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  1. #1
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80

    Redesign Gatherer Classes and add New Ones - Concept

    After having brought all Gatherers to 80 and having played around with the new concept of SE under 5.0, I have to say the Gatherers still feel after SE's changes massively bloated with still alot of pointless garbage skills you mostly never need or feel still really bad to use due to thei still incredible horrible designed costs to use, compared to the crafter mechanics, where when you stop crafting/finish your work, does their mechanics instantly reset to full.

    The Attribute System for gathers is still absolute the same crap and makes now even lesser sense, why do need to have Gatherers Constitution, when they never have to fight anything, can't even fight anything and literally get never attack as long you keep your digital butt in save areas with no monsters that overlevel your comfort zone?

    With this thread I want to show you, and especially SE, how a properly thought out Gatherer Concept could look like, where all of its Skills kind of are useful and playing it doesn't feel, like its traits n skills are bloated, together with reworked gameplay mechanics under the goal, that they should make more fun, especially due to all Gatheres sharing kind of the same gameplay design, it would be awesome as well, if they could be made a bit more unique from each other. They should share only the same Attributes.

    Coming down to Attributes, the first point I'd like to see getting reworked for gathers:

    1. All Gatherer Jobs get now instead of 2 Attributes instead now 6, from which are 4 increasable via gear, the others increase via leveling automatically.
    2. All Gatherers n Crafters use now the same Skill Ressource, called AP, for Action Points, no split in CP and GP anymore, useless materia can get converted to new AP-Materia.
    3. All Gatherers n Crafters have no Health Bar anymore, their Health Bar becomes now Stamina and is fixed at 10000, like MP
    4. The new Attributes are fore Gatherers n Crafters shared together

    1) Endurance > Affects how much your Stamina decreases when using Crafting/Gathering Skills
    2) Dexterity > Affects the potency of your progression when crafting and raises your chances for successful gatherings.
    3) Expertise > Affects the potency of your quality increasements when crafting and raises your chances for rare material gatherings.
    4) Quickness > Affects the Speed of Fast Crafting/Gathering and the chance of skills to be successful, that have no 100% Base Chance
    5) Luck > Affects the Chance for Goods and higher when you craft and the chances for Bonus Effects on Gathering Nodes to appear fou you.
    6) Efficiency > Decreases costs of AP and reduces recharge times of skills.

    1-4 can be increased by gear_materia, 5 n 6 raise only by leveling


    What should happen when you gather or craft something?

    1. Using Skills costs AP und performing a Crafting Act or Gathering costs you now Stamina.
    2. You can gather now on Gathering Nodes, as long your Stamina reaches not 0, should Stamina reach 0, before you finish a crafting, you fail.
    3. When you end your actions, regenerates AP back to full for both Crafters, as well as Gatherers, no minute long waiting on GP or being forced to use GP Potions every few minutes - less inventory garbage.
    4. Stamina as well recharges back to full, when you end craftings or gatherings. How much Stamina your actions will cost you, is defined by your Endurance Stat, the difficulty level of the crafting/gathering item and a bit by Luck and Efficiency, formuly is basically Difficulty Value = Endurance*(Luck/100 + Efficiency)/2
    So closer the result to the Difficulty, so lesser the Stamina Cost, if the result is higher than the difficulty, will actions gain a 10% base chance of costing no stamina.

    Crafting/Gathering Gear Stats and eventually new ones for combat:

    Main Stat with highest Value always should be Endurance, while Expertise, Dexterity And Quickness are Sub Stats in Gear with changing values based on which place the Stat is set in the Gear, Luck/Efficiency are basically the two crafter/gatherrr job only Stats, so in principle are Endurance, Quickness n Expertise free to use for Battle Classes as well, I'd suggest use Quickness to merge under this term Cast Speed and Agility together, this way would be Quicknesd a Hybrid Stat thats for all jobs the same way useful.
    Dexterity could have for Combat Jobs the effect to affect a chance to dodge attacks and the Attack Speed of Auto Attacks.
    Expertise could affect for Combat Classes the efficiency of role skills to make them more useful n stand out by a Stat that affects them somehow.
    Should this be done, then should get the Damage Stat get reduced down to just 2, Strength and Intelligence, no need then anymode for Willpower and the old Dexterity as Damage Attribute for ranged classes. Nins use Strength then, Healers Intelligence and the ranged physical jobs Strenth then too, this game need no 4 different Stats for Damage Dealing, 2 are enough for physical and magical.
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    Last edited by Kaiserdrache; 12-06-2019 at 10:18 PM.

  2. #2
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Beginning with Fisher

    I want to mention the current biggest design flaw of this Job Class, which is hardly just an oversight, but rather just the Devs being so far too lazy to fix it - that is the fact that the Gear Level of Fishers being permanently holded back, compared to Miner n Botanist, due to SE keeping on adding no Harpoons with actually ILevel430-60, they still have only that idiotic Base Harppon from Lvl61 with like ILevel180 or so, which is why Fishers currently can never have the same gear level, like the others - FIX THIS SE!! Whats so hard to add some new Harpoons with higher ILvl???
    ------

    But now to the Skills n Trait Part, starting with Fisher, because its from all three currently the most flawed one to me.

    Level 1
    > Bait Coffer > Open up your Bait Coffer which contains all of your Baits you have now within that Coffer as Item Container, that is in your Inventory now an openable Quest Item that contains all of your various baits, so that your inventory doesn't get trashed full with baits anymore.

    > Cast > You cast your Angling Rod to start fishing. Base Potency 100

    > Reel In > Reel in the line quickly. Generates vibrance in the water. Scares away Fish that is lower of Fishing Rank, than your Bait raising the chances that rank appropriate fish bite and not something you don't want to bite on.

    > Hook > Start catching the fish, catching fish now is not guaranteed anymore, you caught a fish now first when it's Stamina to fight back reaches 0. Therefore that you actually have to do something now to catch successfully fish, will get alot of absurd catch conditions based on times/weather removed or made simpler. Catching fish requires this way now player skill and isn't watching only a short animation anymore as if we are perfect fisher masters ever successful with everything we do. Also now Line Tearing anymore, fish escapes with teared up lines will happen now only, if we use Hook and do then either nothing, or when the fish is simply too strong for us at a moment due to too bad equipment.


    Level 5
    > Release > Release your last cast and out of thankfulness that you don't fish everything empty, raises using this skill for you the chance by 10%, that you catch next time something different than before.

    Level 10
    > Mooch > Use a caught fish of high quality ad bait for larger fishes.

    Level 15
    > Swift Change > Pull your Rod swiftly by 180 degrees from left to right or vice versa, does a strong pull, lowers the Fish Stamina by a stronger burst, than your standard pulls from Hook

    Level 20
    > Snap Draw > Perform a quick Snap Draw, shortly interrupts the fish from fighting back, so that you can hook few seconds with less resistance from the fish. Affects only small fishes.

    Level 25
    > Snagger > Lowers temporarely the Fish Resistance so that Hook and Swift Change lowers quicker the Stamina with each action of the fish.

    Level 30
    > Spear Fishing > Change from Angling to Spear Fishing Mode. Making Harpoons and Spear Fishing alot sooner part of the Job.

    > Gig Head > Exchange the Spear Head of your harpoon to specialize it for either small, medium or big fish.

    > Gig > Like Hook, just with the difference, here it stays 100% success, if you gig at the right moment.

    > Fishermen's Expertise > Look out for fish spots where you can use the Harpoon on Fish Nodes either in shallow waters or underwater.

    Level 35
    > Veteran Trade > Prevents catching the same fish twice.

    > Skillful Mooch > Upgrade of Mooch, now useable also with normal fish quality.

    Level 40
    > Calm Waters > Grants another Spear Fishing Try in Spear Fisher Mode , in Angling Mode it raises significantly the chances for HQ results for 3 catches, if previous 3 catches were NQ after using the skill.

    > Fishermen's Luck > Lets you hook or gig multiple fishes based on fish type, gathering rating and your Luck.

    Level 45
    > Salvage > Occasionally hook or gig out other things out of the water, like treasure maps, sunken treasures, stinky boots n other stuff to desynth for materials, just be creative here other than only treasure maps...

    > Bihand Grip > Put more weight in your stance and hold your angling rod stronger with both hands, so that you lose temporarely lesser Stamina from fish actions.

    Level 50
    > Collect > Activates Collector Mode so that you can catch Collectables.

    > Patience > Increases HQ Chance by 40%, but Hook becomes weaker, making catching fish more difficult/require more time.

    Level 52
    > Powerful Draw > Very efficient for catching effectively only fish that is weak towards powerful draws, like small fishes.

    > Precise Draw > Very efficient for catching effectively only fish, that is weak towards precise draws, like medium fishes.

    > Balanced Draw > Very efficient for catching effectively only fish that is weak towards balanced draws, like big fishes.

    Level 54
    > Chum > Reduce the time until fishes bite and increases the effect of Fishermen's Luck.

    Level 56
    > Fish Eyes > Show you eventually near hidden fishing nodes and guides you to yet not discovered fishing spots that are in your near to find them easier.

    > Great Patience > Upgraded Patience to 50% but Hook is also again a bit weaker therefore. Raise chance of catching biger fishes to the point that certain fishes can be cought only with great patience.

    Level 58
    > Reverse Change > Adds another badical Swift Change, so that you can perform quickly this action twice, if used right after Swift Change, you'll regain some Stamina and slow the fish, so that it will do lesser actions for some time.

    Level 60
    > Skillful Hook > Upgraded Hook now with a Base Potency of 200, making catching fish as an expert now alot simpler n quicker for fishes that are up to this point considered to be classified as Beginner Fishes.

    Level 63
    > Blitz Draw > Upgrade of Snap Draw, stuns the fish now a bit longer. Affects now also medium fishes.

    Level 67
    > Nutricious Chum > Upgraded Chum from Food Experts, further decreases the biting time and synergy effect with Fishermen's Luck

    Level 70
    > Master Hook > Hook Upgrade number two, now to Master Grade. Base Potence is now 250.

    > Shark Instinct > Raises chance for HQ from by a mooch caught fishes. Turn certain Baits into Bloody Baits - that raises the chance for carnivorous fishes to bite, than those that are not carnivorous.

    Level 72
    > Nature's Bounty > Increases the size of your next 5 casted or gigged fish and chance on HQ by 5%. Can't be used together with Great Patience.

    Level 75
    > Unidentical Catch > Ensures that the next catch won't be the same again.

    Level 78
    > Identical Catch > Ensures that you cast or gig the last catch exactly again the next time. Useful if you weren't successful on first try.

    Level 80
    > Rapid Draw > Final Upgrade up Snap Draw, affects now big fish too and stuns few secons longer. Regain some Stamina, if used when you're at under 50% percent of it.


    Fisher Traits:

    Under construction
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    Last edited by Kaiserdrache; 12-15-2019 at 10:24 PM.

  3. #3
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Under Construction for new Gatherer and Crafter Concepts - the Hunter and the Author/Writer
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