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  1. #41
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    Sep 2012
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    Quote Originally Posted by indira View Post
    they gotta drop the one weapon a job or this will suck.
    I hope the roots of this comment are not from FFXI's Warrior-equips-all
    (1)

  2. #42
    Player
    Klefth's Avatar
    Join Date
    Apr 2012
    Posts
    617
    Character
    Klefth Reinhart
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by indira View Post
    they gotta drop the one weapon a job or this will suck.
    Agreed. They'd just have to carefully consider which jobs would be able to use what weapons and how would one or the other affect their performance while keeping the soul crystals for changing classes/jobs to keep XIV's ease to change roles. I can't think of a way to not make it sound too XI. That game's system just worked. :/

    Quote Originally Posted by Warlock View Post
    I hope the roots of this comment are not from FFXI's Warrior-equips-all
    But they sucked at all but two weapons, lol.
    (0)
    Last edited by Klefth; 01-22-2013 at 02:19 PM.

  3. #43
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Quote Originally Posted by KiriA500 View Post
    That's the problem with the class>job system. Every single job we're gonna see is basically going to just be a class plus a few skills. I like the idea of one class branching off to multiple jobs, but realistically, we're probably going to get a 1:1 ratio on them.

    Personally wish they would go the tactis route if they want branching jobs.

    Let us unlock advanced jobs with more mastery of the base jobs, nothing to do with the power of the jobs of course but make it as a logical way to explain the advancement from a Marauder (Jack of all trades fighter) to a Berserker (Offensive specialist) to the Knight (Debilitating, offensive mix) With the mastery of other jobs.

    Much better than hamstringing the unique possibillities of the jobs with being tied to a class in my opinion.

    But what do I know?
    (2)

  4. #44
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    Sep 2012
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    Quote Originally Posted by Klefth View Post
    Agreed. They'd just have to carefully consider which jobs would be able to use what weapons and how would one or the other affect their performance. I can't think of a way to not make it sound too XI. That game's system just worked. :/

    But they sucked at all but two weapons, lol.
    thus why let it remain 1 weapon per job/class i like it that way , the power of a weapon is limitless compared to FFXI's as it had to be gimped regulated always keeping in mind another job was capable of equipping said weapon with access to abilities that could make it way too powerful, that hassle is avoided here...imo this is the best way to go at it to the point that i wish CNJ/WHM was club/wand exclusive user and THM/BLM staff exclusive but both their relics are staves..oh well
    (1)

  5. #45
    Player
    Klefth's Avatar
    Join Date
    Apr 2012
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    617
    Character
    Klefth Reinhart
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Warlock View Post
    thus why let it remain 1 weapon per job/class i like it that way , the power of a weapon is limitless compared to FFXI's as it had to be gimped regulated always keeping in mind another job was capable of equipping said weapon with access to abilities that could make it way too powerful, that hassle is avoided here...imo this is the best way to go at it to the point that i wish CNJ/WHM was club/wand exclusive user and THM/BLM staff exclusive but both their relics are staves..oh well
    False. Any and all issues regarding one job being too overpowered or too weak with a weapon, and I mean one that job was supposed to use (not talking daggers on BLM here) could have and was tweaked through that job's skill levels with said weapon, so it didn't necessarily have to affect any other jobs at all. Examples are when they bumped up DNC's dagger skill and PUP's h2h skill since they were too weak/had very low accuracy.

    Besides that, the only instance in which a job's ability in that game could have made a weapon far too powerful (and oh man, it sure did) was DRK's Soul Eater/2hr combo and Kraken Club. How did they fixed that? Gimping said ability combo or giving certain mobs resistance to it. They didn't just go and nerf clubs for everyone.
    (1)
    Last edited by Klefth; 01-22-2013 at 02:30 PM.

  6. #46
    Player
    Bowen's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    1,248
    Character
    Luca Abbot
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by DoctorMog View Post
    Snip
    Great post, by the way.

    First, I think that the best option for Lancer's other Job would be Templar. Templar would, of course, be unlocked by leveling Conjurer with Lancer. It would then have access to Conjurer and Gladiator skills. It could function as a back-up tank of sorts. Not as great of a tank as a PLD, but can definitely sustain itself if the Party's tank should fall.

    Second, I think Freelancer should be changed to Fencer. I'd feel like that would better tie in to Red/Blue Mage.

    Third, another class could be Paravir, which would use Greatswords. It's jobs would, of course, be Samurai and then [possibly] Darknight.

    Lastly, if we change Darknight, we could then add Viking, or something similar.
    (2)
    Quote Originally Posted by Fernehalwes View Post
    Thal's Balls! These forums are hot enough to melt an ice goddess.

  7. #47
    Player
    Imoen's Avatar
    Join Date
    Jul 2011
    Posts
    542
    Character
    Imoen Orunitia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Looking at all those jobs makes me excited... however ...every time I see a post about the possibility of 2 jobs being tied to one class it makes a part of my soul die. The sheer thought of just being "auto-capped" every time a job comes out makes me cringe. Not that I won't play if its done, it just makes me a very sad kitty. (Sorry I didn't have much to contribute to the thread besides my opinion-- carry on.)
    (1)

  8. #48
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    Jan 2012
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    For samurai have a Swordmaster class. A Swordmaster can advance to Samurai and maybe a Fencer.
    (0)

  9. #49
    Player
    Duuude007's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,954
    Character
    Duuude Bismarck
    World
    Hyperion
    Main Class
    Armorer Lv 80
    If this is of any use in theorycraft...

    Adventurer (unarmed)
    Fencing (rapier)
    Enforcer (club)
    Samurai (great katana)
    Stavesman (Staff)
    Flayer (whip)
    Shepherd (herding)
    Mystic (mysticism)
    Assassin (dark arts)
    Ninja (Katana?)
    Thief (dagger?)
    Dark Knight (???)

    These are the classes (or jobs) that have been brought up at least once (to my knowledge) by either a press release or dev/rep post during v1.x .

    I know many things have and will change, but this list could clue us in on what other roles they had been considering as classes (or jobs, was not specified) which could realistically be balanced with those that existed at 1.0 launch, which apart from sentinel going away, has not changed a great deal.
    (0)

  10. #50
    Player
    Anima's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    519
    Character
    Blazel Nox
    World
    Masamune
    Main Class
    Lancer Lv 60
    I also made a "Job Ideas" list over at Googledocs a long time ago, although I specially made it for "1 Class = 1 Job" System, as "1 Class = 2 Jobs" didn't seem to work out for me. Linkie

    Furthermore, there's my Idea of "Freelancer" and the "Tier Type" System, wherein for example you need; "3 Tier I Class at Lv 50" to access your first "Tier II Class"
    *You may exclude my Dream Job of Gunbladier, was just for fun lol*

    On the topic of the thread, I made a suggestion for the class>2Job
    ---
    Gladiator
    -> Paladin
    -> Blade Brandier (See what I did) -1-Handed Blade wielder, with Fist Abilities
    -> Gunbladier ! (Joke Job)

    Fencer
    -> Red Mage
    -> Blue Mage

    Parivir
    -> Samurai
    -> Berserker

    Lancer
    -> Dragoon
    -> Heavy Club User ? / Stavesman or "Heavy Lancer" Semi-tank Job
    -> Gun-Halberdier ! (Joke Job)
    *I want a Club/Whip wielding Job!*
    --
    P.S.
    I was thinking about "Means to gain Abilities" earlier, and I had a few thoughts.
    What If, Abilities were gained through;

    -Levels (Automatically gained Abilities)
    |-Gaining Attribute Points to allocate Parameters or "Sphere Grid" kinda system

    -Unique Weapon (Main-hand/Off-hand) Spiritbonding
    |-Like FFXI I guess ? (Never played XI)

    -Tomes and Art of War Books (Common ones are bought, rare ones are dropped)
    |-Not all Skill would be learned through Books though, it'd be overpowered

    -Titles Spiritbonding (Each Title would have 1 Permanent Ability) +20 HP or "Jump" ?
    |-Permanent so that "Freedom" to choose title you like is still there (Spiritbonded)

    -Progressing through the Story, Job Quest, etc
    |-Just like the current Job Quests, but with "Main Story" included (Special Quests)

    and then some of these would be "Free for All" or "Role Exclusive", +20 HP could be Free for all, but "Jump" would be "Dragoon Exclusive".
    (0)
    Last edited by Anima; 01-22-2013 at 09:15 PM.

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