I'm glad the top half of the Onion's head isn't completely severed from the rest of its body like XII. I do miss the pumpkin guy though.
I'm glad the top half of the Onion's head isn't completely severed from the rest of its body like XII. I do miss the pumpkin guy though.
Must be a glass half empty / half full situation here. Even with that, you can still differentiate by style (throwing blades, fencing, etc) or by construction (European style, Japanese style, African).
Perhaps thief comes from musketeer using a gun with a dagger off-hand. Maybe Blue Mage using THMs rules applied to swords (constructed of natural mats like bone or needs a gem focus).
Like I said, a little imagination goes a long way.
Unbelievable. There's actually a 324 post thread in the BFs about how legacy players shouldn't be able to party with new players via duty finder.
Why are we still stuck with XI's weapons when it comes to jobs? DRK does not need Scythes or Great Swords, they've actually used swords and shield more often than not (Cecil being the most obvious example). BLU doesn't need swords either, there are many more unique and cool weapons they've used in the series like a whip (Quistis being the best BLU in FF history ).
In my perspective as a legacy player and beta tester, it has nothing to do with XI weapon archetypes. The issue is that with a sword being the lowest dps weapon type in the game, a job like DRK will be at a serious disadvantage without some serious help from creative devs. This is under the assumption DRK will branch from GLA rather than MRD.
I should be more specific and say lowest base damage weapons. Tbh I haven't look through xivdb weapon changes. Swords may have high dps because of low delay.
Edit: Just looked (site is awful on mobile btw) and swords are pretty high dps. It's important to note however that dps is a pretty poor gauge of job output now though. Pld swords might have great auto-attack ratings but their combos are limited compared to a real dps class.
I still do not see how that is an issue with adding drk, a simple trait like Two-handed grip, or something that gives a huge base buff to sword dmg. They can even disable shield usage and give a new battle stance animation holding the sword with both hands. SE has been pretty darn creative so far, I doubt something like that would be an issue for them.
That's precisely the kind of thing I've called for to be added for DRK. When we see the new damage formula, if weapon dmg is an important part of the calc on ability dmg then it will matter.
I would think the DPS stat would be much less important than the actual damage rating considering how much of your damage comes from skills compared to AA.
Not sure if anyone has mathed out the 2.0 formulas, but in 1.0 your skill damage was based off of the "DPS" value, not the "Damage" value. SE officially responded shortly after people figured it out, and they basically said "We did it that way because it made it so that cross-class weaponskills weren't unexpectedly overpowered/underpowered.
This is why the Garuda weapons were so powerful. They had relatively low damage ratings, but due to their delay being so low, their "DPS" value was higher than anything else.
I would love to know if anyone's done any testing on that front in 2.0.
There are many ways to get around this "issue". Right now both GLA and PLD are designed to be tanks: when DRK comes around there will be specific changes made for it (assuming it does come from GLA). Cecil is much stronger as a DRK compared to his PLD self at the same levels (not counting enemies with specific weaknesses to light damage) but he doesn't change his main weapon configuration (sword+shield). They could easily add DRK specific swords and shields.
The biggest issue is the lack of weapon skills but that's where the ability change comes into place and there are many ways around it.
SCH and SMN will likely shed some light on this as we already know some abilities will be changed when you switch to either of them.
Weapons have a DMG stat and an "auto-attack" stat now.
I find it more than a bit confusing because the listed DPS is based on the DMG/Delay, so what the hell is the "auto-attack" stat?
If the AA stat determines AA damage, then what's the point of the DPS stat? If the DPS stat determines skills damage, what's the point of the DMG stat (other than to calculate the DPS stat, which would be kind of stupid)?
.The Secrets of Eorzea (SOE)
Will you make the second jobs very different from their class or first job? For example, the Dark Knight is a very aggressive job and since you seem to want it to become the second Gladiator job (This has never been confirmed but since Yoshi-P always uses it as an example, you never know... ), don't you think Gladiator's abilities are in contradiction with his style?
• Naoki Yoshida (NY):
I see what you mean. We created the system, but we do not necessarily need to follow it all the time. For example, let’s say that the Dark Knight is the second Gladiator job (attention, it is still not a confirmation), when you get its job stone at level 30, all acquired Gladiator skills will certainly be modified to better fit the image of the Dark Knight.
It was just to give an example to explain that we are not going to destroy how players consider different classes / jobs. It could be an interesting way to introduce future classes / jobs. We will consider your concerns on this issue, rest assured.
This should make things more interesting, don't you think?
All these faithless bastards need to recognize. Yoshi-P is not Tanaka, which sounds even more funny when you consider that he didn't even play Tanaka's love-child.