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  1. #41
    Player
    Hiruke's Avatar
    Join Date
    Aug 2011
    Posts
    569
    Character
    Aislin Delhir
    World
    Leviathan
    Main Class
    Arcanist Lv 73
    In response to folks who want to "level more": I don't understand how grinding out more classes is really a good thing. I think new classes every once in a while is a good thing, but don't really feel "leveling up" should be the primary focus of the game. Just because the current endgame is lackluster doesn't mean we should assume (or accept!) that it will always be that way. Instead of forcing the armoury system to bend to the lackluster endgame, endgame should be fixed (more challenging, more varied, more content - better drop rates) so folks can actually enjoy doing that. That said, I could care less if they add 20 new classes. Anyone who cares enough will just pl all of them to 50 in a week and get back to endgame.

    In response to multiple jobs per class: In theory, I like this idea. However, the current implementation should be changed drastically. If the job system is left as is, there would be very little variety between jobs. Right now, you get a smattering of unique abilities. It's not really a drastic change. Hopefully the action bar and action slots will get a massive overhaul in 2.0, because honestly there's just not a lot of room left to put things in there. It could be good to scale back on class abilities and/or add a lot more job abilities, to make each job really stand out*. Maybe even add in class-specific abilities that don't carry over into your job.

    *It some cases, it feels like they really forced the job abilities in there. My principal complaint being that BLM is essentially a "thundermage". So much so that Burst is their 15 min. ability? Please take it off the 15 min. slot. Please. At least in FFXI you had the option to use other elemental nukes, even if thunder was usually your best bet no matter what. I'd dearly love to get away from this, and make BLM a versatile caster. Reward BLM for nuking with the appropriate element, and don't make it so inviting for them to fall back on Thunder all the time. Make monsters who are greatly and/or wholly resistant to Thunder. Indeed, make some monsters that absorb Thunder. Better yet, make some monsters that spin the elemental wheel, and nuking with the wrong element causes them to absorb the damage.
    (0)

  2. #42
    Player
    Efrye's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    280
    Character
    Fey Nafilia
    World
    Phoenix
    Main Class
    Bard Lv 74
    Quote Originally Posted by Rydin View Post
    If you want one class for each job then you are also out of luck. The Armoury system (Which is the cornerstone of the entire battle system) dictates that each class is designated by a weapon. To suggest that multiple jobs can use a sword, for example but not be based off of Gladiator would cause the armoury system to breakdown much like Norman did in Star Trek upon hearing the illogical phrase "Everything I say is a lie"
    Each class is designated by a weapon. Which means you can't have 8 jobs that use swords be based off of 8 different new classes.
    I don't see that as a huge problem. All they have to do is create different sets of the same weapon type for each class/job.

    For example, let's say gladiator/paladin, red mage and blue mage all use swords. Gladiator got a set of swords consisting of daggers and short swords and long swords and whatnot. Red Mages could get rapiers and Blue Mages get scimitars or sabers.

    Maybe Gladiator already got rapiers and scimitar - I didn't bother to check all their stuff. But it doesn't really matter either. The weapons for red and blue mages simply have to look different and have a different class/job specified in the item description.

    Actually, now that I think about it, both Thaumaturge and Conjurer already use different kinds of staves. That seems to work just fine, doesn't it?
    (1)

  3. #43
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    There are a lot of ways they can go about the class system, I think sometimes the issue comes down to since these jobs follow the pattern of 3 classes per job you may assume that all future classes will follow this same formula.

    But perhaps They'll introduce a job like Warlock for Conjurer which can set any Thaumaturge skill. They're main point of interest will be the Astral side of magic, Wind/Earth/Water in which they would obtain the AM of Tornado, Quake, Flood with focus on two abiltiies that increase the potency of single target dmg, while on the other hand THM would unlock a class called Sorcerer which would grant them all the Conjurer skills while given them more focus on the Umbral line of magic maybe Firaja, Blizzaja and Thundaja, and two other abilities focus on AOE dmg increase at the cost of hp/mp.

    Then we have Gladiator with DRK which could be Grants all LNC abilities up to 32 (including Traits) as well as MRD non-exclusive abilities but also grant the first 5 MRD traits.

    There are a lot of variables which can be used when developing a class you don't have to think of it as the way it's setup now just because all the classes are set that way now. It's quite possible as things evolve we may find ourselves open to more interesting combinations to play with and more unique playstyles based on the situation.
    (0)

  4. #44
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Well, minor things like /job on/off would kind of suggest that they're not going to make more than one job per class. Yes I know simple coding can change that with /job1 etc. but it's still there for an example.

    I personally would love to see 2 jobs per class. All classes have two "types" of weapons, some have 3+! Mages have one-handed weapons and two-handed weapons, ARC has long and short bows, GLA has scimitar, wooden, long and short swords (do those count as daggers?), MRD has two variations of axes, PGL has claws, blunt/spiked knuckles and leather/metal based knuckles, LNC has forks, lances, harpoons, tridents. Would be nice to utilize each type!

    With two jobs per class you then open up two ways to play a single class. You can be a nuking THM/BLM or an enfeebling THM/RDM, a buffing ARC/BRD or a swift attacking ARC/RNG etc.

    I'd also love a lot more classes though for the whole "no low level play" problem we're beginning to face with new players coming to game.

    Also for the "leveling more" argument. There are some games with multiple classes per character and the more levels you have on the character, the more points you get. Once you reach X amount of points you get X amount of HP/MP/Atk/Matk. XIV could implement something like this. Or as it stands, new classes would equal new achievements. Maybe down the line they'll let us get stuff with them. Each 100 achievement points could lead to the ability to purchase different types of armor/weapons/etc. That would give incentive to level more classes and unlock more achievements.
    (0)
    Last edited by MartaDemireux; 05-24-2012 at 06:54 AM.
    * I fully give permission for any of my written ideas to be used by SE without recognition.

  5. #45
    Player
    AceofRains's Avatar
    Join Date
    Jun 2011
    Posts
    832
    Character
    Raidrien Ascher
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    With the addition of Arcanist, Musketeer, a pet class, and an assassin class variety can become wide enough to where job combinations aren't so stale. I would maybe say another class would be good for lucky number 12, but I have no idea what jobs to compliment that with in my guide.
    (0)

  6. #46
    Player

    Join Date
    Apr 2012
    Posts
    11
    They need to balance out how this works so beginning and endgame content are both important. I want to be able to craft beginning level - mid level gear and have it be needed by someone... otherwise what's the point? There are some good points being made here otherwise from what I've read.
    (1)

  7. #47
    Player
    Sabaku_Usagi's Avatar
    Join Date
    Mar 2012
    Location
    Limsa Lominisa
    Posts
    275
    Character
    Sabaku Usagi
    World
    Hyperion
    Main Class
    Alchemist Lv 50
    I don't mean to hijack the thread, but I don't want to add my wall of text as a quote. I would really appreciate some feedback into the current design flaws of class vs job progression if people wouldn't mind taking the time.

    Quote Originally Posted by Sabaku_Usagi View Post
    I honestly would like to know what core structure the job system is going to take on. I made a thread about it in the Battle Mechanics section of the forums: http://forum.square-enix.com/ffxiv/t...ip-progression

    It's a little lengthy but it's hard to know how to handle new Jobs being added without knowing what Job progression SE has decided upon. (If anyone has dev comments to link I'd really appreciate that, but as far as I know it's still being tossed around by the dev team which way they'll go)
    (0)

  8. #48
    Player
    Rydin's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,821
    Character
    Nyris Reach
    World
    Jenova
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Efrye View Post
    I don't see that as a huge problem. All they have to do is create different sets of the same weapon type for each class/job.

    For example, let's say gladiator/paladin, red mage and blue mage all use swords. Gladiator got a set of swords consisting of daggers and short swords and long swords and whatnot. Red Mages could get rapiers and Blue Mages get scimitars or sabers.

    Maybe Gladiator already got rapiers and scimitar - I didn't bother to check all their stuff. But it doesn't really matter either. The weapons for red and blue mages simply have to look different and have a different class/job specified in the item description.

    Actually, now that I think about it, both Thaumaturge and Conjurer already use different kinds of staves. That seems to work just fine, doesn't it?
    Yea, thats true... But Thaum and Conj are 2 classes. I just wonder if SE is willing to make 8 different sword types for 8 different sword classes
    (0)

  9. #49
    Player
    Yves's Avatar
    Join Date
    Mar 2011
    Posts
    556
    Character
    Bubble Yum
    World
    Sargatanas
    Main Class
    Goldsmith Lv 50
    Wait - what if they formed a different class? Like Voltron! Now that would be sweet.



    "lol n00bs stacking Voltron out here for the primal."
    (3)

  10. #50
    Player
    Eliseus's Avatar
    Join Date
    Apr 2012
    Posts
    407
    Character
    Eliseus Kayne
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    FFXI Jobs system please, or even change jobs from the class tab in attributes. This system is junk.
    (0)

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