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  1. #21
    Player
    fusional's Avatar
    Join Date
    Nov 2011
    Posts
    1,170
    Character
    Veto Bahamut
    World
    Fenrir
    Main Class
    Archer Lv 1
    Quote Originally Posted by Enma View Post
    Classes are useless. This is the truth.
    oh, well i guess since you say so it *must* be true

    meanwhile... thm ends up being vital for sub-10 minute darnus hard kills, and an excellent safety net for 1 whm ifrit extreme groups

    and completely aside from that, you're quite clearly missing the bigger picture. though people have touched on the big picture often enough now that if you're still not seeing it, any further attempts to explain the class-to-job concept would be wasted

    in the end you're just going to repeat the "well classes are useless" line and say it's true based on your own personal experience
    (4)
    Last edited by fusional; 02-16-2013 at 10:36 PM.

  2. #22
    Player
    Deronguerra's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    20
    Character
    Ukiyo Neko
    World
    Excalibur
    Main Class
    Goldsmith Lv 100
    I can get stupider reading these threadz. Moar!
    (2)

  3. #23
    Player
    MuCephei's Avatar
    Join Date
    Jul 2012
    Posts
    71
    Character
    Garnet Gressible
    World
    Excalibur
    Main Class
    Archer Lv 50
    Quote Originally Posted by yoshikwalla View Post
    ...Or you could accept the fact that this game has both an armory and a job system, and instead urge the developers to make each system distinctly different from each other, use different game mechanics, and be equal in power to each other to enhance player customization. Then, revamp whatever tutorial ARR has to support each armory/job mechanic and make it to where people stop automatically coming to the conclusion that jobs > professions.

    Making the Pugilist and Monk completely different character archetypes that fit their respective lores, for example. Hired thug and bar fighter does NOT equal meditating spiritualist from the mountains. Give both systems different animation patterns, exclusive skills and alternate forms of existing skills, and add a questline with a plot that adequately explains why a bar fighter becomes a monk. The current quest does not count. Archaeology doesn't magically give bar fighters the ability to become a full-fledged black belt in a spiritualist kung fu-esque martial art.
    This ^

    Everything about this post is ++++++!

    I was trying to make this apparent to the people on the "Removing elemental nukes from WHM" thread, but I am not very good with words.

    (0)

  4. #24
    Player
    Destinova's Avatar
    Join Date
    Jun 2012
    Location
    Gridania
    Posts
    484
    Character
    Destinova Drakar
    World
    Excalibur
    Main Class
    Gladiator Lv 80
    I would say no due to the fact if it is capped at 30 you can not have skills from other classes if you don't want to play as a job. Other than that you can just say once I get my Job the classes is capped at 30 and you will never know the difference.
    (0)
    Last edited by Destinova; 02-17-2013 at 09:09 AM.
    Dont Forget 3 Oct 11 | Vi Veri Veniversum Vivus Vici

  5. #25
    Player
    Quesse's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,176
    Character
    Quesse Mithril
    World
    Sargatanas
    Main Class
    Miner Lv 70
    How about just fix classes and make them meaningful.
    (0)

  6. #26
    Quote Originally Posted by Kallera View Post
    Another attempt to destroy classes. This is getting ridiculous. This would become far more convoluted and doesn't offer the chance to make a build for solo play.

    Also, people have already leveled their conjurers to 50.
    Let's be real, classes in the form they tried to make work didn't work at all and it honestly would have been better in the form the OP talked about.

    It is a remade game so in reality they could do anything they want. People may have leveled to 50 but guess what? SE isn't targetting the 13-18k ish people who stuck around with FFXIV, they want a bigger slice of the pie of people who never touched XIV or they wouldn't be remaking XIV into ARR. If they ever did something that major it wouldn't have affected their targeted audience one bit.

    The job system honestly fixed a lot what was wrong with the game class wise, so while they wouldn't do this specifically, a major change like this would actually work pretty well as it would be somewhat reminiscent of Final Fantasy Tactics.

    Quote Originally Posted by Quesse View Post
    How about just fix classes and make them meaningful.
    That would negate the purpose of jobs. Why unlock jobs when you can just use classes? You can't say "options" because most, as proven by 1.0, will go the easiest route possible.
    (0)

  7. #27
    Player
    PSxpert2011's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,383
    Character
    Psxpert Sylph
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Oh for the goodness sake of the Twelve! ... no level cap! v.v*

    Classes have their use, if you don't like them then don't but I should request to lift all ability restrictions with classes so casuals w/o jobs can custom themselves when soloing. That is all!

    =|
    (0)
    Last edited by PSxpert2011; 02-17-2013 at 04:15 AM.


    ~'\[[_LEGACY_]]/'~
    TENTs because solo-friendly content forces me to want one!
    (HP + Instantly logout anywhere)

    http://na.finalfantasyxiv.com/lodestone/my/
    *Excalibur* Nation: Limsa Laminsa

  8. #28
    Player
    Kirito's Avatar
    Join Date
    Aug 2012
    Location
    ウルダハ
    Posts
    957
    Character
    Max Wind
    World
    Balmung
    Main Class
    Marauder Lv 55
    MAR's are better for soloing until they get steel cyclone so it may be difficult for someone who is leveling their WAR to reach the level that steel cyclone is available. I imagine there are other such issues for some of the other classes too so they shouldn't just get rid of the lvl for MAR past lvl 30. Plus there is no harm in keeping the system how it is? It gives us more freedom since if we want to just play as MAR and never even touch WAR, we can or if we want to pretend our character has ranked up into a WAR and never fight as MAR again, we can do so also.
    (0)

  9. #29
    Quote Originally Posted by Kirito View Post
    MAR's are better for soloing until they get steel cyclone so it may be difficult for someone who is leveling their WAR to reach the level that steel cyclone is available. I imagine there are other such issues for some of the other classes too so they shouldn't just get rid of the lvl for MAR past lvl 30. Plus there is no harm in keeping the system how it is? It gives us more freedom since if we want to just play as MAR and never even touch WAR, we can or if we want to pretend our character has ranked up into a WAR and never fight as MAR again, we can do so also.
    The only harm is they put themselves into a corner in how to make class/job additions. They realistically can't add a new class everytime they want to add a new job. Look at the other job based FF games, while some jobs "repeat" there's enough different about them they can actually be their own job, XI in particular. You have WHM/RDM/SCH/BLU who can all use curative spells natively but they do in their own way. Break it down you then have RDM which can use swords/daggers for meleeing, SCH which can also use Black Magic effectively and you have BLU which can use swords, monster abilities and even debuff mobs in ways no other class can, i.e attribute down, terrorize, plague, straight attack/defense/accuracy down (not as a % like bio/dia/blind) etc.

    Flip it around to XIV, you have the base classes that can do what they do and pull from other classes but what's the main issue? A Gladiator will always use a Sword, a Conjurer always a wand/staff, a Thaumaturge always a scepter/staff, a lancer always a polearm, an archer always a bow, a marauder a greataxe and a pugilist always using hand-to-hand. So they'd have to introduce jobs onto them in a weird way that changes how they've always been.

    Some say "change is good" but really, we know 'Red Mage', 'Scholar', 'Blue Mage', 'Dragoon' and 'Dancer' as an example for how they've always been in the Final Fantasy games. Rarely do they have radical changes to them that we can say: "Well, RDM can pull off of Gladiator!" RDM has always been a mage that could use swords, daggers and clubs, but if they pulled from GLA, they'd only have swords. They would have to introduce classes in order to properly introduce new jobs, which is why, not 100% the way the OP states it, but having the classes "capped" then job stones changing the class into that specific role would have been better, especially if it unlocks the ability to use multiple weapons.

    XI has spoiled the way the FF jobs could work because you weren't limited by the only weapon, you could use many weapons but you had a specialized weapon, e.g Samurai uses Great Katana but can destroy mobs with a polearm no problem and a Warrior can use every weapon but uses Great Axes as it's specialized weapon. Hell, even Dragoon in older FF games could use Swords and can in XI as well but polearm is is their signature weapon. The only true problem with the "freedom" is you're not really free, like freedom of speech.
    (0)

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