
Why would Yoshi want to limit our capabilities.. and why a Dev response on a topic that has been debated to be hated..?? 3 likes on your response Rukkirii, doesn't really solidify that this would be a great suggestion.. means it sucks..Very interesting suggestion here! We made sure to pass along your discussion, suggestions and ideas to Yoshida to get his thoughts. He told us that for 2.0 they are discussing on imposing some restrictions on class/jobs (or the ability to change once you have entered) on certain raids/dungeons. He reiterated that these restrictions would not be set for all raids/dungeons, however.
PS. I apologize for the wait!



Means people are not complaining on the forums and actually playing the game. Did you not see queues to enter the game? I think it's a great idea, you chose to go in as this class/job, stick to it. When you REQUIRE people have 2 specific jobs for a dungeon, you single out a lot of the people in this game and they can't join your runs. I think it's perfect they are doing it for some dungeons and not all. You should be happy that it's a middle ground.

This thread was created before we had the patch... we were told we were going to have freedom, dungeons are more fundamentally fun allowing Job swaps whenever.. allowed people to try new roles and to become better at new roles and if they suck and die they can change job and go at it again without having to renter and wait for renter time .... its to restricting..Means people are not complaining on the forums and actually playing the game. Did you not see queues to enter the game? I think it's a great idea, you chose to go in as this class/job, stick to it. When you REQUIRE people have 2 specific jobs for a dungeon, you single out a lot of the people in this game and they can't join your runs. I think it's perfect they are doing it for some dungeons and not all. You should be happy that it's a middle ground.
This is only good for people who only have one job and feel the need to place restrictions on others..
Last edited by SynysterBlitz; 04-27-2012 at 08:25 AM.



The opposite is incredibly more restricting. New people want to level up and go into positions that they are suited for and want to play. Imagine a poor Monk who has to exclusively level up BLM/WAR just to do CC speed run. That is far more restricting than simply limiting someone who has every class leveled up to one class. That person can fill up any single spot if that is how they enjoy playing. That poor Monk, who has only Monk leveled, has to live with being a Monk.
As it stands now, this is a dangerous path that will severely limit the longevity of the game if new people are forced to level up roughly three or four classes before they can even start end game content.
All it means is the min/maxers will now dictate which job you HAVE to use on each boos of a raid, instead of their saying which job you HAVE to have to be allowed into the group.
Go visit the Rift forums for a lesson of where this 'free-form' role changing leads: basically, in Rift you can switch to 5 different 'souls', aka. 'jobs', as the click of a button, yet the hardcore raiders are screaming for more, you see raid strats that go into minute detail about soul selection for each boss in a raid, XIV will head that way if SE don't impose restrictions.
No, it's those like you who sneer at others who don't get any pleasure from leveling, say, MNK, when they want to play a mage who place the restrictions by dictating that to be allowed into your groups others must have every job leveled.



I'm kind of torn on this one. I like the idea of punishing people for stacking classes in hopes that it kills the habit that carried over from FFXI. I'm then taken back to those 25-man WoW raids where we had 6 paladins because that's all that was on when raid invites were going out.Nah, they don't need to punish players for stacking. They should just stop encouraging it by designing fights that are more balanced in difficulty across classes and stop the speedrun shenanigans.
Do me a favor and mention to Yoshida that applying it to all dungeons and raids/bosses would most likely make balancing content a lot easier. That's a good thing because it means less unforeseen complications.Very interesting suggestion here! We made sure to pass along your discussion, suggestions and ideas to Yoshida to get his thoughts. He told us that for 2.0 they are discussing on imposing some restrictions on class/jobs (or the ability to change once you have entered) on certain raids/dungeons. He reiterated that these restrictions would not be set for all raids/dungeons, however.
PS. I apologize for the wait!
And by contrast some of us identify with one job/class much more than the others. There is also the ease of balancing content and it might even force people to start taking balanced group comps instead of doing WAR/WHM/BLM set ups.Personally, I think it makes things less monotonous. I enjoy being on one job for part of a run, then switching later on... makes things much more interesting.
It's not like that aspect of the armoury system would go away. You can still switch it up. It just wouldn't be at the expense of those who like one job more than the others.What's the point of having all the classes/jobs on one character if you don't have the freedom to switch between them. Particularly when that's been a core mechanic in FFXIV from the start.
Last edited by Duelle; 04-27-2012 at 07:33 PM.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Thanks Rukkirii for the update. I think that sounds like a happy medium.
xivpad - http://xivpads.com/?8065522
Well, this idea is good, personally i prefer having the restriction of not being able to switch job/class once you enter the dungeon, the mobs are dumbed down by stacking certain classes that theyre weak to, just as an example in Aurum Vale having Blm's to firaga everything makes the run smooth and easy, the coincutter is weak against magic so at that moment nobody switch classes/jobs then you go all the way down to the boss entrance, then everyone switch to Mnk to beat the Bayhone in a very easy way, but wouldnt work as good if you had pure Blm's party, so having the restriction of not switching jobs would bring the need of several roles inside the dungeon, like the buffer, the tank the Aoe DD, the sub tank, the healer, etc.
Same happens in other dungeons like cutters cry were you switch from War to Blm in the last boss, by restricting the switch job system SE could make better challenges, so in some parts of the dungeons mobs might be resistant to magic but weak against physical and in other parts the opposite, so at the end you would need a balanced party were every job has an important role.
Well this are my 2 cents, take it or leave and it isnt a single side view



I would have thought once Battle Regimens are reimplemented then class stacking would fall by the way side in favour of regimens? So this would be a non-issue in the end
It is a godsend to be able to switch class if someone DC's (how annoying was that during events in 11 when a crucial party member DCs)
The focus of dungeons should change to something like "Clear All" rather than "Despawn All/Speed Run" or "Kill Mob Family X to open route A, or Kill Mob Family Y to open route B" etc
I am minded to suggest Light/Full Party Buffs should be reanalysed and made stronger or weaker (even a minus percentage to penalise) depending on party composition --- however I remember how much fun 11 was being in the "blm party" in the alliance etc, party set ups are situational and can be fun, it would get boring (and lead to downtime waiting for the right class/job to log on) if every party for every event required the same party set up.
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