I wonder if they'll tweak/rename the abilities that mimic the old cross class skills?
Mercy Stroke = Lancet
Blood Bath = Blood Lance
Internal Release = Fervor
etc
I wonder if they'll tweak/rename the abilities that mimic the old cross class skills?
Mercy Stroke = Lancet
Blood Bath = Blood Lance
Internal Release = Fervor
etc
Thee extra damage from Balance is probably meant to be more or less offset by the extra damage WHM enjoys by having higher potency nukes and being able to nuke longer while regens and oGCD cures take care of things. By comparison, AST only has one oGCD cure, WHM has 3.
The reason this game lacks permanent passive bonuses for leveling classes is simple: Accessibility. Most players don't have the time to level more than a few classes to Max. Most players aren't even interested in doing so, hence why each player has a "main". If the bonuses are significant, then it will likely be seen as a "requirement" to level all the other classes, which is a huge turn off to a lot of players. Try telling someone who wants to play a Black Mage to max out 13 (until Stormblood, in which case it will be at least 14) other unrelated classes to stay relevant. Many players would just quit at that point. Alternatively, the bonuses could be entirely minor, but then people would complain about their bonuses not mattering enough. I think the current system is fine for now. It allows people to focus on the Job they most enjoy, while forcing them to dip their feet into other classes a little bit. For example, I had to get Conjurer to level 15 for Paladin, but I actually found I enjoyed playing it. However, if I didn't enjoy it, I wouldn't have to max it out to get all the benefits out of it. Under the OPs suggestion, that might not be a viable option anymore. Plus, it would take insane amounts of work to rebalance the game around full cross-classing of abilities or traits. It would almost have to be built from the ground up (which isn't impossible, but is expansion territory).
That said, the current Cross Class system is going away with 4.0. It's going to be replaced with "role based skills" that you get automatically. I hope Frankfurt's Fan Fest will give us a more detailed overview of it, since it could be a massive, or a relatively, minor change.
Last edited by Claymore65; 02-03-2017 at 06:41 AM.
Great suggestion. That would be awesome! I hate those damn birds.
If we could also throw Lalafel and moogles on the hit list, you would have my full support.
That said, it rarely existed as a permanent buff in previous iterations; in others, it could be consumed by other actions, could stack, had limited duration, had variable effectiveness and/or success chance, etc. While the spell, by name, may have been a necessary hat-tip, it certainly didn't need to be one of the least interesting forms imaginable.
Last edited by Shurrikhan; 02-13-2017 at 06:04 AM.
Too bad they didnt make protect the bubble shield Y'shtola uses. AST could have gotten something else!!That said, it rarely existed as a permanent buff in previous iterations; in others, it could be consumed by other actions, could stack, had limited duration, had variable effectiveness and/or success chance, etc. While the spell, by name, may have been a necessary hat-tip, it certainly need to be one of the least interesting forms imaginable.
Unless stepping on the toes of a more integral spell like Adloquiem (in whatever similarly modified version that might be), just having it be a short, costly buff that significantly increases defense would have been fine.
Or you could have introduced it as a sort of "Guard" mechanic, wherein it adds temporary, damage-removable bonus defense that causes further mitigation as a percent of defense. It could be as high as double defense for the first hit, but the more damage it thereby intercepts, the more quickly that bonus percentage fades. (If you want it to intercept as much damage as possible, use it over a series of light attacks, but if you need it to survive a strong hit, then make sure it's a fresh buff that you're blowing all against that one attack.)
If mana alone is too small a limiter, then you could even insert a resource cooldown, wherein it can charge up to a certain seconds' count of use, and damage intercepted or duration done negates from that charge to result in a variable cooldown.
Then it wouldn't have been protect. Literally, in other iterations of Final Fantasy, protect increases your resistance to physical attacks. What you guys are speaking about is a nullification of physical attacks. They are not one in the same.
S'like saying death and knocked out are the same. They're not.
Also, I'd really hate to see passives like have X amount of jobs leveled, gain X amount of increased damage dealt. Or any other kind of buff. I like how this game offers 1 character can play everything, but by no means should it be forced. Let's face it, if you plan to raid, you would be forced to do it.
Not really any point discussing this till we have some insight into the changes.
I swear you look at the topic, and realize this was literally 6 pages of debate on the conjurer spell protect...
I dont see them drastically changing the meta for any role, i do see protect get moved to the cross role list as well as stoneskin, thats right paladin loses both, but they have DV and Clemency now, and maybe theyll see an esuna or even a holy res or something.
B4B will prob be all melee as it already is. RS will be for all ranged jobs and magic users probably.
stuff like this.
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