I did some massive revisions to my suggestion, and moved it into the battle mechanics section, which I feel is a better fit.
Revised version can be found here:
http://forum.square-enix.com/ffxiv/t...567#post595567
I did some massive revisions to my suggestion, and moved it into the battle mechanics section, which I feel is a better fit.
Revised version can be found here:
http://forum.square-enix.com/ffxiv/t...567#post595567
Last edited by Aldarin; 03-17-2012 at 09:12 AM.
I agree that the current jobs need more depth, but even in that, there is no real point to it since battles are generally a spam mashup where details such as weapon damage type versus mob weakness would account for very little, save NM fights and major battles. Summarily, who cares, since everything dies in a matter of seconds.
My signature is edible. Go ahead, try some.
So as a second part to my wall of text, I'll also examine how new weapons and jobs would be feasible in this system.
Adding a new weapon (example: guns)
1h version: Pistol
2h version: Musket
Add unique combos for the weapon
Add unique traits for the weapon
Add weapon exclusive abilities
Add non-exclusive abilities
Determine what proficiency in the weapon each Job should have
Adding a new Job (example, beastmaster)
Determine overall theme (pet class)
Determine Job Abilities (taming monsters)
Determine Job Traits (Bonuses to pets)
Determine weapon proficiency levels
(125% Axe, 100% sword,polearm,fist, 75% bow, elemental weapon, holy weapon)
The reform of the classes should be their own class, not a mix of other worthless class skills, they each should have their own set of abilities and traits. I believe SE was rushing into releasing content as to not lose more players with nothing to do. But in my honest opinion, they should of spent more time making each class its own viable class. Also before the patch came out I was expecting to spend some time with the new Exp chains and level up these new jobs, and was pretty disappointed in the fact and 5-6 quests later they were complete.
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