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  1. #1
    Player

    Join Date
    Apr 2015
    Location
    Ul'dah
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    734
    Quote Originally Posted by RitsukoSonoda View Post
    FFXI had elemental resistances and even general damage type resistances as well as an MMO which would effect party compositions depending on end game activity and even preferred exp locations for lvling up or earning merits. However it still didn't completely exclude jobs from content. .
    umm so..... loldrg /kick was never a thing you saw? or lolpup? lolmnk? bst never got parties due to the exp reduction, I recall rdm who melee get kicked. I saw ppl vilified smn for not healing and doing their summons. what about blm that couldn't get pt during the colibri meripo?

    ppl excluded jobs in ff11 i had first hand experience when i used to main mnk when "lolmnk" was a thing. it took me 8 hrs to get an exp party on a good day.
    (3)

  2. #2
    Player RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,146
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by BigRed5392 View Post
    *snip*
    That again had nothing to do with job specific traits. It had to do with either the job kit or the type of damage the job excelled at. 5x DRG + BRD merit party on colibri was popular because DRG dealt high amounts of piercing damage which most bird enemies like Colibri had horrible resistance against. RNG also did huge amounts of damage to birds with bows however DRG was favored because they could sub WHM and self sustain easily thanks to their pet. Also a majority of your examples apply to only exp/merit parties. In actual endgame nothing was completely excluded or unviable. However like FFXIV some jobs saw infrequent use either because something else just did it better or in the case of BST it was viewed as a primarily solo content job by the community and only used in rare instances where disposable pets made things easier.

    As for the wait on EXP parties. That was pretty much the DF of FFXI and the DPS queue sucked as bad or worse than it did in FFXI even when people finally figured out DPS cannon parties work. However if you were a RDM or BRD you had to go /anon if you wanted to do something on that job otherwise you were spammed non stop by /tells asking if you'll join their exp/merit party.
    (0)
    Last edited by RitsukoSonoda; 11-08-2017 at 07:58 AM.

  3. #3
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by BigRed5392 View Post
    umm so..... loldrg /kick was never a thing you saw? or lolpup? lolmnk? bst never got parties due to the exp reduction, I recall rdm who melee get kicked. I saw ppl vilified smn for not healing and doing their summons. what about blm that couldn't get pt during the colibri meripo?

    ppl excluded jobs in ff11 i had first hand experience when i used to main mnk when "lolmnk" was a thing. it took me 8 hrs to get an exp party on a good day.
    In FFXI, I remember when leveling MNK, I used my 2-hour ability on a slime-type mob. If you recall, this ability had MNK throw an endless barrage of punches for the duration of the ability. Sounds awesome, right? Except MNKs punches were of the 'blunt' type, and slimes were resistant to that type. So despite being around level 15 and using my ultimate ability, this level 10 mob still wasted me. Now imagine the same thing in XIV, and the player who mains only a MNK, puts tons of hours in to get themselves a good spot in a raid, only to find out that the mobs are resistant to blunt damage?

    This in itself shows how square has grown and learned from previous mistakes. Resistances creates constraints that limits possible job compositions, and a 2-hour ability is just dumb, dumb, so freakinggggggg DUMB! Things like this SE can fix. A skewed meta however, well that's on the community.
    (5)

  4. #4
    Player
    Alacran's Avatar
    Join Date
    Mar 2011
    Posts
    964
    Character
    Maeror Montealvo
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Are we talking about cosmetic traits? If so, i feel a few additions would be very welcome. As mentioned before while Ninja have their weapons drawn they do a flip while running, could the same not be done with a Dragoon jumping with it's polearm drawn (jump animation off the ground-> landing animation change), or certain emotes added to every job that can only be done while that job stone is equipped (as is done in FFXI).
    https://www.youtube.com/watch?v=II8pZ_mG6f0
    (0)

  5. #5
    Player

    Join Date
    Apr 2015
    Location
    Ul'dah
    Posts
    734
    i rather they limit the "flavor of the month" the best they can, it can ruin good mmo for people. it was pretty bad in ff11, and lets not forget the blm only garuda fights in 1.0
    (1)

  6. #6
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Evogolist View Post
    Ever since the introduction of jobs into the XIV universe, it's always puzzled me how we never had any job specific traits. I'm not talking about those crappy second rate traits that we have now, but more so the ones that have made every job in the Final Fantasy series feel special and unique. Heavensward made it even more apparent as it was the so-called expansion that tried to promote how cool drg was. And just look how well that went? A drg without some kind of advantage over dragons and wyrm type mobs.

    To get straight to my point, while XIV jobs are cool and all, they each lack that certain something makes each job special. These are what make and has made these jobs special in the franchise and SHOULD be there. So dear devs, could you please consider this as we make our way to future patches/expansions?
    I can't agree with any of this.

    First of all, aesthetically speaking, every job is unique from one another, starting with designs to animations. There is the caveat of SCH/SMN and the summoning act but that's where it ends.

    Secondly, in terms of gameplay, specific traits that would give an advantage over a type of content just leads to promoting exclusion. Looking at your main class just from the profile, if such a thing existed, you'd be the first one out of the door in favor of a drg.

    "I'll just switch to a drg then" You could tell yourself and maybe that'd be fine...and then it would rarely see the light of day for anything else outside dragon slaying.

    So if you could suggest something that would make jobs even more special (aesthetically) than they are now, feel free to suggest. Or elaborate why they don't feel/look special.
    (3)
    Quote Originally Posted by Rein_eon_Osborne View Post
    Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.

  7. #7
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Maybe if the devs allow job change during dungeons again.

    Enter dungeon -> DPS players change to BLM to cast away the pulls -> first boss -> DPS players change to a single target job to hit the boss hard
    (0)

  8. #8
    Player
    Talraen's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Felis View Post
    Maybe if the devs allow job change during dungeons again.

    Enter dungeon -> DPS players change to BLM to cast away the pulls -> first boss -> DPS players change to a single target job to hit the boss hard
    Then instead of needing one specific job, you'd need to level multiple specific jobs. Not an improvement.
    (1)

  9. #9
    Player
    Evogolist's Avatar
    Join Date
    Mar 2013
    Location
    Gridania
    Posts
    110
    Character
    Evogolist Lunaire
    World
    Yojimbo
    Main Class
    Bard Lv 100
    If implemented right, job specific traits should only provide a slight boost to the job and not be a complete game changer. Given how XIV's formulas work, it would probably be barely noticeable. Say for example, the use of "insert said action here" would have certain percentage chance of procing that job trait. Many classes/jobs already work like that.

    To be honest though, it depends on the person behind that job build. A drg with dragon killer could still be outclassed by someone on any of the other dps classes if the person playing that drg is bad and/or not performing well. The same goes for any other job.
    (0)

  10. #10
    Player
    Lewtskie's Avatar
    Join Date
    May 2015
    Posts
    550
    Character
    Rynka Shadowrane
    World
    Cactuar
    Main Class
    Monk Lv 80
    As people have pointed out, if its not something that noticeable or a game changer in combat, why take the time to make it; would seem like a waste. Now, more aesthetic differences or things not pertaining to combat sounds like a good thing. Things like the Ninja having a unique jump animation, and come 4.15 we'll see if the musical feature requires you to play a BRD or have BRD leveled. Such little things like that would be cool. I wouldn't be adverse to certain jobs getting this or that, WHM got a mount way back when for a side quest, maybe DRGs could have a side quest unlocked to only them where maybe they do get a Wyvern they can summon as a pet with actions, just no actual combat function.
    (0)

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