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  1. #1
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    74

    New ability lists and you

    I have read a nauseating amount of complaints since the devs posted the new ability lists, and i was wondering if any of the people complaining would care to take a look at the ability lists from a fresh perspective. Imagine, for a moment, that this is a brand new game and these are the classes with their respective roles:

    Gladiator
    Heavy tank class with abilities focused on keeping the enemy focused on him, and reducing the damage and effectiveness of enemy attacks.

    Marauder
    A solid tank and DD, with a skillset that readily switches between dishing out and receiving damage. Keeps the enemy focused with a combination of abilities and raw damage output.

    Pugilist
    Tactical DD with abilities to disrupt the enemy's battle plans. Changes fighting style depending on the flow of battle. Can immediately grab the enemy's attention to assist a tank in trouble--turning the tide of a battle that is headed downhill.

    Lancer
    A focused DD with abilities centered around managing HP and TP to maximize damage dealt or minimize hazard as needed. Compensates for his relatively low accuracy with his ability to turn a missed hit into an opportunity for devastating damage.

    Archer
    An expert ranged DD focused on unleashing a large amount of damage in a short amount of time. Can do a great deal of damage, then immediately shed enmity. Also helpful in assisting his party in escaping a bad situation intact.

    Conjurer
    A mage with a set of abilities primarily focused on keeping his teammates healthy. Though not his strong suit, the conjurer can wield the power of earth and wind to dispatch foes if the situation demands it.

    Thaumaturge
    A mage with a set of abilities primarily focused on causing elemental damage. The thaumaturge can also put an enemy to sleep should a battle grow out of control.

    To me, this sounds like an excellent foundation upon which to build. The only trouble is this is an existing game, with an existing player base. People can be loath to change, even when it is clearly for the better.
    (12)

  2. #2
    Player
    Rubicon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    439
    Character
    Rubicon Vale
    World
    Excalibur
    Main Class
    Summoner Lv 90
    Yea I might tweak the messages a bit but the core is right on target. The problem we have is it feels like the rug is being pulled out from underneath us. But it's for the best, 2.0 will be a much better game than 1.0 ever was.
    (2)

  3. #3
    Player
    Orophin's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,446
    Character
    Orophin Calmcacil
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    I embrace the changes. I haven't played casters past the mid 20s so I can sympathize with their situation, but as someone interested in playing a BLM eventually, I don't mind how THM is shaping up. I am a bit saddened that some of the debuffs will be missing altogether (poison, paralyze) but let's just hope SE has a plan for a debuff class later down the road.
    (0)

  4. #4
    Player
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    Mar 2011
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    Gridania
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    1,620
    Quote Originally Posted by Orophin View Post
    I embrace the changes. I haven't played casters past the mid 20s so I can sympathize with their situation, but as someone interested in playing a BLM eventually, I don't mind how THM is shaping up. I am a bit saddened that some of the debuffs will be missing altogether (poison, paralyze) but let's just hope SE has a plan for a debuff class later down the road.
    Sympathize? There is nothing to sympathize about. Most of the spells and abilities from the mage classes went unused or were completely useless. why have 19547891720 spells if I'm going to actually use only about 10 of them? I am all for my mage roles being more defined. I can live without the debuffs, I've barely used them since 1.19 anyways.
    (3)

  5. #5
    Player
    Orophin's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,446
    Character
    Orophin Calmcacil
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by PrettyPrincess View Post
    Sympathize? There is nothing to sympathize about. Most of the spells and abilities from the mage classes went unused or were completely useless. why have 19547891720 spells if I'm going to actually use only about 10 of them? I am all for my mage roles being more defined. I can live without the debuffs, I've barely used them since 1.19 anyways.
    Well, THM is losing absorb HP/MP, Bio/Dia, other class defining skills/spells. (not class defining anymore apparently) That's the only part I sympathize with. As I said, I'm fine playing the class as it will be, but I know a lot of people that have played THM as their primary class and are really unhappy with the changes.
    (0)

  6. #6
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    i wish they'd give glad something more useful then tempered will, it didn't work on the eye in DH, and it doesn't work on ifrit, so its pretty useless if they don't change it.

    tempered will(removes bind and heavy effects), or does it, lol
    (0)

  7. #7
    Player

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    Mar 2011
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    Gridania
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    74
    Quote Originally Posted by PrettyPrincess View Post
    Sympathize? There is nothing to sympathize about. Most of the spells and abilities from the mage classes went unused or were completely useless. why have 19547891720 spells if I'm going to actually use only about 10 of them? I am all for my mage roles being more defined. I can live without the debuffs, I've barely used them since 1.19 anyways.
    I like the direction of the changes and I think they will make for a far better experience for all, yet I still sympathize with those who are upset by it. I don't care for the generally whiney nature of their criticisms, or all of their doomsaying, but I understand their displeasure. There are a number of playstyles out there, and while we may not use many of the spells that are going away, many do. Additionally, a lot of your character's identity comes from the abilities. I think that many people feel that they are losing their character's identity. I find plenty of sympathy for their situation, but little to agree with them about.
    (0)

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