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  1. #1
    Player
    Rau's Avatar
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    Mar 2011
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    2,143
    Character
    Rau Berlioz
    World
    Excalibur
    Main Class
    Warrior Lv 90
    Radicals/staffs give better Mag Acc/Pot so they should be for BLM.
    Wand for WHM


    and call me old fashion but I think PLDs should stick with sword and shield, and maybe occasionally use greatsword.

    Greatswords should be used for Berserkers or Dark Knights :#
    (0)
    Quote Originally Posted by Eemeefu View Post
    This thread is not a beautiful or unique snowflake.

  2. #2
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Rau View Post
    Radicals/staffs give better Mag Acc/Pot so they should be for BLM.
    Wand for WHM


    and call me old fashion but I think PLDs should stick with sword and shield, and maybe occasionally use greatsword.

    Greatswords should be used for Berserkers or Dark Knights :#
    Please understand that main-hand weapons would need to be reconfigured to accommodate the new Disciples of Magic classes. A radical, staff, or wand under the new system would be given abilities better suited for their respective classes.

    On the Greatsword issue, its just an idea that would change the way PLD are thought of in this game. Instead of being a copy of the Solider/Gladiator with some spells, it would be interesting to see a PLD that hits hard, gains MP from damage taken, and uses spells to ward off damage.

    Again, just ideas. I would be just as happy with traditional/classic Sword and Shield setup for the PLD class.
    (0)
    Last edited by Zantetsuken; 03-17-2011 at 03:35 AM.

  3. #3
    Player

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    Mar 2011
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    Job combo like FFT would be very sweet in this game and would fit in perfectly. The starting jobs are the base or core for all advance class and depending on the combination of weapon ranks could unlock quest that reward you with a new weapon class:

    (MRD 30 + PUG 30) = WAR quest (dualist with Axe's)
    (GLD 30 + SEN 30 + CON 20) = PLD quest
    (CON 40) = WHM/BLM quest
    (PLD 30 + WHM 30) = Templar/Cleric quest

    edit: sorry hit tab then enter ><;

    But I also think they should keep the PL also, but your PL should be the main factor that everything is base on. Thats why we have the ability to change our owe stats right? If I know in my heart that I'm going to be the best PLD the world has ever seen. Them I'm going to put stats on VIT, MND, DEX and nothing else. But this would kill you if you ever want to play something else, But thats the reason for the best in the world. Also all your traits, amount of abilities you can equip are based on you PL not the rank. This way it would give more ranks uniqueness: rank 20 but PL 10, one could only equip 2 maybe 3 skills

    If you are PL 30 then should be as strong as a lvl 30, not level 1 because you just got a new weapon. PL works very well are the very start of the game but is phased out quick like through back tracking new ranks are crafting. As for me I'm lvl 50 but my highest rank is 33, and i get my ass kicked by lvl 40 mobs. That should not happen, I should be able to take a long 20 min (as long as cures last) fight swaging my rank 33 sword and missing 10 times in a row before landing a hit. This kinda falls in the same domain as skill up parties worked FFXI. LVL75 with a lvl 1 dagger skill attacking a goblin in the jungle for 30 mins.

    Granted I think PL XP should be quadrupled, it should take a very long time to gain a PL. It was just too easy to get for me... I did do alot of crafting before the gimp because of that greedy repair npc, was getting like a PL a day, should take a week or more.... anyways PL should = how strong you are, how long you have been in the world (uncapped PL can go as high as you would like, grated the xp would just get so ridiculous where it would become pointless to even try). Rank should = the abilities of that class/weapon.

    I think this would give a new spin things instead of the same old war 1~ 30 start over, pug 1 ~ 20 start over, con 1 ~ 20... .. . At the begging this would give enough challenge to keep things fresh and at end game would help you speed up getting new abilities for new jobs and you know SE is going give us a metric ton of jobs, just a matter of time. It's kinda the same idea as you don't need to learn how to drive a car just because you got a new one, you just have to learn how to drive that new car differently.

    sorry for the rambling, but this was a pretty cool thread to read got me into it :O
    (0)
    Last edited by Mahi; 03-18-2011 at 01:22 AM.

  4. #4
    Player
    Llan's Avatar
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    Mar 2011
    Location
    Ul'dah
    Posts
    72
    Character
    Llan Hana
    World
    Behemoth
    Main Class
    Archer Lv 60
    Quote Originally Posted by ARoy View Post
    One of my main beefs with the FFXIV armory system in the first place is that a particular class is forced to use this weapon or that. There should be some more spread here, people. I don't want to be forced to tank because I like using swords.

    Already Mages can use shields. There's no reason to force people to use certain weapons two handed (Axes, Lances). Lances being two handed in FFT was to balance their extended range. Crossbows and guns also make a nice one handed weapon.

    Class Distinction is nice and all, but forcing every tank to be a sword user or every DPS to be a axe wielder will just make it bland and boring. We need variety within the classes, but not to the point of them being indistinguishable as they are now.

    We need to define classes by their abilities, not their weapons. Of course some weapons would just plain make less sense to equip on one class or another than others, and so should either require either special skills (As Equip Swords/Axes/Brawl/Lances/Bows/Guns/etc. via FFT), or incur major penalties for using them.

    A white mage using a great sword or gun instead of a staff, for instance, is silly. -50% Accuracy?
    Hmm...
    I do agree that basic classes should have a more efficient way to evolve other then just becoming a stronger version of the first, basic class. However, I must say the idea of anyone being able to equip anything is by far, stupid.

    What I would suggest to improve your idea Mira, is that SE could add a 2 Handed Sword or Great Sword evolution to the Gladiators class therefore people would be able to be a Tank or a slow attack speed DMG dealer. (I say slow, because the idea of a bersek class was meant to be for Marauders, am I right?)

    Llan Hana.
    (0)

    ---------------------------------
    Sigh...

  5. #5
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    Quote Originally Posted by ARoy View Post
    One of my main beefs with the FFXIV armory system in the first place is that a particular class is forced to use this weapon or that. There should be some more spread here, people. I don't want to be forced to tank because I like using swords.

    Already Mages can use shields. There's no reason to force people to use certain weapons two handed (Axes, Lances). Lances being two handed in FFT was to balance their extended range. Crossbows and guns also make a nice one handed weapon.

    Class Distinction is nice and all, but forcing every tank to be a sword user or every DPS to be a axe wielder will just make it bland and boring. We need variety within the classes, but not to the point of them being indistinguishable as they are now.

    We need to define classes by their abilities, not their weapons. Of course some weapons would just plain make less sense to equip on one class or another than others, and so should either require either special skills (As Equip Swords/Axes/Brawl/Lances/Bows/Guns/etc. via FFT), or incur major penalties for using them.

    A white mage using a great sword or gun instead of a staff, for instance, is silly. -50% Accuracy?
    i agree that that there needs to be some flexibility in weapons. 2handed swords should be able to be used by both dark knight, warriors & paladins. maybe adding favor classes there would be a bonus to the class type like:

    Favors = +10% dmg & acc
    non-Favors = -20% dmg & acc

    this would gives a 30% difference, if the base dmg is 50 then a positive bonus would be 55 dmg while a negative bonus would be 40 dmg as it scales up 500 base damage would be 550 vs 400 damage this should be enough difference but still but still prove to be useful. artifact weapons should favor fewer classes then non-artifact weapons.

    what should set apart the uniqueness in classes is class only passives and active abilities. in FF 11 each class had few passive traits that grew with level, but not all passives transfered over when the it was sub-job. since FF 14 doesnt have class only traits that grow with rank and some class only lack luster active abilities like FF 11's 2hour abilities. people start to see all classes as the same. by giving classes some class only passives and maybe one 1hr and one 30min abilities people might see how classes can be more unique with out swapping out skills.
    (0)
    Last edited by Chibino; 03-16-2011 at 09:12 PM.

    http://SanctusRefero.com | http://xivpads.viion.co.uk/?id=5001580

  6. #6
    Player
    Alise's Avatar
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    Mar 2011
    Posts
    1,071
    Character
    Alise Reinhart
    World
    Tonberry
    Main Class
    Gladiator Lv 80
    Enfeebling/Draining Magic (Jeweled Wand)- Arcanist (Thaumaturge)

    >> not working, because they have 2 guilds in separate city.


    @ARoy : Could you tell me how to crop classes rank data on custom signature?
    (0)

    FFXIV : ARR all instance boss gameplay video can be found here..
    http://www.youtube.com/user/Arikameow/videos?shelf_index=0&sort=dd&view=0

  7. #7
    Player
    Cairdeas's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,759
    Character
    Julie Nymphiel
    World
    Balmung
    Main Class
    Marauder Lv 60
    My personal belief is they should just tack the Job System ontop of the Armoury System so that you have two Wheels to pull from. One being Class (Your Weapon) and one being Job (Your Hat)

    If You Equip Gladiator and Paladin you get a bonus for equipping skills native to both Gladiator or Paladin, but can still equip skills from outside those grouping it just costs more to equip them and you do not get bonuses.

    The bonuses could be anything from augmentations to other skills, Or Stat Bonuses for each skill similar to Blue Mage from XI.


    So in That Example if You were a Gladiator/Paladin

    Equipping Cure would still give you the bonus even though Cure comes from the Conjurer Class, and you can use it similarly as Conjurer would Because Paladin is proficient with it.
    (0)
    Last edited by Cairdeas; 03-16-2011 at 09:12 PM.
    I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.

  8. #8
    Player
    ARoy's Avatar
    Join Date
    Mar 2011
    Posts
    61
    Character
    Mira Aeolia
    World
    Sargatanas
    Main Class
    Gladiator Lv 28
    Quote Originally Posted by Cairdeas View Post
    My personal belief is they should just tack the Job System ontop of the Armoury System so that you have two Wheels to pull from. One being Class (Your Weapon) and one being Job (Your Hat)

    If You Equip Gladiator and Paladin you get a bonus for equipping skills native to both Gladiator or Paladin, but can still equip skills from outside those grouping it just costs more to equip them and you do not get bonuses.

    The bonuses could be anything from augmentations to other skills, Or Stat Bonuses for each skill similar to Blue Mage from XI.


    So in That Example if You were a Gladiator/Paladin

    Equipping Cure would still give you the bonus even though Cure comes from the Conjurer Class, and you can use it similarly as Conjurer would Because Paladin is proficient with it.
    Yes, but I'm also of the mind that equipping skills that aren't suited to your job should make them either unusable or incur penalties. They already do this for some skills (non casters can't AOE, using a slash skill with a thrust weapon is weaker than on a slash weapon with the same numbers).

    Alise; I'm using a different signature generator than you are, don't know the link but you can view the image in your browser to find the URL and work from there. Think I'll put this in my sig when I get up in the morning...
    (0)

  9. #9
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    Mar 2011
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    All of these ideas are great. But I just can't believe they left out two handed sword on FFXIV. Anyways, if the weapon is the job class, than its impossible to be a mage with a great sword. But only can be a melee class with great sword using some mage magics. I think the weapon should not be the job class to avoid this. Even though the hat equipping for job class is possible, but still the same concept.

    Here are my thoughts, if only they take the weapon job class out and bring back job class like FFXI combine with FFT. As others already said, this should make the job class more unique. For this I like the idea of weapon bonus to favor job only, and also magic or abilities bonuses to favor job. This is the way to go. What do you guys think?
    (0)

  10. #10
    Player
    Cairdeas's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,759
    Character
    Julie Nymphiel
    World
    Balmung
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Drakong View Post
    All of these ideas are great. But I just can't believe they left out two handed sword on FFXIV. Anyways, if the weapon is the job class, than its impossible to be a mage with a great sword. But only can be a melee class with great sword using some mage magics. I think the weapon should not be the job class to avoid this. Even though the hat equipping for job class is possible, but still the same concept.

    Here are my thoughts, if only they take the weapon job class out and bring back job class like FFXI combine with FFT. As others already said, this should make the job class more unique. For this I like the idea of weapon bonus to favor job only, and also magic or abilities bonuses to favor job. This is the way to go. What do you guys think?
    They already said they were not going to scrap the basic Armoury system but augment it.
    (0)
    I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.

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