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The Classless Class SystemFollow

#52 Nov 02 2009 at 6:11 PM Rating: Excellent
485 posts
It's nice what they're trying to do, but I don't think it's going to work. No matter how carefully you use terms and how fluid changing character roles becomes, it all just boils down to there being a certain number of ways to do something, with the balance of such methods being the responsibility of the developers. In FFXI we call those ways to accomplish something "jobs", and while they will probably be accessed very differently in XIV they'll still end up being ranked by players from most to least efficient. My prediction in that people will flail around in excitement upon release with all this imagined freedom, then be disappointed when the system settles into a rut just like every other MMO before it.

I'm more excited about the integration of non-combat skills. If SE can give a player who never fights a battle in his life just as epic an experience as one who does, then I'll be impressed.
#53 Nov 03 2009 at 8:32 AM Rating: Good
224 posts
The thing to remember is that they're saying the game will be geared for more casual play. I take that to mean easier mobs and/or the ability to solo grind/quest decent skill ups.

The way I understand skills/abilities are going to work is a combonation of FFII, FFV, FFVI, and FFIX. Using a certain weapon will result in a skill up like FFII. At certain skill levels with that weapon type we'll learn an ability as in FFVI. Differant weapons of that type might teach differant abilities as in FFIX. Then be able to equip our learned abilities into ability slots even if we don't have that weapon equiped anymore like in FFVs job system.

example: equip dagger > learn steal > equip sword > equip ability steal in an ability slot
Had he used a differant dagger though perhaps he would have learned flee instead.

We won't be able to equip every ability from every job at once though. Probably just one or two abilities that are not from the weapon type currently being used.

An example is that the sword user from above has also learned cure from a staff. He could then have access to all learned sword abilities as well as steal and cure. Therefore he has all the abilities already learned from swords while equipping a sword so he has everything the group should expect from him. He can choose his equipped abilities based on personal preferance and still perform the required tasks.

Sure some abilities will be better suited for certain situations but with reduced difficulty there is more wiggle room. You probably won't see a person with a staff equipped using provoke very often.

Still just speculation at this point.
#54 Dec 02 2009 at 8:09 AM Rating: Default
1 post
I have read that the enemies in FFXIV will gain a tolerance for a technique if its repeated on the mob. This I think could work to end that best build crap and add some real strategy into the mix. Also I believe that since there is going to be horde mobs fights now maybe the actual fighting will be really different. Unless its a boss fight or a certain big and powerful monster, most fights will be like a war thing going on. What i mean is that u get a whole lot of mobs to kill for a guildleve and u go in with a party but at the same time is like everybody for themself but obviously helping each other when others r in trouble. I mean like yea theres gonna be tank builds wich will draw a lot of mobs to them and there r gonna be healer builds that r gonna stay back maybe kill 1 or 2 then heal a few people that need and stuff like that. It would certainly add a strategy to fighting.

Also if theres a need(or just to chage it around a lil) someone that has a good skill of something else that wont affect the strategy can change weapons and go from say a DD to a healer to help out a bit or give the healer to do some owning on a few baddies...

Edited, Dec 2nd 2009 9:16am by liondude
#55 Dec 02 2009 at 11:25 AM Rating: Decent
38 posts
Obviously there's still tons of speculation going around still, but with the durability issue to now deal with, It gets me thinking how non combat classes (aka. crafters) will work in battles with maintaining peoples armor etc... during long HNM style battles. Even if they don't have HNM's per say, I'm sure SE will have some fights that last a **** of a long time because they know how we love those so much. And I can imagine that equipment durability will need to be maintained on a regular and frequent basis.
Secondly, i also cant imagine being able to have equipment repaired while combat is going on. Which also leads me think that long lasting fights will need multiple parties to be swapped in and out as equipment gets destroyed / repaired etc...


Pandemonium Server
#56 Dec 02 2009 at 2:34 PM Rating: Decent
671 posts
Ok, this is going to sound weird but, thanks to Elmer..

I think I might actually understand what the Class system will be like in FFXIV!

PUG with en-drain fists here I come! (and they laughed in ffxi :P)
#57 Dec 02 2009 at 4:19 PM Rating: Decent
1 post
SE knows what they're doing. Remember Final Fantasy Tactics?
#58 Dec 02 2009 at 6:27 PM Rating: Decent
46 posts
This system seems really really fun, BUT you need to stop and think if they are going to be effective at all. For example, on your main Thaumataurge (Or however you spell it) your En-Fire spell is doing 30 damage a hit. Now when you switch to your Pugilist and cast En-Fire I'm gonna guess that it's probably gonna be severely nerfed due to changed stats, and not using the right discipline so no boost to the ability. So as oppossed to doing 30 damage a hit, it drops to only 10 damage a hit if your lucky.

I seriously hope that I'm wrong here cause I have a few **** azz ideas for some fun classes myself! I'm thinkin' Rune Knight like Beowulf from FFT! >:)

Arcane Archer from D&D, who wouldn't like to launch some arrows that explode into Fireballs on contact!?!? Man that would be fun lol. (Probably not possible but meh)I can dream.

I really liked subbing summoner with my PLD in FFXI just for fun and kill some super low lvl monsters, but maybe in this game if I summon Ifrit as a knight job he might actually be able to kick some azz who knows. On that note I really hope if they allow you to summon in this game that they allow us to summon Bahamut, Phoenix(Omfg yes please), and Odin was always my favorite.

And I can imagine that equipment durability will need to be maintained on a regular and frequent basis.
Secondly, i also cant imagine being able to have equipment repaired while combat is going on. Which also leads me think that long lasting fights will need multiple parties to be swapped in and out as equipment gets destroyed / repaired etc...

If armor breaks that **** easily, I will be very, very upset. I doubt armor will break THAT often.

One thing I know for sure though, they BETTER fix Holy..... Yeah it was fun being an instant cast for rediculous high mana cost that did practically no **** damage..... Increase the cast time, make it ALWAYS critically hit on Undead and for a **** of alot more damage then 200 -_-

Same thing if I cast Raise on an undead, I remember in Tactics it would auto-kill undead, or if it was resisted would at least take away either 25% or 50% HP. That's the way it should be......

I miss you guys in Granddesign!
#59 Dec 03 2009 at 12:48 PM Rating: Decent
38 posts
I wouldn't be surprised at all if after 4-6+ hours of a continuous HNM type fight that equipment would need to be repaired to some degree.

With introducing durability, It shouldn't be expected that equipment will still be 100% after say a 4-6 + hour fight.

I totally can see SE making you bring a group of crafters with to any large scale fight to help maintain "things".


Pandemonium Server
#60 Dec 03 2009 at 5:23 PM Rating: Decent
PM Me When You're Sober
15,787 posts
Has anyone here ever played Darkfall Online? It seems like the road SE is taking is going to unfold in a somewhat similar fashion, though with some key differences that make it a little more balanced.
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