (talent tree, specializations etc.), and I thought this system was their version of it.
It takes more time as they'd be limited in the ideas on which new jobs to add, since they'd be tied to the base skillsets of the existing classes. Unless they create a new base class for it. When it comes to that, what's the point? Might as well put the effort that'd go into creating a base class, into further developing the actual job. For example: Astrologian, would it even exist if they had to tie it to one of the current base classes?
Not sure where I said I disliked it, I just don't see how you think it's "unique" or "interesting" when the class system fades out by the time the player unlocks the job. You got hooked without fully understanding the system that hooked you, and now you're just making it sound like they reversed their stance.Originally Posted by Kaurie
Obviously, this is part of the game that you specifically don't like, and that's fine (we can disagree). It was part of the game that initially I loved and originally hooked me in to the game. It's sad that they have reversed their stance on it.
Except they don't add new DoH/L jobs, and the gear that's created by DoH jobs can be somewhat predictable, so it's not like they're "hard to balance" as they already have a general idea how to balance it. For example, NIN often has their gear crafted by LTW, while a PLD often has their gear crafted by ARM. A WHM often has their gear crafted by WVR. Accessories are often made by CRP/GSM. BSM has the majority of the weapons and tools. DoL is pretty much balanced around whichever mats are needed for the DoH jobs.Originally Posted by Kaurie
I see you have all of the crafting/gathering classes to 60. Imagine if they decided in Stormblood to just do away with crafting/gathering, as it is too hard to balance their value while also not making them too valuable. It's naturally a difficult balance that they've had issues hitting, but they continue with the hard work any way, because it's an essential part of the game. In my opinion, the class to job system was essential as well. That is because it added, in a way, a specialization system. This game sorely lacks any sort of class customization (talent tree, specializations etc.), and I thought this system was their version of it.
But you hate crafting, so I don't expect you to know that a lot of crafters disliked the specialization system that SE put (wasted) effort in.
Last edited by Nezerius; 11-28-2016 at 02:22 AM.
Found a few more points:
- Have minion and companion out at the same time.
- Have minions inside the dungeons
- Have our companion inside the city
Olivar Starblaze
Onion Knight - Lalafell Carbuncle Retainer
<TASTY>
Ragnarok Server
They literally reversed their stance, and I fully understand what hooked me. I'm giving up with this conversation though.Not sure where I said I disliked it, I just don't see how you think it's "unique" or "interesting" when the class system fades out by the time the player unlocks the job. You got hooked without fully understanding the system that hooked you, and now you're just making it sound like they reversed their stance.
They tried out something new (two jobs splitting off one class) and came to the conclusion that it didn't work. You perceived this as their normal stance, even though it wasn't, and now you believe that they reversed their stance.
Perhaps you should consider giving up on this game too, as it is highly unlikely that they'll drastically change it in the way you want it to be.
The random stats were pointless. They were small, so they literally affected nothing, and mostly the same depending on who the equipment was for.
Anyway I find it silly that you come here and state that you want the entire game to completely change.
This is an "I want this to happen" thread. Your suggestions are not only outrageous (not for a laugh outrageous either) but if you actually, truly, want these changes you are showing your selfishness and a complete disregard of people who actually enjoy the game for what it is. Yes this thread isn't going to affect anything but it says a lot about your character when you are suggesting the complete and utter deconstruction of what the current game is and asking for things that are silly, pointless, and things that many of us who actually enjoy FFXIV don't want to see.
Never going to happen.
Last edited by Rivxkobe; 11-28-2016 at 03:45 AM.
I would like to see body tattoos or war paint w/e. Kinda like the one you get with the arachne mnk or ninja armor but in character creation or aesthetician
Really just hoping for smaller, denser areas than Heavensward brought.
Forgive me for barging in on the conversation, but I figure specialisation/talent trees are simply ways of having some variety on the one character - which is the benefit that the armoury system provides now. The ability to switch out to any job is why I think we'll not see meaningful class customisation or horizontal progression.
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