Results -9 to 0 of 13

Threaded View

  1. #1
    Player

    Join Date
    May 2011
    Posts
    62

    Armoury System - a change for practical diversity.

    [dev1032]
    I think they can keep the current system with some modifications.

    Aside from class balancing, I think all classes could have their base job effectiveness reduced by 50% or so. The higher percentage of DoW or DoM skills you have equipped will increase your class affinity with the desired specialization.

    This could even be broken up further. For example:

    -ConjurerRobert likes to heal his friends. Of all his equipped skills, 70% of them are healing and defensive. This increases his innate healing ability by a large percent. ConjurerRobert is now WhiteMageBob. Yay!

    -ConjurerHoward enjoys long walks on the beach and big flashy spells that tend to cook his enemies from the inside out. Naturally, he equips 90% offensive spells. Specializing in offensive spells increases his M. Acc, and M. Atk. BlackMageHowie is born.

    Anyhow, the same could be done for skills that have an emphasis on attack, accuracy, defense, evasion, and whatever else people would find desirable or easy to implement. In this way people could equip their real job's skill for a more specialized, party build; or they could do the hybrid thing for soloing.

    In most games, there's a trade off. Generally classes that do a lot of damage have less utility and vice versa. Personally, I think cross-classing abilities is too effective in its current state.
    (6)
    Last edited by hotah; 05-11-2011 at 02:39 AM. Reason: dev tag