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  1. #21
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by cha0sking View Post
    Stop complaining, this system is fine, and here is my counter argument:

    the jobs now have the class's abilities, which makes sense since they inherit the class's philosophy in fighting; however, having less unique abilities allows for expansion higher than lvl50 cap. Secondly, don't try to make it an ffxi clone, that's why I left, i enjoy the difference in this game. And, I want the armory system to stay in that direction, you ffxi lovers go play ffxi.

    Though the jobs may be intended to inherit the class's philosophy in fighting, by now that "philosophy" is roughly homogeneous for every class that any unique interest is mostly delayed until the job level.
    <
    Fast Blade, Heavy Swing, Heavy Shot, True Thrust...
    I.e. You get one basic attack that functions in the exact same situations and with the same advantages as everyone else's.
    Skullplitter, Savage Blade, Heavy Thrust, Concussive Blow...
    You get another ability that you will probably only every use in a combo. Works basically the same as everyone else's. Class niche enforced through bonuses (for better or worse) -- increased enmity, increased damage, stun, disarm.
    Next, all melees, grab one ability to be used from a random direction requiring you to move from wherever you're likely to be. This will also work in about the same manner as everyone else's.
    >
    Though differing in stats and advantages in certain conditions, the classes are well off from carrying any distinct combat mindset. The sad thing is that it existed better before: Lancers functioned as debilitators and linear cannons, with their own preferences on how they wanted their enemies to be lined up, escape paths, etc. The same was mostly true for Archers, moving between artillery and conical attacks based on threat, with their own deadzone both in general and in Arrow Helix. An archer paired with a lancer would work differently than an Archer paired with a Gladiator, not just in the statistical components of their combination, but actively changing the strategy of at least one of the players.

    My first reason for loving this game was probably the Lancer's Skewer ability, and just how distinctly "Lancer" it felt. There's hardly one ability until past the point where one can become a Dragoon (even if continuing in Lancer) that gives a distinctive class feel. Granted, that's going to be a subjectively-based opinion; we are talking about a feeling, which is just about as vague as a philosophy.

    I don't mean to rant about past patches--I'd agree that they were far from perfect as well--but the point is that the jobs are short a good portion of their mentioned 'inheritance.' Compared to the jobs, the classes feel lifeless, which leaves one with the obvious question of 'improve the part in need' (re-invigorate the classes) or 'improve the situation' (compromise, and make a more practical construction between classes and jobs).

    As is probably obvious, I'd like the prior. I'd rather see both types feel distinct and original. But without that, the armory system feels more like a failed concept than a game's point of originality.
    (3)

  2. #22
    Player
    Kinseykinz's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,274
    Character
    Isagael Rose
    World
    Sagittarius
    Main Class
    Botanist Lv 100
    Jobs seem 'Meh' at the moment because they aren't really meant for mid-level play. Keep in mind, we won't be level capped at 50 forever. SE had to base the Job system off where we will be one day and not where we are now. I get it, you want MONK to just break-dance the socks of your PGL...and he will, one day, around level 75...until then, it's a slight difference.

    Also, each class will be the keystone to unlocking several different jobs one day. Again, that will come down the road. New classes will be added. Yoshi P. already has said a new Mage class will be amongst the first to be released as we need more Mage Classes. New classes=new weapons types. Speaking of, each class/job currently can equip several different styles of weaponry they all just are the same type.

    Basically, SE gave us the job system now, to show us what is to come, but it's not finished. Most people are only ever disappointed by the job/class system because they don't see that big fancy sexy end-all ability yet. But when has a video game, MMO or otherwise given you your best moves mid-game? Patience.
    (0)

  3. #23
    Player
    Kagato's Avatar
    Join Date
    Sep 2011
    Location
    Limsa Lominsa
    Posts
    627
    Character
    Chie Kaisuri
    World
    Balmung
    Main Class
    Marauder Lv 60
    The armory system as it is now isn't so bad. Yes, it's more complex than FFXI, but not by a whole lot. It's just a matter of understanding simple things like Optimal Level gear = Level Synced gear or changing the main weapon = changing your job in a mog house.

    Now as far as Dark Knight goes, IIRC spells like Drain, Bio, and Absorbs have been removed from the THM/BLM spell pool. However I also noticed that Lancer/Dragoon have signs of Dark Knight, like Dread Spike and Blood for Blood (Darkness/Souleater). This leads me to believe that Dark Knight is going to stem from Lancer in some way.

    Still, it would be excellent to see new types of weapons available for advanced jobs. For example, original classes like Marauder and Gladiator are restricted to their specific weapon... but the advanced version (Warrior/Paladin) get access to new weapon types, such as Great Sword for Paladins or single-handed Axe for Warriors who also want to use a shield. In other words, options for the Paladin to be a bigger Damage Dealer and options for the Warrior to use something single-handed so a Shield can be used off-hand for more tanking/survival.

    Since Lancer has more Dark Knight style skills than Marauder and Dark Knight uses spells, I can imagine having to take Lancer to 30, Thaumaturge to 15, and having Scythes available at that point for Dark Knights only.

    Either way, I predict some for of Dark Knight in the future, if only because of the removed Dark Magic spells from THM's arsenal.
    (0)

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