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  1. #1
    Player RitsukoSonoda's Avatar
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    Apr 2014
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    Kugane (No that red crayon is totally legitimate) >.>
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    3,146
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    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. However jobs in FFXI had more options. BLM, RDM, and SMN had every element available for magic. Physical damage jobs had weapon options that could change the type of physical damage they dealt between slashing, piercing, and blunt. Something we don't have in FFXIV. That said job specific traits and implementation of damage resistances would atleast shake up the end game "meta" making the ideal party comp change depending on content. As it is now jobs are chosen over others anyway for other reasons and that's always going to happen. The difference we have now is those reasons are the same for all content of that type.
    (0)

  2. #2
    Player
    Jijifli's Avatar
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    Jun 2015
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    1,384
    Character
    Jijifli Kokofli
    World
    Balmung
    Main Class
    Arcanist Lv 55
    Quote Originally Posted by RitsukoSonoda View Post
    Snip
    Yes, jobs will be picked over others for one reason or another. But that reason shouldn't be because the boss is a specific enemy type.

    Imagine you're in a raid team, focused on 100% effectiveness. The team goes the meta, and enjoy their jobs too. Your melee dps end up being Samurai and Ninja. You beat rooms 1 and 3, but come room 3, the boss is a Dragon. Statistics say double DRG is better than any melee combo in the fight because of the DRG trait to kill dragons quicker.

    Are you going to force the SAM and NIN to change to DRG, just for the fight? Are you going to replace them completely if they say no?

    That's what these traits can do. The current special traits given to ninja barely effect a fight at all. But if the trait isn't even noticeable, how is it anything special like anyone wants?
    (1)

  3. #3
    Player RitsukoSonoda's Avatar
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    Apr 2014
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    Kugane (No that red crayon is totally legitimate) >.>
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    Character
    Ritsuko Sonoda
    World
    Ultros
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    Samurai Lv 90
    Quote Originally Posted by Jijifli View Post
    *snip*
    Killer traits in FFXI actually didn't do anything noticeable for damage or resistance against specific monsters. They really only came into play soloing unless you were a PLD which got undead killer. What killer traits did is create an x% chance of intimidating that type of enemy making it lose an action if it attacked the person with the trait. So really you're blowing it out of proportion. Damage output was more a matter of damage types/elements vs the resistances of the enemies you were fighting. Which doesn't exist in this game for the most part aside from certain enemies using buffs.
    (0)

  4. #4
    Player
    Jijifli's Avatar
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    Jun 2015
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    1,384
    Character
    Jijifli Kokofli
    World
    Balmung
    Main Class
    Arcanist Lv 55
    Quote Originally Posted by RitsukoSonoda View Post
    Snip
    I wouldn't say I'm throwing it out of proportion. If it's just cosmetic I don't have an argument, but if they did put in something where, say, DRG did more damage to Dragon/Wyrm enemies, you'd get two situations. Either it's not noticeable, in which case what was the point wasting design time on it instead of something more useful, or it is noticeable, and it excludes some people for not playing that job even more.

    I don't know. Maybe I get scared because people want elemental immune enemies.
    (3)

  5. #5
    Player

    Join Date
    Apr 2015
    Location
    Ul'dah
    Posts
    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)

  6. #6
    Player RitsukoSonoda's Avatar
    Join Date
    Apr 2014
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    Kugane (No that red crayon is totally legitimate) >.>
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    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.

  7. #7
    Player
    Gemina's Avatar
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    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)