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  1. #1
    Player
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    678
    I mentioned this on BG countless times but I'm posting here in hopes that devs see it... These are the cliff notes cause I don't want to dig through 20+ page discussions.

    Specializations for current classes that branch off into FF classes (examples below):


    - New quest from guild lets you walk down the path of WHM or BLM as a CON. Once quest is completed you can start allotting points into either spec. One quest chain per spec that eventually leads to class specific armor quests w/ boss fights. Since changing classes is done by changing weapons in this game; changing specs would need to be done either from an alternate menu or somewhere back in town/aetheryte. My vote is for scrapping the Physical point allotment system and using that for class specs that way people can swap on the go. No arbitrary penalties on swapping except 0 MP; this means let people switch whenever they want as opposed to the disaster that is currently switching points over (2-3 hours?).

    - Quest available at 30 CON.
    - WHM: Less nuking power more heals. Learns better curing/protective spells. Spec into talents that increases healing potency, cast times, etc.
    - BLM: Less healing and more nuke damage. Learns better offensive/debuffs spells. Spec into talents that increases damage potency - think FFXI merits but something a little more out there.
    - What happens with CON? CON would be the spec-less class (think any class in WoW that hasn't spent a point - very weak and almost useless). Once you put even 1 point into the other specs you are now that class. Also impose a minimum number of points per tree so that people stick to their paths. Otherwise this will lead people to try and balance both and be bad in the process. Or you could not and they'll figure it out themselves.

    Other examples:

    GLA -> PLD (tank) and DRK (dps)
    ARC -> RNG (dps) and MSK (Musketeer or other Gun user - dps or buffer) <- This would require relabeling of weapons.
    THM -> RDM (heals/buffer) and TMM (dps/debuffer) (Time Mage. Who is a Tactics fan!?)
    LNC -> DRG (dps) and... um somebody help me out.
    PUG -> MNK (possible tank or dps. Pick one and go with it or it'll be a PUG again...) or THF (dps) or something else.

    If any of this sounds familiar... you probably played WoW or ANY OTHER MMO on the market. lol

    I honestly feel this is the way to go with these classes. The thing is to pick a role for each and stick to that. Do not let them be "Jack of All" and "Master of None" because then you get what we have now. Lack of predefined roles in group oriented combat is what is making these classes bland and lifeless - they could also use some more interesting abilities with better animations. If I see my Gladiator spin one more time............

    Feel free comment and give your own take.

    Edit: Saw it mentioned that the advanced class should be available at max level. Thats an awful idea. These classes will define your role; thats something you should learn on your way to max level not when you get there. Which is why I said Lv30. Not too low level but not high enough that will discourage people.
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  2. #2
    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 Kurokikaze View Post
    THM -> RDM (heals/buffer)
    That should read more like:

    GLA -> RDM (requiring THM and CON leveled to some degree to unlock)

    It'd be tricky to insert the mandatory rapier, though. The advance/prestige class approach would probably work better towards that idea.
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