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Thread: 2.0..... Why

  1. #61
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    Quote Originally Posted by Spellbinder View Post
    fundamentally they haven't changed,

    GLD before change tank, after tank
    MRD before change DD+tank, after DD+tank
    LNC before change DD, after DD
    PUG before change DD+possible evade tank, after DD possible evade tank
    THM before change magic DD+back up healer, after change magic DD+ back up healer
    CON before change healer, after change healer
    ARC before change nerfed DD, after changer DD(maybe better time will tell maybe not)+ buffer

    ok i grant you ARC has changed some what. but it was broken and couldn't stay the way it was, its still DD so they added to it not took away or changed it completely, but in general classes are fundamentally the same.
    (0)
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  2. #62
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    Spellbinder's Avatar
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    Chenn Maboroshi
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    In the case of mages, I'd have to argue their changes were very fundamental.
    (1)

  3. #63
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    Quote Originally Posted by Spellbinder View Post
    In the case of mages, I'd have to argue their changes were very fundamental.
    that is cool every1 is entitled to their opinion, if you back it up with why you think they have fundamentally changed. you may even change my opinion, but one line with "i have to argue" but then leaving it at that, is no argument/debate really
    (0)
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  4. #64
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    Jinko's Avatar
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    Jinko Jinko
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    Quote Originally Posted by grandm View Post
    to re-build a game and not turn it off is as far as i know, unheard of. one of the main reasons we hear wait till 2.0. is because, this server is rubbish.

    they could have said "right we are turning it off for a year, come back in 2013 when we have rebuilt everything" that would have been alot easier than trying to re-build it while we still play it, so this is why you hear wait till 2.0 alot
    This would have probably been the best way to do it, they could have got it out much faster than 2013 having the whole team working on the same project instead of splitting them down the middle.
    (2)

  5. #65
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    Betelgeuzah's Avatar
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    Captain Lalafist
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    Quote Originally Posted by Jinko View Post
    This would have probably been the best way to do it, they could have got it out much faster than 2013 having the whole team working on the same project instead of splitting them down the middle.
    Uh-huh.

    So completing a project of this scale in <2 years sounds like too long of a timeframe to you? They are practically remaking the entire game, while making a new game takes usually at least 3 years after pre-production that can also take years. They were done with that in 3 months.

    The only steps they are skipping in comparison to creating a whole new game are the gear and few area assets.
    (1)

  6. #66
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    Quote Originally Posted by Jinko View Post
    This would have probably been the best way to do it, they could have got it out much faster than 2013 having the whole team working on the same project instead of splitting them down the middle.
    i kinda have to disagree with that "too many cooks spoil the broath"

    SE is a huge company with huge resources, if it takes 50 ppl working around the clock on V2.0, to be working as fast as they can, then SE could do that, working as fast as they can with the optimal amount of ppl, i.e. 51 can not do the work any faster than 50 (of course 50 is a random number i came up with, i don't really know what the number is)

    but i am sure what ever the amount they need to work on the project at full speed is the amount that is working on it. that don't mean they cna't work on the game we are playing at the same time. with another independent team. it would not be the first time they have developed two games at the same time
    (0)
    What I have shown you is reality. What you remember, that is the illusion.

  7. #67
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    Spellbinder's Avatar
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    Quote Originally Posted by grandm View Post
    that is cool every1 is entitled to their opinion, if you back it up with why you think they have fundamentally changed. you may even change my opinion, but one line with "i have to argue" but then leaving it at that, is no argument/debate really
    Looking at the Conjurer before these changes, it was the mage that harnessed the power of the elements. While yes it had all the resources necessary to be a good healer, it also had the resources necessary to be offensive. In my opinion, post 1.18 the Conjurer class was offensive with an obvious slant toward support.

    Looking at the Thaumaturge before these changes, it was a mage concerned with the balance of life and death known for its Light and Dark powers (Banish and Scourge). Along with its array of draining and enfeebling attacks post 1.18 Thaumaturge was offensive with a slant toward enfeebling.

    Thaumaturge advancing to an offensive caster looks to be a fine choice as far as I'm concerned. However, Conjurer had the capacity for both having not only support skills but a full roster of elemental abilities. I consider it a fundamental change to:

    1.) Take Conjurer with the capacity to be both offensive and supportive and watering down one facet of its abilities by taking several attacks from its arsenal.
    2.) Take Thaumaturge with the capacity to be offensive or an enfeebler and totally eliminate enfeebling and draining skills from it, watering down one facet of its abilities.
    3.) Totally remove Scourge and Banish from Thaumaturge and replace them Fire, Ice, and Thunder, while not hampering its offensive capabilities, totally alters the lore of the mage that revolved around the balance of life forces.
    4.) Totally remove Sacrifice, the only native heal to Thaumaturge forcing it to cherry pick a skill from another class if it wants to support and possibly to solo. (I say possibly since I don't know how the HP skill it's been given will function).

    I've said this many many times, but the Jobs were created as the specialist roles. The problem that I see is the classes, especially in the case of mages, have been overly specialized in the process making the jobs seem redundant.

    Although its obviously too late and would never have happened, it would have made more sense for Conjurer to split into White Mage and Black Mage with Thaumaturge advancing into a different mage class.

    Another possibility would simply to have, for example, let a Conjurer advance to White Mage and simply lock out elemental attacks when playing the White Mage role and likewise lock Thaumaturge into a specialized set of skills as Blackmage to suit that role. In this scenario Conjurer and Thaumaturge as CLASSES not a jobs would still have the liberty to be offensive or supportive but obviously not overshadow the White Mage or Black Mage which have specialized skills and most likely traits for those roles.
    (3)
    Last edited by Spellbinder; 11-24-2011 at 01:25 AM.

  8. #68
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    Quote Originally Posted by Spellbinder View Post
    Looking at the Conjurer before these changes, it was the mage that harnessed the power of the elements. While yes it had all the resources necessary to be a good healer, it also had the resources necessary to be offensive. In my opinion, post 1.18 the Conjurer class was offensive with an obvious slant toward support.

    Looking at the Thaumaturge before these changes, it was a mage concerned with the balance of life and death known for its Light and Dark powers (Banish and Scourge). Along with its array of draining and enfeebling attacks post 1.18 Thaumaturge was offensive with a slant toward enfeebling.

    Thaumaturge advancing to an offensive caster looks to be a fine choice as far as I'm concerned. However, Conjurer had the capacity for both having not only support skills but a full roster of elemental abilities. I consider it a fundamental change to:

    1.) Take Conjurer with the capacity to be both offensive and supportive and watering down one facet of its abilities by taking several attacks from its arsenal.
    2.) Take Thaumaturge with the capacity to be offensive or an enfeebler and totally eliminate enfeebling and draining skills from it, watering down one facet of its abilities.
    3.) Totally remove Scourge and Banish from Thaumaturge and replace them Fire, Ice, and Thunder, while not hampering its offensive capabilities, totally alters the lore of the mage that revolved around the balance of life forces.

    I've said this many many times, but the Jobs were created as the specialist roles. The problem that I see is the classes, especially in the case of mages, have been overly specialized in the process making the jobs seem redundant.

    Although its obviously too late and would never have happened, it would have made more sense for Conjurer to split into White Mage and Black Mage with Thaumaturge advancing into a different mage class.

    Another possibility would simply to have, for example, let a Conjurer advance to White Mage and simply lock out elemental attacks when playing the White Mage role and likewise lock Thaumaturge into a specialized set of skills as Blackmage to suit that role. In this scenario Conjurer and Thaumaturge as CLASSES not a jobs would still have the liberty to be offensive or supportive but obviously not overshadow the White Mage or Black Mage which have specialized skills and most likely traits for those roles.
    i always thought CON would make the better blackmage, if for no other reason than the lore, but it comes as no surprise that CON got white. since 1.18 it has been quite easy to see with all cures going to CON. this does not mean that CON the class is not elementalist it still has its lore steeped in Grid, job is whitemage class is CON 2 different things

    for awhile now THM has been the second choice healer when creating a party, this is not going to change after 1.20, THM has been getting ready for its direction as magic DD, which is what it will be after 1.20. ok so the argument is CON can use magic DD spells as well tho. but we don't know the traits of each class, i can quite easy see THM having insane magic attack potency, i wouldn't be surprised if CONs nukes are stronger with a THM, (i know this goes against what we were told about cross class abilities being less affective with other classes. but offensive spells work with magic damage potency)

    i believe debuffs were taken away for 2 reasons 1) one they were broken, and nobody used them. 2) they are one school of magic and cry out for their own class, we need more mages and what better spells to give an arcanist. give the team some time to make a new mage with these DEbuffs. and with any luck they will work properly next time we see them.

    now the bit of your post i bolded. who said this is not how it is going to work, in my opinion this is exactly how it will work. you put a job stone on you gain abilities but you lose some, we are told class can be for solo but job is only for party. if you add a job stone and gain 5 more abilities but don't lose any how would this stop you from playing solo? if anything it would make solo easyier
    (0)
    Last edited by grandm; 11-24-2011 at 01:45 AM.
    What I have shown you is reality. What you remember, that is the illusion.

  9. #69
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    Spellbinder's Avatar
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    Chenn Maboroshi
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    My point was, assuming every class wasn't slimmed down to 5 abilities, locking out Conjurer or Thaumaturge abilities when playing as Jobs would have permitted the specialized roles everyone was screaming for without undermining the versatility of Conjurer and Thaumaturge. But now we're going to have to wait and see what this new system is going to be like.
    (0)

  10. #70
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    AmyRae's Avatar
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    Amy Rae
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    Hyperion
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    Quote Originally Posted by viion View Post
    Thats how XIV is, if you've not understood this by now your head needs to rest in a bin.

    "Wait till Beta"
    "Wait till Open Beta"
    "Wait till release"
    "Wait till first major patch"
    "Wait till ps3 rel....wait 6 months"
    "They just replaced dev team, give them time"
    "Wait till patch x"
    "Wait till patch y"
    "Wait till patch z"
    "Wait till v2.0"

    I 100% Guarantee there will be more waiting after that lol.
    It's like the opening movie said,

    Miqo'te: How long must we wait? I grow weary of the company.
    Elezen: The feeling, my dear, is mutual.
    Miqo'te: *gasp*
    (2)
    (original by GalvatronZero)

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