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So far, no drawbacks to leveling EVERYTHINGFollow

#1 Sep 16 2010 at 3:24 PM Rating: Decent
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One of my main concerns, with the Armory system enabling us to change classes on a whim and encouraging us to try out everything, was that there would be a sort of penalty imposed on those of use who like to put time into all the disciplines. Like in FFXI where you could only level one craft to 100 (or something like that... my cooking never got about 40).

As it stands right now, there doesn't seem to be any limit on how high you can take all the classes. In fact it seems as though they are encouraging us to branch out and level multiple classes, what with the fatigue system and all.

That's music to my ears. My pointed Elezen ears.
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#2 Sep 16 2010 at 3:27 PM Rating: Good
When we get a full list of the exchangable abilities with each skill level I bet many people are just going to up and decide to be all-rounder players, with a specific prefrence as to which class they LIKE to play the most.

For me, I'm going to LOVE experimenting with the different things I can do with Gladiator. But for now, I'm focusing on survalbility skills to make grinding easier.
#3 Sep 16 2010 at 3:30 PM Rating: Decent
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When this system was announced SE said there would be a point in time when you would "Specialize" in a certain class, whether this still is true or not I don't know but if it is, I don't think we'll know for a while since we're on a level cap atm - this cap goes up to lv. 99 as some databases suggest so if there are drawbacks they wont show up anytime soon.
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#4 Sep 16 2010 at 3:30 PM Rating: Good
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There is something odd with how it works.

My phalanx does 170-250 damage

But when I use Haymaker (pugalist equiv although should proc less and do MORE damage) I only did 88 damage. Unless the mob had a resistance to blunt damage.

Edited, Sep 16th 2010 5:33pm by MaFi0s0
#5 Sep 16 2010 at 3:31 PM Rating: Good
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Yup I really like the system they have in place. Only thing i am worried about if there isn't any limits on the DoH hand classes. Like my thread before i am worried not so much about the near future but with the long term (as in 3+ years).

Will everyone by then be self sufficient like WoW (or at least when i played) where gil will really not mean anything? I loved XI and am hoping XIV to last me like 6-7 years like XI did. But am worried about the future of the economy, but hopefully if this is the case SE can do something to change it.

Regardless as said, i love the systems SE has implemented into this game and can't wait till the 22nd.
#6 Sep 16 2010 at 3:33 PM Rating: Good
They said abilities not native to the class you're on would be less effective, so that should be expected if you're using haymaker on Glad.
#7 Sep 16 2010 at 3:33 PM Rating: Decent
well, it's good and bad. It's good because you're not limited if you want to try new things, it's bad because eventually some day, everyone will be exactly the same character, just different on the skills they decide they're going to use at the time.
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#8 Sep 16 2010 at 3:34 PM Rating: Good
Something tells me that each of the classes you're seeing now will have specaltiy classes branching off of them that you'll have to decide between. So say someone who does Gladiator may have to choose between more defensive and more offensive apporaches, and then have to make varying decissions on each class as they go up.

That or the cross abilities will begin to run out. In any case I'm still excited that at least the initial skills are pick and choose.
#9 Sep 16 2010 at 3:35 PM Rating: Good
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Seems to me what will make the difference is guild point purchased abilities.
You can level all classes to 50, but odds are you'll only have enough levequest power to 'merit' 1-2 classes beyond their basic power, via doing class specific guildleves, and buying special abilities with points.

So in a way it's as if they forced you to cap at 50, and only let you take 1-2 jobs past that, like crafting in FFXI, except it's a much more friendly approach. Plus given enough time you would be able to 'merit' all classes too.

Edited, Sep 16th 2010 5:37pm by RattyBatty
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#10 Sep 16 2010 at 3:37 PM Rating: Good
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Hyrist, ****** Superhero wrote:
They said abilities not native to the class you're on would be less effective, so that should be expected if you're using haymaker on Glad.


Well that explains it, makes it a little pointless as from my experience, as Gla:
Sacrifice: Useless
Cure: Useless
Haymaker: Useless
Poison: Useless
Stoneskin: Waste of a slot
Shockspikes: Okay for now
Second Wind: Okay for now
Bloodbath: Good
#11 Sep 16 2010 at 3:43 PM Rating: Good
Quote:
Sacrifice: Useless
Cure: Useless
Haymaker: Useless
Poison: Useless
Stoneskin: Waste of a slot
Shockspikes: Okay for now
Second Wind: Okay for now
Bloodbath: Good


I can tell what your problem is right there, is you're not statting yourself enough magic stats on your glad. The effectiveness is lower, but your magic skills are still ruled primarily by your base stats.

Should be no reason why Cure and Stoneskin should be useless to you.
#12 Sep 16 2010 at 3:49 PM Rating: Good
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Remember that moves from other classes are weakerwith longer cooldowns because we all currently have 0 affinity with those secondary
classes. You can buy affinity in increments of 10, with a max of 100.

In theory, once you got a class high enough to do rank 20 leves, you can accumulate guild points and puchase affinity. And then those moves will be much better.

In theory, of course!
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#13 Sep 16 2010 at 3:52 PM Rating: Good
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Stoneskin does not block a lot of damage, only the 1st 1 or 2 hits, it has a very long cast time so its worse than cure if using it during battle, at the moment for me it is a waste of a slot, and macroing it in and out inbetween battles is bad atm cause of the UI lag.

The reason cure is bad for a Gla is the 4 second cast time, a Gla needs to keep their shield up to block, you cant block while casting. During those 4 seconds, the Gla is not only taking more damage but not building as much TP and not doing any damage, at the moment cure heals me for 100, for it to be worth it, it would need to heal for about 350 atleast and I think I would need to put half - 3/4 of my AP into Intellect for that, and then I do less DPS by far and the whole thing just doesnt become viable.

Edited, Sep 16th 2010 5:57pm by MaFi0s0
#14 Sep 16 2010 at 3:59 PM Rating: Good
Gonna be busy this weekend, but I'll do some shifting in get back to you as to how to push the best out of that.
#15 Sep 16 2010 at 3:59 PM Rating: Decent
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you can also perform battle regimens that will make out of class skills more effective for your whole party
#16 Sep 16 2010 at 3:59 PM Rating: Decent
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MaFi0s0 wrote:
Stoneskin does not block a lot of damage, only the 1st 1 or 2 hits, it has a very long cast time so its worse than cure if using it during battle, at the moment for me it is a waste of a slot, and macroing it in and out inbetween battles is bad atm cause of the UI lag.

The reason cure is bad for a Gla is the 4 second cast time, a Gla needs to keep their shield up to block, you cant block while casting. During those 4 seconds, the Gla is not only taking more damage but not building as much TP and not doing any damage, at the moment cure heals me for 100, for it to be worth it, it would need to heal for about 350 atleast and I think I would need to put half my AP into Intellect for that.

Edited, Sep 16th 2010 5:56pm by MaFi0s0


Stoneskin is meant to work like that otherwise people would spam SS during battle and be invincible - I have found good use for stoneskin on other classes than Conjurer for starting a battle it buys you 1 or 2 hits as you said. As for cure and guard - when you have guard up its up as far as i can tell, someone correct me if i'm wrong but if you have guard up, even when you initiate a sword attack while getting attacked by the mob simultaneously (your shield drops for the animation) the damaged incurred is still lower than usual due to guard.
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#17 Sep 16 2010 at 4:03 PM Rating: Good
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You can guard while doing a physical attack but not while casting.
#18 Sep 16 2010 at 4:10 PM Rating: Decent
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MaFi0s0 wrote:
Hyrist, ****** Superhero wrote:
They said abilities not native to the class you're on would be less effective, so that should be expected if you're using haymaker on Glad.


Well that explains it, makes it a little pointless as from my experience, as Gla:
Sacrifice: Useless
Cure: Useless
Haymaker: Useless
Poison: Useless
Stoneskin: Waste of a slot
Shockspikes: Okay for now
Second Wind: Okay for now
Bloodbath: Good


Er... No. I've been playing glad the last few days and I've been using Sacrifice, Cure, and shockspikes not to mention radiance (lvl 10 CON WS) - Radiance does less damage than a native WS - but it restores MP - so worth it nonetheless. Sacrifice and Cure are macroed together to give me a big healing boost. Shockspikes is a lifesaver.

I do however have a lot of points in magic stats because I leveled CON first.

[Edit: With this build I was soloing yellow dodos at level 7 btw]

I find the recast timer on Second wind is too long to be very useful... I'd equip it if there were not better things to have equipped - just as an mp-free life-saver - but for regular cures it just doesn't do the trick.

Edited, Sep 16th 2010 3:12pm by Olorinus
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#19 Sep 16 2010 at 4:10 PM Rating: Good
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MaFi0s0 wrote:
You can guard while doing a physical attack but not while casting.


Again, not true. I've cast cure behind my shield before.
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#20 Sep 16 2010 at 4:22 PM Rating: Good
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I just tested it and yea your right.

Well I took some points out of Sta and put them into Intelligence, gonna see how this goes.
#21 Sep 16 2010 at 4:26 PM Rating: Good
I'm thinking of specing a INT DEX VIT glad to test out wha the cross overs can do, I'll maintain moderate STR for DPS but depending on the spels equipped it might be a worthwhile combo in the right circumstances.

If not, no harm done. The benfits of the "Reassign" button.
#22 Sep 16 2010 at 4:30 PM Rating: Good
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So far cross class skills have a few drawbacks. Some skills have 1 or a combination of drawbacks, which can be:

- Longer cool down
- Longer casting time
- 40%-50% ineffective

With the above in mind, there is also a drawback in class attributes. For example, Cure heals more when you put points into MND. Also a lot of skills, if not all, "grow" when you level up the belonging class, for Cure that is the CON.

The drawbacks can be reduced by spending guild marks for affinity, keeping classes equal or close at the same level and allocate points in the right attribute. If this approach is viable, I do not know, but my guess is in the end it will be as long as you put time and effort in it.

I think cross class skills are one of the best features of FFXIV and very unique. Looking forward to try it out but for me I will probably level my main class first with some crafting classes.
#23 Sep 16 2010 at 4:35 PM Rating: Good
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Also... not every skill crosses over.

Lancers are the only ones who can use their drain/hastesamba-esque buffs. exaltation and whatever the conjurer alternative are job specific...

And people can distribute stats differently (which comes with its own headaches...)

If anyone has ever played RO they should recognize the chances for differing set ups. two people can play the same jobs so incredibly differently that they are hardly even the same.

My one fear... is that unless there comes a point where i can choose to re assign EVERY stat point there might come a point during the game where people realize that most of them will have to start over with an exact plan for progression.
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#24 Sep 16 2010 at 4:41 PM Rating: Good
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F3rth wrote:
Also... not every skill crosses over.

Lancers are the only ones who can use their drain/hastesamba-esque buffs. exaltation and whatever the conjurer alternative are job specific...

And people can distribute stats differently (which comes with its own headaches...)

If anyone has ever played RO they should recognize the chances for differing set ups. two people can play the same jobs so incredibly differently that they are hardly even the same.

My one fear... is that unless there comes a point where i can choose to re assign EVERY stat point there might come a point during the game where people realize that most of them will have to start over with an exact plan for progression.


Tranquility for conjurer, and speaking of which...something that's been annoying the heck out of me lately. I'm trying to mess around and play the game like I figure it should be played. So as I'm off soloing exp on conjurer, I see a mining point and use my Mine macro and get to work. Quick side task earning me extra experience & hopefully some good loot. And I rather enjoy it, but then as I macro my conjurer stuff back in...my MP is now crap and tranquility's timer starts over from 10:00 before I can use it. I know they don't want people abusing that ability and I could run to an aetheryte or have some mp refresh food on hand, but **** that's annoying!

Edited, Sep 16th 2010 6:43pm by TwistedOwl
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#25 Sep 16 2010 at 4:44 PM Rating: Good
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F3rth wrote:
is that unless there comes a point where i can choose to re assign EVERY stat point


You can. It just takes two hours to do a full restat. you can reassign 1/4 of your stats every half hour. TBH I've never bothered with more than 1 or two at lower levels though.

Edited, Sep 16th 2010 3:44pm by Olorinus
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#26 Sep 16 2010 at 4:45 PM Rating: Decent
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TwistedOwl wrote:


Tranquility for conjurer, and speaking of which...something that's been annoying the heck out of me lately. I'm trying to mess around and play the game like I figure it should be played. So as I'm off soloing exp on conjurer, I see a mining point and use my Mine macro and get to work. Quick side task earning me extra experience & hopefully some good loot. And I rather enjoy it, but then as I macro my conjurer stuff back in...my MP is now crap and tranquility's timer starts over from 10:00 before I can use it. I know they don't want people abusing that ability and I could run to an aetheryte or have some mp refresh food on hand, but **** that's annoying!

Edited, Sep 16th 2010 6:43pm by TwistedOwl


I think they were talking about fixing that... but it was sort of unclear... they talked about not unequipping abilities when you change jobs - my guess is that things like Traq would just be greyed out instead of being reset. Would be nice.
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#27 Sep 16 2010 at 4:46 PM Rating: Good
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Quote:

If anyone has ever played RO they should recognize the chances for differing set ups. two people can play the same jobs so incredibly differently that they are hardly even the same.


I am HOPING the time doesn't come that each class has a "set up this way or you are fail" setup around the community. I really hope they provided enough workable ability combinations that there are too many worthy options to idealize one. If they don't over-nerf any cross-class stuff, it just might be so.

Edited, Sep 16th 2010 6:50pm by RattyBatty
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#28 Sep 16 2010 at 4:47 PM Rating: Good
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Wow, this is the first I've read of the affinity guild marks...looks like SE really has done a lot of forward thinking on the cross-class skills. This is pretty much exactly what I thought they would do: build your own hybrid. For example, Paladin:

1. You can go GLA main and then supplement it with CON and PUG abilities to maintain an 'average' spread of abilities to maintain hate (damage, threat spiking abilities and curing).

2. You can set CON main and add a bunch of defensive abilities to mitigate damage. This route means you hold hate by spamming large heals and going defensive.

If balanced right, this sounds WONDERFUL. You can literally create the 'same class' in 2 totally different ways, allowing you to gear for it separately as well, meaning that gear that is 'worthless' for a DD Paladin build could still be used for a 'mage' based Paladin. GOD THAT WOULD ROCK!

Now all SE needs to do is fix re-assigning points and we're golden. People say it's more like 1/8 every 30 minutes? It'd be awesome if SE just gave us 8 charges to re-assign stats and you refresh 1 charge every 30 mins. Make it similar to Assault ID Tags. Or ****, make it 1 hour, I don't care, just as long as you can log in and fully 're-spec', it'd be sweet.
#29 Sep 16 2010 at 4:48 PM Rating: Good
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Olorinus the Vile wrote:
TwistedOwl wrote:


Tranquility for conjurer, and speaking of which...something that's been annoying the heck out of me lately. I'm trying to mess around and play the game like I figure it should be played. So as I'm off soloing exp on conjurer, I see a mining point and use my Mine macro and get to work. Quick side task earning me extra experience & hopefully some good loot. And I rather enjoy it, but then as I macro my conjurer stuff back in...my MP is now crap and tranquility's timer starts over from 10:00 before I can use it. I know they don't want people abusing that ability and I could run to an aetheryte or have some mp refresh food on hand, but **** that's annoying!

Edited, Sep 16th 2010 6:43pm by TwistedOwl


I think they were talking about fixing that... but it was sort of unclear... they talked about not unequipping abilities when you change jobs - my guess is that things like Traq would just be greyed out instead of being reset. Would be nice.


That would be nice if they were able to do somethin' like that while making sure we can't exploit the heck out of it. Would be cool to do a quick change, repair some gear or mine, fish, etc. then switch back and go right back to business.
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#30 Sep 16 2010 at 4:50 PM Rating: Good
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Quote:
this sounds WONDERFUL


:D

Quote:
People say it's more like 1/8 every 30 minutes?


Yes, reassign time scales with Physical Level. It is 20% of points per reassign or 5 times needed to fully reassign your points.

Quote:
If anyone has ever played RO they should recognize the chances for differing set ups. two people can play the same jobs so incredibly differently that they are hardly even the same.


Oh yes, hopefully we do not see cookie cutter builds for a long time :-)

Edited, Sep 16th 2010 6:52pm by Shoomy
#31 Sep 16 2010 at 4:58 PM Rating: Good
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Shoomy wrote:


Yes, reassign time scales with Physical Level. It is 20% of points per reassign or 5 times needed to fully reassign your points.

Edited, Sep 16th 2010 6:52pm by Shoomy


oh I thought it was 25%... lol never paid much attention though. Heard it takes 2 hours for a full restat - but that shouldn't be needed... you probably don't want to move them all around because you are always going to want to leave a few points in every stat as if you have too many in 1 stat they stop doing anything anyways.

Edited, Sep 16th 2010 3:59pm by Olorinus
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#32 Sep 16 2010 at 5:54 PM Rating: Decent
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Quote:
Now all SE needs to do is fix re-assigning points and we're golden. People say it's more like 1/8 every 30 minutes? It'd be awesome if SE just gave us 8 charges to re-assign stats and you refresh 1 charge every 30 mins. Make it similar to Assault ID Tags. Or ****, make it 1 hour, I don't care, just as long as you can log in and fully 're-spec', it'd be sweet.


Or even better, have it to where you can fully reassign the stats in town from an NPC and keep the current system the same in the field, alleviates abuse of the system during battle but still lets you put everything where you want it if you're in a town.

Though for some reason I believe Square is **** bent on keeping it the way it is.
#33 Sep 16 2010 at 6:00 PM Rating: Good
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CupDeNoodles wrote:
Quote:
Now all SE needs to do is fix re-assigning points and we're golden. People say it's more like 1/8 every 30 minutes? It'd be awesome if SE just gave us 8 charges to re-assign stats and you refresh 1 charge every 30 mins. Make it similar to Assault ID Tags. Or ****, make it 1 hour, I don't care, just as long as you can log in and fully 're-spec', it'd be sweet.


Or even better, have it to where you can fully reassign the stats in town from an NPC and keep the current system the same in the field, alleviates abuse of the system during battle but still lets you put everything where you want it if you're in a town.

Though for some reason I believe Square is **** bent on keeping it the way it is.


If they're planning to increase the anima situation & if the fight is anywhere close to an aetheryte then you could abuse it that way. Tele to town, switch stats, tele back...
Not an ideal fighting method, but if the gain was worth it...

Edited, Sep 16th 2010 8:00pm by TwistedOwl
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#34 Sep 16 2010 at 6:06 PM Rating: Good
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I just got a flash....

What if at lvl 50, we specialize into a specific class/role, branching out of the main discipline:

Meaning for example:

Conjurer lvl 50 : Split between - Black Mage
- White Mage

Not that they will be using the former names, though it would suggestive to think they would as they are SE, and we all know it.

I have a feeling it will be like that. Like Pugilist who have both defensive and offensive potentials.

My two cents.
#35 Sep 16 2010 at 6:12 PM Rating: Decent
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Quote:
If they're planning to increase the anima situation & if the fight is anywhere close to an aetheryte then you could abuse it that way. Tele to town, switch stats, tele back...
Not an ideal fighting method, but if the gain was worth it...


I was thinking more along the lines of switching everything out during a battle, like switching from a DD class to a healer class and throwing out cures, which you can kinda do already but slightly gimped.

To me it wouldn't be much different than what you could do in XI but also being able to switch out classes on the random with slightly gimped stats. I like the idea of being able to switch out classes on the go but I also want to be the best at my main class without having to wait, 2hours I think? Also they could just as easily add a weakness or something for around 10mins to prevent the whole teleporting thing if they wanted. 10mins is a hellva lot better than 2hours.
#36 Sep 16 2010 at 6:19 PM Rating: Good
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CupDeNoodles wrote:
Quote:
If they're planning to increase the anima situation & if the fight is anywhere close to an aetheryte then you could abuse it that way. Tele to town, switch stats, tele back...
Not an ideal fighting method, but if the gain was worth it...


I was thinking more along the lines of switching everything out during a battle, like switching from a DD class to a healer class and throwing out cures, which you can kinda do already but slightly gimped.

To me it wouldn't be much different than what you could do in XI but also being able to switch out classes on the random with slightly gimped stats. I like the idea of being able to switch out classes on the go but I also want to be the best at my main class without having to wait, 2hours I think? Also they could just as easily add a weakness or something for around 10mins to prevent the whole teleporting thing if they wanted. 10mins is a hellva lot better than 2hours.


Indeed, there's definitely room for improvement here that would give us more freedom and not make it easily exploitable.
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#37 Sep 16 2010 at 6:26 PM Rating: Good
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MisterRandy wrote:
I just got a flash....

What if at lvl 50, we specialize into a specific class/role, branching out of the main discipline:

Meaning for example:

Conjurer lvl 50 : Split between - Black Mage
- White Mage

Not that they will be using the former names, though it would suggestive to think they would as they are SE, and we all know it.

I have a feeling it will be like that. Like Pugilist who have both defensive and offensive potentials.

My two cents.


That's the kind of thing I was probably gonna do anyway, have more of a black mage setup & a white mage setup...also considered mixing & matching between conjurer & thaumaturge to have kind of a "holy mage" setup along with an "evil mage" setup...not just with the mages but the other classes as well I could see myself gathering abilities to create an evil/holy setup...guess I dig that kind of thing. But that'd be cool if at cap or with expansions there were some incentives for going a certain path...
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#38 Sep 16 2010 at 6:31 PM Rating: Decent
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RattyBatty wrote:
Quote:

If anyone has ever played RO they should recognize the chances for differing set ups. two people can play the same jobs so incredibly differently that they are hardly even the same.


I am HOPING the time doesn't come that each class has a "set up this way or you are fail" setup around the community. I really hope they provided enough workable ability combinations that there are too many worthy options to idealize one. If they don't over-nerf any cross-class stuff, it just might be so.


Then you're going to be in for a nasty surprise - systems like this are fundamentally unbalanceable.

It's a simple case of combinatorial explosion meets the law of unintended consequences; there are simply too many possibilities for even a modicum of balance to appear. Even if they were to specifically balance certain builds, they would have no way to ensure that there aren't other build that are out of balance with them. And because the player base will be several orders of magnitude larger than the development team, the players will have an easier time finding these unbalanced builds before the devs can.

In order to maintain any semblance of balance, they will therefore need to be proactive in making adjustments for balance (instead of allowing balance issues to fester for sometimes years on end as they did with FFXI). And since every adjustment will, pretty much by definition, introduce further imbalances into the system, such adjustments will need to be frequent and unending (at least until final server shutdown).
#39 Sep 16 2010 at 6:45 PM Rating: Decent
RIDDER wrote:
Will everyone by then be self sufficient like WoW (or at least when i played) where gil will really not mean anything?


I do believe Gil won't have as much of a value this time around as it did in FFXI, it seems more as if they're trying to return to the traditional single-player style for gil. That means while you'll still need gil to do things (Repairs, equipment, items, etc.) it won't have as much of an impact. This is likely due to they want to encourage more casual players to give it a try. The biggest rant apart from partying that many casual players had was how much gil it took to do much of anything or buy anything. Unless you had a niche down it took hours to earn even a meager amount. In a way it worked since FFXI required you put more time in to achieve real goals. But again, SE is taking the casual-friendly approach this time so huge gil-sinks are a thing of the past...

As for being self-sufficient I wouldn't quite count on that, crafting takes alot of time (And money still.) to build up not to mention it requires more interaction. Hardcore players may invest the time and effort but you'll still have those who will be too lazy or won't want to take the time to bother with crafting skills. Also, didn't they mention recently that for some tasks it will require more than one person to complete it? Anyway, WoW from the brief time I played seemed to make decent work out of crafting and having enough buyers to keep it going steady. If you're looking for a heavy experience (More work VS the rewards.) like FFXI had something tells me it won't be found in FFXIV...

Edited, Sep 16th 2010 5:47pm by SamusKnight
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#40 Sep 16 2010 at 8:07 PM Rating: Decent
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There's another thing.

Every class seems to have multplie classes of weapons (some of which we weren't able to try out in the beta)

Examples:

Acher: Longbow vs Shortbow
Gladiator: Sword vs Dagger
Pug: Bone h2h vs Leather h2h vs pointy metal h2h
Mrd: 1 Sided axe vs 2 sided axe
Lancer: Spear vs Halberd vs Lance

Musketeer's guild has Rifles on the walls and in the training area but all the npcs equip pistols, so I imagine those are that classes options.

So I'm imagining some level of specilizing within your class in a certain type of weapon. Along the same lines of a wow type branching system, but more in line with FFXIV's overarching goal of weapon dictating your characters development.

I think it would be cool, and would explain why eveyr weapon I see falls into one of these categories.

Edited, Sep 16th 2010 10:13pm by Louiscool

Edited, Sep 16th 2010 10:14pm by Louiscool
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#41 Sep 17 2010 at 10:46 AM Rating: Decent
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I'd totally love the re-assign all within town to but I'm looking at SE's track record and trying to find a middle ground is all. Given how much they LOVED adding charges to so many abilities and instances towards the end of when I stopped playing FFXI, it seemed like an idea they would be very partial to.

If they did the middle ground of stat re-assignment charges, they wouldn't have to worry about balancing any teleportation/town NPC abuses.
#42 Sep 17 2010 at 10:51 AM Rating: Good
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I wonder if you guys are aware of the fact that you can buy stat relocation pots with guild marks. I don't know if they are permanent, or just temp, but they will probably be invaluable.

Edit: they are usually things like change 10 mnd to 10 dex, and such.

Edited, Sep 17th 2010 12:52pm by Teneleven
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#43 Sep 17 2010 at 10:59 AM Rating: Decent
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Quote:
Yes, reassign time scales with Physical Level. It is 20% of points per reassign or 5 times needed to fully reassign your points.


So what this reads like to me is that if I know what I plan on doing ahead of time, say the next day, I can completely change my character around from a full on mage to a full on melee if I have the time. This is great to hear, and I hope we don't lose the ability to do this at some point. Take a bit of time levelling a certain set of disciplines, then do some work while re-assigning your attributes and be ready the next day for a new discipline. I was a bit worried about that before, so thanks to everyone for clearing that up.
#44 Sep 17 2010 at 11:39 AM Rating: Good
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I'm not killing myself to power level any particular fighting job, but with all the crafting & gathering jobs I took, it's really cool running around with a Physical rank.25 while my fighting jobs are around rank.8-13. It's a real boon having so many physical points to use while leveling.
#45 Sep 17 2010 at 12:35 PM Rating: Good
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Louiscool wrote:
There's another thing.
Musketeer's guild has Rifles on the walls and in the training area but all the npcs equip pistols, so I imagine those are that classes options.
]


That gave me a funny vision of a musketeer using a pistol and a shield...

Oooh or two pistols...
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#46 Sep 17 2010 at 12:38 PM Rating: Default
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striveldt's sig wrote:

FFXI: DRK 55, WAR 30, THF 27, DRG 27 (all retired)


YeahOK.
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#47 Sep 17 2010 at 12:48 PM Rating: Default
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Pluelf wrote:
striveldt's sig wrote:

FFXI: DRK 55, WAR 30, THF 27, DRG 27 (all retired)


YeahOK.


pretty sure it's not called retiring when you quit after 2 weeks...
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#48 Sep 17 2010 at 12:49 PM Rating: Good
F3rth wrote:
That gave me a funny vision of a musketeer using a pistol and a shield...


You're making me want to play Arcanum.
#49 Sep 18 2010 at 4:46 AM Rating: Good
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Logged in today to try put more points into Intellect to make this thing work.
The other day my cure was healing for 114, put another 20 or so AP into Intellect today, Cure still healed for 114, Sacrifice still healed for the same aswell.
#50 Sep 18 2010 at 5:48 AM Rating: Decent
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I must say, for the first time I feel disappointed and angry even. The ability to reassign stats sure is useful, but it should be implemented in the right manner. I'll tell ya my story.

Started out as Lancer as that's going to be my main job. After getting that to like 10, I felt like trying out Conjurer. Tried to go for INT lots with reassigning, which worked out quite well. Never ran out of MP either while grinding, so that's good at least. After learning Stoneskin I wanted to change back and try other melee jobs. Me's now being a Lancer again after playing Marauder and Gladiator some, but guess what? This time reassigning takes literally ages, I've totally gimped myself. I've done it like four or five times now, and I don't get anywhere, I still have 41 points in INT. It's like...it takes one single point from INT, and almost as much from the stats I need as I am able to put back in, it's like going in circles. Per reassigning I can consider myself lucky to add two points to a single stat I need (either STR, VIT or DEX). That just can't be right, I can't even kill green mobs now on the way to Camp Emerald Moss, with Cure and Bloodbath that is, and I miss like crazy.

Am I doing it wrong? I seriously feel like just logging off. Can't they make it so that you can pick from which stat(s) you want to suck points, to put them back into others? Or can't they place an NPC in each city, taking gil or anima or both even for completely reassigning everything? Nothing against challenge, really, but at this rate it's probably going to take me the whole day to get my stats right. Umm...no thanks? =/

One thing is for sure, when my CE arrives I'm going to focus on melee only, no more mages for me unless they make this system a bit more user friendly and less (unreasonable) time consuming. Hope I make enough sense, or if I have missed some details, enlighten me please. I'm loving this game (as much as you can, considering it's beta, it sure needs polish), but this one gives me headaches. ^^;
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#51 Sep 18 2010 at 6:01 AM Rating: Excellent
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MaFi0s0 wrote:
Logged in today to try put more points into Intellect to make this thing work.
The other day my cure was healing for 114, put another 20 or so AP into Intellect today, Cure still healed for 114, Sacrifice still healed for the same aswell.


You'd want MND if you're just looking for more cure potency rather than INT, which would be more for nuking & such. Good thing about that is you're increasing MP if you increase MND. But you're not gonna see a huge benefit from going all out on MND regarding your cure potency. I'm talking like single digits more. Seems with conjurer Cure gets better as you gain rank up to a max amount Cure can do before you get Cure II. CureI on my 20conj tops out at 225HP so far(not sure if that's the cap or if I could make that better with stats)...on other classes Cure may be good at low levels to get you past the rough parts, but may not be so useful later on until you get guildmark rewards & such if you intend on mixing conjurer actions to your class...



Edited, Sep 18th 2010 8:06am by TwistedOwl
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