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  1. #1
    Player
    Kiote's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,774
    Character
    Kiote Corissimo
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Jinko View Post
    If it were, you mind explaining WoW to me and the mountains of casuals who play that game, last time I checked the classes in that game were set in concrete.
    The WoW phenomenon is very easy to explain.

    First of all, it was the first MMO to actually advertise itself.

    Secondly, it was so easy you didn't have to worry about wasting effort on a class, after the first one you instantly knew how to level another one in a week.

    Finally, it was Most peoples first experience with an MMO and as anyone knows, there is never another one quite like your first.

    These three factors alone created a perpetual Cycle of:

    You can jump back in any time, you will never forget how to play and nothing will ever be the same.
    (1)

  2. #2
    Player
    Payadopa's Avatar
    Join Date
    Mar 2011
    Posts
    2,336
    Character
    Payadopa Astraya
    World
    Spriggan
    Main Class
    Conjurer Lv 71
    I'm sure more balancing will sort all out, eventually. I like the current system. They just need to expand upon it.
    (0)

  3. #3
    Player
    BlueMage's Avatar
    Join Date
    Apr 2012
    Posts
    618
    Character
    Raine Jaeger
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    Classes don't need their own unique non-job spells/abilities, because they already get access to spells/abilities that jobs don't from other classes. Lancer can use provoke and cure, but Dragoon can't, for example. Maybe "Jobs are for groups; Classes are for solo" isn't the best way he could have described it. Perhaps it's better to think of it as classes are more versatile and customizable, whereas jobs are more specialized.
    (4)
    Last edited by BlueMage; 05-05-2012 at 10:25 AM.

  4. #4
    Player
    Venat's Avatar
    Join Date
    Mar 2011
    Location
    Uld'ah
    Posts
    980
    Character
    Isaac Ven
    World
    Hyperion
    Main Class
    Thaumaturge Lv 90
    I know a good way they could improve classes and keep the balance of jobs in place.

    Add a Class Trait that boosts your stats when your in a group under 4 players. This class trait only would effect players on classes.

    Class Trait like Attack+20/Acc+15 if your MRD

    _________________________________________________________________________________

    Add a Job trait that boosts your stats when your in a group above 4 players. This Job trait would only effect you when your on a Job & with 5+ players.

    Job trait something like Hate+5/Attack+10/Acc+10/Vit+10 if u were WAR

    These Class & Job Traits would turn off if you had too many players or too less in your group.

    MRD only combo: Fracture Combo- Ability: Deflect (What ever damage last parry Blocked its reflected back to the enemy)

    MRD only Ability: Pirates Pride: (Blunt+50%) 2mins.

    ARC: Ranger's Eye: All AOE arrow based attacks +5% dmg on every target landed. Caps at 20%
    ARC: Wind arrow: Next Arrow attack will use no arrows from your pouch.

    Well ill let them decide.
    (0)
    Last edited by Venat; 05-05-2012 at 06:33 PM.

  5. #5
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Venat View Post
    I know a good way they could improve classes and keep the balance of jobs in place.
    Why is it everytime there is a suggestion about classes it is to make them more unique...I don't get it the whole purpose of the class system is so that anyone can do whatever the hell they want and be a homogonized group of jack of all trades.

    Leave jobs to the being unique, or take them out of the game. Classes or Jobs one of them has to go.
    (0)

  6. #6
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    about the only thing i would like to see done as far as this goes is long term change. say you take and add new skills for each class that's suited towards the second job that will be added.

    let's say thm for example give 5 dot's that can only be used on thm or once you specialize in the dot job, but cannot be used on the blm job. it's the same the other way around with make certain thm spells that go towards blm only allowed to use on thm/blm, but not the dot job.

    this would allow thm to have a little more versatility and basics of both of its jobs, but would not be nearly as good at either job as the advanced versions of spells you get when you go onto the individual job. i've always felt the class should be more of a jack of all trades and master of none. it could do a little of everything and have the basics, but for max effectiveness in party play you would need the job because of it's advanced spells.

    edit: i'm not saying just do this for thm only, but just giving an example. it could be done for each class and give them a few abilities that go with the secondary job.
    (0)


    http://crystalknights.guildwork.com/

  7. #7
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    I've come up with a few ideas as far as creating some diferent uses for Classes and Jobs.

    One of the ideas I came up with involved the revamping of Battle Regimen system.

    Creating unique Regimen for classes and Unique ones for Jobs.

    The class ones would focus more in it's classic form, debilitation the monsters and weakening them down, and they could be done with basic attacks that are cross-class. Meaning, you could solo Regimen if you had the TP built up for it.

    The second structure, between jobs. Would involve the job specific abilities combining Crono-Trigger style to create unique attacks and effects specific the jobs working together (And would help against class/job stacking.)

    The first would accent the flexibility of Classes allowing them to create several different chains together between any combination of Classes and bring the monster down. While the second accents the uniqueness of Jobs and the importance of containing multiple different jobs in a fight.
    (0)

  8. #8
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Really, no. They both can stay.

    Make Classes the Variables and Jobs the specifics. I've rather gotten fond of the system of being able to switch between depending on my mood and needs.
    (1)

  9. #9
    Player
    Mushy's Avatar
    Join Date
    May 2011
    Location
    Ul'Duh
    Posts
    632
    Character
    Mushy Tailspin
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    No classes have plenty of options to choose from other classes. what is needed is more weapon skills/spells for jobs. Currently there is only 5 or 6 unique job skills. bump that to 10 please!
    (0)
    MAGIC MUSHY ROOMS

  10. #10
    Player
    Nekirr's Avatar
    Join Date
    Mar 2012
    Posts
    33
    Character
    Nekir Ikan
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Take classes out of it. When more jobs are implemented, if they leave classes there will barely be a difference between jobs. Honestly a THM seems closely related to what a RDM might be doing, minus maybe some swords. Why release jobs when classes are so closely related that you can't tell a difference besides gear. Take away classes please.
    (0)

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