Everyone is free to play the way that he or she wants to, that part is fine.
What the issue is, is you telling other people that they are wrong when you yourself do not have the experience to back up your claims.
I haven't seen anyone dictate how you should play. Even if someone gave you suggestions and information on how the attribute system works as of right now, that's not telling you how to play. It's telling you if you were one day unhappy with the results of your character's ability that there is a reference point that you can build off of.
No one has told you how to play because there is no superior way of playing or alloting aside from capping VIT. No one out pharses another in the same class significantly and you may think you're going in a unique direction, but trust me.. you're not going to end up being much different than other players of the same class.
If you are unhappy about this, don't be! It's going to be gutted at some point. However, making a safe assumption that the new attribute formulas will be more potent when simplified, a jack of all trades attribute distribution could prove to be very problematic and most likely pointless due to the fact that you'll be able to allot for each class.. or job as we most likely will be calling them by then.
Uhhh, there is an advantage in having a more balanced charachter, and cross class skills do come into this. Just because some people dont like those playstyles doesnt make them worthless. Really it is a case of people wanting to be the best at everything.
Kilta is actually right, the plan was, your physical level /stat allocation decides who your charachter really is, your discipline is what your doing. The reason they have caps on how much stats effect you per ranks is so that you have reason to distribute your stats around, its also why there is diminishing returns at high levels of one stat. And yeah, cross class skills are less effective than main class skills, but the +10 ability skill is a very noticeable boost, chakra goes up very noticeably, and recast drops a lot, and honestly before, this was probably supposed to be only the first increase in subjob effectiveness.
There are certain things you just cant avoid, like lack of mattack on a weapon, but they could have added certain weapons that have midranged mattack for these playstyles.
My guess is a mostly balanced person making use of the trait switching systems, can get a fairly good performance on multiple jobs, The whole idea is that you can specialize, and you will see some improvement, but it wont be a direct correlation, the truth is they would have expected people to be way more balanced than most chose to be.
Also the system allows you to change your stats, if you made a mistake, or if you decide long term you want to be a different ttype of charachter, but its not made to make you go from being the best archer to the best conjurer to the best pugilist. The system is only really bad for min maxers, who want to be able to do everything. Its also why they are mad that thier stats have diminishing returns and soft caps.
I agree though it would be better if every stat had more effectiveness for all jobs, more use for some int on pug, or some str on con
If this were true, which it could very well be, then it's more of a reason to redesign it. There is no reason to have the same performance, but different skills for whatever class you are playing as.Uhhh, there is an advantage in having a more balanced charachter, and cross class skills do come into this. Just because some people dont like those playstyles doesnt make them worthless. Really it is a case of people wanting to be the best at everything.
Kilta is actually right, the plan was, your physical level /stat allocation decides who your charachter really is, your discipline is what your doing. The reason they have caps on how much stats effect you per ranks is so that you have reason to distribute your stats around, its also why there is diminishing returns at high levels of one stat. And yeah, cross class skills are less effective than main class skills, but the +10 ability skill is a very noticeable boost, chakra goes up very noticeably, and recast drops a lot, and honestly before, this was probably supposed to be only the first increase in subjob effectiveness.
There are certain things you just cant avoid, like lack of mattack on a weapon, but they could have added certain weapons that have midranged mattack for these playstyles.
My guess is a mostly balanced person making use of the trait switching systems, can get a fairly good performance on multiple jobs, The whole idea is that you can specialize, and you will see some improvement, but it wont be a direct correlation, the truth is they would have expected people to be way more balanced than most chose to be.
Also the system allows you to change your stats, if you made a mistake, or if you decide long term you want to be a different ttype of charachter, but its not made to make you go from being the best archer to the best conjurer to the best pugilist. The system is only really bad for min maxers, who want to be able to do everything. Its also why they are mad that thier stats have diminishing returns and soft caps.
I agree though it would be better if every stat had more effectiveness for all jobs, more use for some int on pug, or some str on con
It should be more open. It starts to get boring when everyone is only marginally different performance wise.
So you want people to be more gimp? even though they are the same class? With similar gear? this has very rarely been the case in MMo historyIf this were true, which it could very well be, then it's more of a reason to redesign it. There is no reason to have the same performance, but different skills for whatever class you are playing as.
It should be more open. It starts to get boring when everyone is only marginally different performance wise.
basically setting your attributes was supposed to be like making your own race, not making you totally gimp or totally overpowered. And honestly it makes sense in that respect.
I honestly don't have much of a problem with it, mainly because I stick to the DoW classes. However, when I start leveling Cnj while having to use my mrd to do ls events.. I foresee issues :c
What is truely boring is cookie cutting. AkA what min/maxers want. It was dull in ffxi that EVERY ninja was expected to tank, it was boring that EVERY rdm had to back line heal. What isn't boring is seeing people with different set ups. Like parting with a glad and seeing them use ice attacks and tanking skills, then in a new party a different glad using cures and buffs while dding. Like in the .hack animes. You see people of similar classes but play them completely differently. I would like to see more people play their classes with different styles.If this were true, which it could very well be, then it's more of a reason to redesign it. There is no reason to have the same performance, but different skills for whatever class you are playing as.
It should be more open. It starts to get boring when everyone is only marginally different performance wise.
I'm setting my character up to be a fire user. And for my clases will mostly use fire base abilities/ spells.
I don't mind the idea behind it, but I hate its current implementation. I think it should be either greatly expanded or completely removed. Stats need to mean something, but when that happens they will fall victim to cookie cutter specs (rendering the whole system pointless) or people getting locked into situational specs, which really sucks for a game that encourages leveling multiple classes.
I suggested in another thread doing something like a paradigm shift system from FFXIII, where you can make like 3 sets of stats and swap between them in in combat. But I also feel in addition, players should have those 3 sets for each class they level, or at least 3 sets for each set of classes like a set of 3 for DoM and a set of 3 for DoW. Or heck, maybe make these "sets" an alternate progression system involving quests every 10 physical levels or so for a total of 5.
The current implementation is awful, though. And respeccing is pointless when they refund such a small amount of points.
PS, the old devs of SE pre launch also stated (wish I can find that interview or quote) that maxing out a stat or a few stats isn't really how to do it and will hurt you in the end. That they wanted people to balance their stats to be able to switch classes on the fly. You can't do that as a min/maxer. Which is why they brought it up. And if it does get changed is no one saw or cared to take heed in this tidbit. I think wada was the one who said it.
I'm balancing my stats out so I can 1 have cross abilities. 2 swotch on the fly w/o worrying about reassining my stats since it is time consuming. I think my versility should make me a good player, as I'm opening up to fit any role i'm needed in a party (which was an issue in ffxi) then having s group break up because of not finding a person of a needed role.
The way this system works now fixes a major flaw of ffxi. And that is finding the "correct job" rather then players who can be any role. Another reason why we can switch on the fly instean.
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