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  1. #1
    Player
    Rustyhagun's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    465
    Character
    Usagi Yojimbo
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    I agree with you OP. I hope Yoshi slowly phases out classes, in 2.0, and goes 100% back to FF type jobs. It will be easier, and just make this mmo 100% Final Fantasy.

    ....on a side note for the nay sayers. "Job types" is a part of 'Final Fantasy' lore, and as such has nothing to do with FFXI and copying from it. SE has a huge lore base and they made up all their "job types", and should be allowed to transfer them over to any FF IP, as it is part of their franchise. And where better to put "Job types" than in a FF MMO.
    (3)
    Last edited by Rustyhagun; 04-26-2012 at 10:08 AM.
    "You cannot simultaneously prevent and prepare for war."

  2. #2
    Player
    Jericho's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    190
    Character
    Jerynh Dawn
    World
    Hyperion
    Main Class
    Archer Lv 50
    I agree with Tonkra. It's not a proper system. It was thrown together to appease use for a short time, just like most things happening pre 2.0. I'm not complaining, there probably wasn't a whole lot of options. This was probably the easiest to implement. Out of all the different ways they could have implemented jobs, personally I don't think this was the best way to go, but they could have made more sense by:

    Class ->
    Weapon Specialization, and as such, skills should only reflect weapons. Weapon skills and very basic job abilities for DoW. Some WS's and Basic single target magic for DoM. Cross class skills are allowed, with penalties, same as now.

    Job ->
    Should become available at level 15 or 20, not 30. Boosts stats relative to what the job entails, adds job abilities and advanced magic, maybe one exclusive weapon skill each (for now). Cross class skills can work the same way. At least 10 abilities/spells exclusive to the job.

    The goal is to have, eventually, 2 or more jobs per class. Right now, those jobs are going to be waaaay too similar. The only difference is up to 10 different actions, half of which being cross-class actions that may be the same. And a slight stat change (What is it now, like a maximum of of 20 points shifted around?)

    Example: Archer.
    Base:
    Level 1 - Light Shot, Refill, Heavy Shot
    Level 3 - Piercing Arrow
    Level 6 - Hawk's Eye - Cross Class skill
    Level 9 - Leaden Arrow
    Level 12 - Raging Strike - Cross class skill
    Level 15 - Shadowbind
    Level 24 - Gloom Arrow
    Level 32 - Quick Nock
    Level 40 - Bloodletter
    Level 44 - Chameleon - Cross class skill
    Level 48 - Wide Volley
    *In my opinion, knowing how to take precise aim (Hawk's Eye), target vital areas (Raging strike) and knowing how to blend in (Chameleon) is something a normal archer would know how to do.

    Bard:
    Level 18 - Battle Voice - For real, make this a little stronger
    Level 22 - Swiftsong
    Level 26 - Unlock, Lament of Peace - Wtf, whatever, some kinda HP regen song.
    Level 30 - Minuet of Rigor - Make this attack + accuracy
    Level 34 - Ballad of Magi
    Level 38 - Requiem of Death - Again, whatever, some kinda attack song
    Level 42 - Waltz of Wizardry - Sounds awful. Attack Magic + Attack Accuracy
    Level 46 - Pianissimo - JA to Single target a song
    Level 50 - Paeon of War
    Level 50 - Rain of Death - Unlockable weapon skill for use when playing as an archer (Oh snap)

    Thief:
    Level 18 - Perfect Dodge
    Level 22 - Steal
    Level 26 - Sneak Attack
    Level 30 - Decoy
    Level 34 - Flee
    Level 38 - Quelling Strike
    Level 42 - Hide
    Level 46 - Trick Attack
    Level 50 - Barrage
    Level 50 - Bonus Weapons Skill when playing as archer.


    Kinda cool, maybe? Allows for same amount of skills we have now, except for the extra weapon skill. Which would be awesome if that only applied when you were playing as that job, which would mean cross class jobs. Potentially. Though nobody would do it. Thoughts?
    (1)

  3. #3
    Player
    EdenArchangel's Avatar
    Join Date
    Mar 2011
    Posts
    560
    Character
    Fallen Eden
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Jericho View Post
    I agree with Tonkra. It's not a proper system.
    ...
    Thoughts?
    I realllllly like the idea of starting jobs earlier; adding in enough abilities/spells for job identity and a more natural sense of progress, but not overloading with useless ones.
    (0)

  4. #4
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Classes are fine, only idiots think jobs perform better solo/small parties than classes.
    (9)

  5. #5
    Player
    Gortox's Avatar
    Join Date
    Jul 2011
    Posts
    25
    Character
    Gortox Ironheart
    World
    Gungnir
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Firon View Post
    Classes are fine, only idiots think jobs perform better solo/small parties than classes.
    While I do agree classes are fine, only an idiot would solo as a MRD over WAR.
    (2)

  6. #6
    Player
    Zezlar's Avatar
    Join Date
    Mar 2011
    Posts
    1,618
    Character
    Athalia Hartfell
    World
    Excalibur
    Main Class
    Lancer Lv 85
    Classes and Jobs are alright, but I would like to see them lock how they can be used in the future. For example: If you were to enter a raid and you are a Dragoon. You could only play as Dragoon. There's a little too much freedom.
    (3)

  7. #7
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Zezlar View Post
    Classes and Jobs are alright, but I would like to see them lock how they can be used in the future. For example: If you were to enter a raid and you are a Dragoon. You could only play as Dragoon. There's a little too much freedom.
    I wouldn't call it freedom. More like openness in the design. I agree, though; classes and jobs should be locked in stuff like boss fights and dungeons. It should wean people off of expecting party members to have 4 different classes and jobs specced and geared and help the devs by removing yet another factor to consider when balancing content. Everyone wins.

    On the topic, weapon classes should definitely stay. Where they erred is being so toward a particular role within the class. If GLA's abilities, for example, were all pretty much neutral and just used to deal damage, but gained boosts to damage if you set DRK or enmity boosts if you set PLD are your job crystal, then you could really say jobs help in establishing a role for the weapon class. Concept-wise it makes it less about the weapon itself and more about who is using the weapon.

    I still want my magic fencer RDM, though.
    (0)
    * 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)

  8. #8
    Player
    Firon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,565
    Character
    Firon Veleth
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Duelle View Post
    I wouldn't call it freedom. More like openness in the design. I agree, though; classes and jobs should be locked in stuff like boss fights and dungeons. It should wean people off of expecting party members to have 4 different classes and jobs specced and geared and help the devs by removing yet another factor to consider when balancing content. Everyone wins.

    On the topic, weapon classes should definitely stay. Where they erred is being so toward a particular role within the class. If GLA's abilities, for example, were all pretty much neutral and just used to deal damage, but gained boosts to damage if you set DRK or enmity boosts if you set PLD are your job crystal, then you could really say jobs help in establishing a role for the weapon class. Concept-wise it makes it less about the weapon itself and more about who is using the weapon.

    I still want my magic fencer RDM, though.
    They should add that job lock to all raids and stuff, but i guess ppl would still try to blm burn everything lol.
    (0)

  9. #9
    Player
    viion's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,206
    Character
    Sky Box
    World
    Ragnarok
    Main Class
    Marauder Lv 90
    Its not pointless.

    I like the system as it is now, I like being able to go on Gla and do AOE Dmg and self heal and stuff, i feel more Paladin like than being a Paladin without Cure and such.

    I also like being able to opt as Thaumaturge to Raise/heal which BLM Lacks.

    I dont believe there is much diversity between them, as the differences in most scenarios dont work, but in the scenario they said,where job = group, class = solo, it works perfectly. Although i wouldnt solo as conjurer over whm lol. Whm gets lucky and has the best subclasses XD (maybe exclusing thm mp thingy)
    (3)

  10. #10
    Player
    Raistlin's Avatar
    Join Date
    Mar 2011
    Location
    Palanthas
    Posts
    481
    Character
    Raistlin Majere
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 90
    so the question could be: we need a boost on our level cap to have enough skills per job to feel diferent from your class?

    Or 10 skills per job at level 50?
    (2)

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