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i miss the job/subjob systemFollow

#1 Oct 23 2010 at 10:56 PM Rating: Good
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im afraid every class will eventually be the same, and there's no defined role for each class like there was in XI.

:(
#2 Oct 23 2010 at 10:59 PM Rating: Decent
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I don't Miss the job/subjob system per say, but I agree there needs to be more defining a difference between Pugilist and maruader and Gladiator and Lancer,MOst of the time i don't even change my tp skills when i switch jobs lol, just an easier way to improve my physical lvl and keep me soloing orange and red mobs
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#3 Oct 23 2010 at 11:18 PM Rating: Decent
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I don't see every class as becoming the same for group content. I see a lot of classes borrowing abilities from specific classes (ie. healing spells from THM/CON) and other such niceties for solo play, but I can already tell that there's a difference in how I set my actions for groups and how I set them for solo. It never really matters how many abilities you have access to because you're never going to be going into a fight and using a dozen abilities anyways. Most players will settle in on a half dozen or so abilities they use all the time, a small handful of abilities that they have for contingencies/emergencies, and the rest won't matter.
#4 Oct 23 2010 at 11:31 PM Rating: Good
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I think it remains to be seen how the system will play out.

The one thing I'm worried about is a "definitive" DD/Tank/Healer build emerging (mainly DD) that has everyone maining a particular class while having key abilities from a few others. As we progress and eventually look to min/max all our stats, I have no doubt we'll come across this issue.

Hopefully though: it won't be as extreme as ONE/TWO classes dominating all others aslong as they have specific abilities from the others.
#5 Oct 23 2010 at 11:46 PM Rating: Good
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That is the exact reason I have a lack of motivation to level right now. I feel no identity between classes. It's not even a cross class skill issue. None of the abilities feel all that unique, none feel like an ideal tank / dd / support / debuff / etc.

none of the jobs speak to me at all..
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#6 Oct 23 2010 at 11:47 PM Rating: Excellent
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I don't if you've notice but there are weapon specific abilities like speed surge, broad swing, and light strike to name a few. These are going to be the abilities that define what class can do. I love the freedom you have with the current system and allows for alot of style gameplay.
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#7 Oct 24 2010 at 12:42 AM Rating: Default
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dyvidd wrote:
I don't if you've notice but there are weapon specific abilities like speed surge, broad swing, and light strike to name a few. These are going to be the abilities that define what class can do. I love the freedom you have with the current system and allows for alot of style gameplay.


OK so 2-3 class specific abilities are supposed to define the entire class.... really? I have said it before when i switch from Pug to mar almost the only thign that changes is the defualt attack
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#9 Oct 24 2010 at 1:46 AM Rating: Default
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there gonna change the job system, cuz there gonna "balance the partying system" just like ffxi had tons of level changes for skills and trats.

Quote:
im afraid every class will eventually be the same, and there's no defined role for each class like there was in XI.


before they noobed out ffxi the classes were defined, ToU is when it started to make things eaiser.
#10 Oct 24 2010 at 7:34 AM Rating: Decent
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mitmystria wrote:
there gonna change the job system, cuz there gonna "balance the partying system" just like ffxi had tons of level changes for skills and trats.

Quote:
im afraid every class will eventually be the same, and there's no defined role for each class like there was in XI.


before they noobed out ffxi the classes were defined, ToU is when it started to make things eaiser.


even so, before ToAU there was a clearly, definite structure that classes had. i feel like the game is all DPS's whacking as mobs, it feels almost childish.

what im hoping for is that they beef up each classes skills significantly, make ALOT more of them class specific, and reduce the effectiveness of cross-class abilities (only to be increased by using the +10% class ability)
#11 Oct 24 2010 at 7:46 AM Rating: Decent
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TaalAzura wrote:
im afraid every class will eventually be the same, and there's no defined role for each class like there was in XI.

:(


Every class on XI WAS pretty much the same until level 20/25.
If you wanna know what XIV is going to be like on higher levels, just play XII. Its the same system.
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#12 Oct 24 2010 at 7:48 AM Rating: Decent
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I'm afraid that as long as they try to avoid the "trinity" and they keep the game so that any class can solo with equal ease there will not be big class distinction. I personally would give up some solo survivability in exchange for more clear cut classes but that isn't the goal as stated by SE.
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#13 Oct 24 2010 at 9:24 AM Rating: Default
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I think it's kind of sad that every class in FFXIV is a kind of big blury grey area blob. What I mean is, I'd like it if the main class we choose has a set of specific skills belonging to that class, not chosen by us, but a bunch of predefined skills, and then when it comes to the "sub-job" skills we should be free to choose as it is right now.

On a side note, I also miss the fact that you don't get to do anything to actually get the skills. In FFXI you had to buy all the spells before you could use them, now in FFXIV you just rank up, and baam, you got a bunch of new skills, no purchases, no quest, no nothing.
#14 Oct 24 2010 at 10:07 AM Rating: Good
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Quote:
i miss the job/subjob system




TaalAzura wrote:
im afraid every class will eventually be the same, and there's no defined role for each class like there was in XI.

:(



Contradiction much? Because everyone running around /nin offered SO much variety.

No matter the system in place, there will always be a vocal group claiming some set up is the best, and plenty of sheep to follow their way of thinking.
#15 Oct 24 2010 at 10:09 AM Rating: Decent
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I liked the job/subjob system in ff 11 aswell. But who knows what ff 14 will be like after 1-2 years. Maybe there will be funny job/skill things aswell. :)
#16 Oct 24 2010 at 10:49 AM Rating: Decent
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TaalAzura wrote:
im afraid every class will eventually be the same, and there's no defined role for each class like there was in XI.

:(

This is one of the few game parts where 14 is clearly superior to 11, and you miss it?

Why would every class be the same? There are abilities which need the tool/weapon for that class in the main hand. Also the abilities can only be incorporated from classes you've leveled high enough. Seeing as you need quite a bit of patience after 20, I'm not afraid of that happening. Also there's a limit of 30 (29 or 28 if you discount your standard attacks) abilities you can put into your action bar. Even further there's a limit on how many abilities you're allowed to use simultaneously determined by the rank of your current class.

This may sound all very intimidating, but actually it's quite flexible and allows more combinations than were ever possible in FFXI. That you can even use abilities from three different classes in one fight makes this more potent than the subjob system of FFXI.

And thank the twelve that there's no defined role. Gone are the days where a class is pigeonholed. That's a boon, not a bane.
#17 Oct 24 2010 at 6:31 PM Rating: Decent
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Arnulf wrote:
TaalAzura wrote:
im afraid every class will eventually be the same, and there's no defined role for each class like there was in XI.

:(

This is one of the few game parts where 14 is clearly superior to 11, and you miss it?

Why would every class be the same? There are abilities which need the tool/weapon for that class in the main hand. Also the abilities can only be incorporated from classes you've leveled high enough. Seeing as you need quite a bit of patience after 20, I'm not afraid of that happening. Also there's a limit of 30 (29 or 28 if you discount your standard attacks) abilities you can put into your action bar. Even further there's a limit on how many abilities you're allowed to use simultaneously determined by the rank of your current class.

This may sound all very intimidating, but actually it's quite flexible and allows more combinations than were ever possible in FFXI. That you can even use abilities from three different classes in one fight makes this more potent than the subjob system of FFXI.

And thank the twelve that there's no defined role. Gone are the days where a class is pigeonholed. That's a boon, not a bane.


versatility was definitely enhanced, but all the classes are too similar.
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