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  1. #1
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by SuzakuCMX View Post
    Everyone skimmed over my post ;--:
    Suzaku raised a very good point in his post, thanks for pointing this out. Forgive me if I oversimplify it, but he suggested that each player ends up selecting a few skills from a wide range of skills, and this selection is what makes each player unique.

    I love this point, as I wholly agree with it. The armoury system has great strengths to it, and this is definately one of the strongest.


    Though my problem lies in the ultimate lack of choice that this same system creates. A player does have many choices, yet, (and I don't want to exaggerate or underestimate) probably 75% of these choices are sub-optimal at best. Some classes greatly benefit from some abilities (Defender II for THM is awesome).

    Which is why I specifically targeted ONLY weapon skills. I think of it as a cost/benefit analysis.

    On the one hand, I like the armoury system for abilities, as it simply works very well. Magic in general as well. Simple activation animations and casting animations are sufficient enough for these abilities to be used among all the classes.

    Yet, for Weapon skills, I see a distinct difference. This availability seems to place a limit on what they're capable of. I also point out skills such as Luminous Spire and Simian Thrash... these are prime examples of what skills COULD be like, but are generally not.
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  2. #2
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Roaran View Post
    Suzaku raised a very good point in his post, thanks for pointing this out. Forgive me if I oversimplify it, but he suggested that each player ends up selecting a few skills from a wide range of skills, and this selection is what makes each player unique.

    I love this point, as I wholly agree with it. The armoury system has great strengths to it, and this is definately one of the strongest.


    Though my problem lies in the ultimate lack of choice that this same system creates. A player does have many choices, yet, (and I don't want to exaggerate or underestimate) probably 75% of these choices are sub-optimal at best. Some classes greatly benefit from some abilities (Defender II for THM is awesome).

    Which is why I specifically targeted ONLY weapon skills. I think of it as a cost/benefit analysis.

    On the one hand, I like the armoury system for abilities, as it simply works very well. Magic in general as well. Simple activation animations and casting animations are sufficient enough for these abilities to be used among all the classes.

    Yet, for Weapon skills, I see a distinct difference. This availability seems to place a limit on what they're capable of. I also point out skills such as Luminous Spire and Simian Thrash... these are prime examples of what skills COULD be like, but are generally not.

    You are assuming they didnt make them unique because of cross class, Im saying they should make every native skill look unique, and allow people to cross class it, but it just looks recycled. That alone would make classes feel more unique. The idea behind the skill learning system, is any skill you learn can be used, lets look to the job system for the uniquness factors. after all, just adding some different traits and a couple skills would make each player very unique without sacrificing our current level of customization
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  3. #3
    Player
    Roaran's Avatar
    Join Date
    Mar 2011
    Posts
    675
    Character
    Ajax Sol
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Physic View Post
    Im saying they should make every native skill look unique, and allow people to cross class it, but it just looks recycled.
    In my previous post I think I outlined exactly why it is highly like this will never happen. Each combination of class & weapon skill eventually adds up to some ungodly number that is likely impossible for the dev team.

    And I think my biggest point is, sure you have some customization, but is it worth it? With few exceptions, your best skills are going to end up being your own classes skills. Do they need to be available to everyone when eventually everyone will learn this and end up not using other classes skills ( And there are a few exceptions Skull Sunder II for example is a good skill ).
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  4. #4
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Roaran View Post
    In my previous post I think I outlined exactly why it is highly like this will never happen. Each combination of class & weapon skill eventually adds up to some ungodly number that is likely impossible for the dev team.

    And I think my biggest point is, sure you have some customization, but is it worth it? With few exceptions, your best skills are going to end up being your own classes skills. Do they need to be available to everyone when eventually everyone will learn this and end up not using other classes skills ( And there are a few exceptions Skull Sunder II for example is a good skill ).
    i dont think you get what im saying, I'm saying that if you use a skill on pugilist, that is pugilist, it should have its own look. say forexample, pounce, when used on pugilist you should actually leap or something, but when used by glad, it can be a vanilla sword poke.
    This will make people want to use weaponskills on thier main job, unless there is a specific reason to cross class (having slightly less damage/accuracy is the only reason now)

    The adaptability of customization, is that for special cases, you can adapt, while in general another class may not want to use concussive blow, if you have a pugilist tank, you may help the party more by giving up damage to be able to maintain the accuracy debuff on the mob, and get it to level 3 faster. or maybe a monster will be weak to fire, and you use red lotus, etc.

    I definately agree that weapon skills dont look great when you worked hard to earn them and they generally all look like the same action, but i dont think we have to make the cross class exclusive, in order to make them look unique on the actual job they come from.
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