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  1. #1
    Dragoon Princess
    My Little Ixion

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    Class Reforms (11/11/2011)

    [dev1206]
    http://static.finalfantasyxiv.com/to...f58d324282ff5a
    Class Reforms
    * The following changes and additions are planned for patch 1.20.
    * All features are under development and subject to change and postponement.

    We would like to take a moment to outline the class reforms scheduled for patch 1.20 as well as explain the impetus behind the changes.

    In carrying out class reforms, we aim to:
    Streamline the Armoury system.
    Accentuate the uniqueness of each class.
    Introduce a character development system and battle elements distinct to FINAL FANTASY XIV.
    The Armoury system offers high levels of freedom, allowing players to switch classes simply by changing their equipped weapon. By the same token, however, the system has been deemed unnecessarily complicated when it comes to gear restrictions and setting actions, and is also bothersome from a UI standpoint.

    Furthermore, no differentiation is currently being made between setting an action learned through the current class and one belonging to another. This has rendered it difficult for each class to retain its uniqueness.

    To address these issues, patch 1.20 will see the adjustment and redistribution of actions for all classes. New actions will be added, and individual combos (name tentative) introduced. Further down the track, patch 1.21 will usher in the job system, which will serve as a new focal point for character development.
    * The inner workings of actions will be prioritized in 1.20, and graphical resources will be reused where possible. Cosmetic changes are expected to commence from patch 1.21 and continue in stages ahead of Version 2.0.


    Changes to the mechanics of actions scheduled for patch 1.20 are outlined below. Details such as the concept behind each class and a list of specific actions scheduled for adjustments will be released at a later date. The explanations are centered on battle classes; however, the same changes will apply to Disciples of both the Hand and the Land where the setting of actions is concerned.


    * The following revisions have yet to be finalized and are subject to change.


    1. Class-specific Actions
    The following changes will be made to class-specific actions:
    Actions learnable by each class will undergo comprehensive review and revision.

    At present, only executable actions such as abilities, spells, and weaponskills can be learned by gaining in level. This will be revised to include traits.

    Upper tiers of an action (such as Fire II and Fire III) will be abolished in favor of a system wherein potency and MP cost are scaled based on the player’s level.

    Fifteen actions and eleven traits will be made available for each class up to level 50, with either one action or trait learned for every two levels gained. Job-exclusive actions will be made obtainable via quests and treated separately.
    * For information on actions and their levels, please refer to 4. Setting Actions and Traits.
    A comprehensive list of actions scheduled for change will be released in the near future.

    2. Traits and Guild Tokens
    As mentioned above, traits will be learned as players rise in level. As such, the system wherein traits are obtained in exchange for guild tokens will be abolished.

    Methods are being considered to reimburse players for the guild tokens they have spent on acquiring traits. Discussion is ongoing whether to devise alternate uses for guild tokens or do away with them completely. In the case of the latter, we will provide players with a means to exchange their tokens for gil, company seals, and items. Details will be announced pending finalization.

    3. Shield Skill
    Not being bound to any class in particular, the shield skill has been handled as an irregularity when it came to the obtainment of experience points and actions. In reviewing the identity of each class, it was decided that shield actions should be made a part of the gladiator arsenal. In order to streamline the system and accentuate class uniqueness, the shield skill will be phased out and instead take the form of actions and traits learnable by gladiators.

    Please be aware that the above changes will render all gains associated with the shield skill (levels and EXP) invalid.

    4. Setting Actions and Traits
    The following reforms will be made to the conditions for setting actions and traits:
    Upon learning an action for your current class, that action will automatically be set to the action bar and cannot be voluntarily removed. It will be possible, however, to move the action to another slot.

    Action costs will be abolished. Instead, a cap will be imposed upon the number of actions from other classes that can be set. The cap will be determined by the level of your current class.

    Players will no longer be bound by level restrictions when setting actions from other classes.
    For instance, a level 1 pugilist will be able to set a level 30 gladiator action. However, the effectiveness of that action will be scaled down accordingly.

    All traits will be made class-exclusive.
    Adjustments will be made so that certain actions will only unleash their full potential when paired with traits belonging to the same class.

    In conjunction with the above changes, the Actions & Traits interface will undergo redesign in order to make action placement and repositioning more intuitive. Readying an action for use will become a two-step process: players set an action, after which they will have the opportunity to rearrange the action bar.

    The levels at which actions and traits are learned, along with the cap for setting actions from other classes, are as follows:

    Level Actions Traits Actions permitted from other classes
    1 1st 1
    2 2nd
    3
    4 3rd
    5
    6 4th
    7
    8 1st
    9
    10 5th 2
    11
    12 2nd
    13
    14 6th
    15 3
    16 3rd
    17
    18 7th
    19
    20 4th 4
    21
    22 8th
    23
    24 5th
    25 5
    26 9th
    27
    28 6th
    29
    30 10th 6
    31
    32 7th
    33
    34 11th
    35 7
    36 8th
    37
    38 12th
    39
    40 9th 8
    41
    42 13th
    43
    44 10th
    45 9
    46 14th
    47
    48 11th
    49
    50 15th 10

    5. The Influence of Levels on Actions
    As mentioned under 1. Class-specific Actions, upper tier actions will be abolished in favor of scaling the potency of the base action according to level. The effectiveness and MP cost of the action will be dependent upon the level of your current class.

    6. Individual Combos (name tentative)
    As part of action reforms planned for patch 1.20, a system will be implemented wherein the majority of weaponskills and spells will receive a bonus if certain conditions are met. Conditions fall into the categories listed below, the third of which pertains to combos.
    Position
    Striking the enemy from the direction specified, e.g., the flank.
    Status
    Avoiding or incurring enmity from the enemy in question and so forth.
    Sequence
    Landing the specified weaponskill or spell on the enemy immediately beforehand.
    Not only will a successful combo grant you the bonus indicated; TP cost will also be waived for the weaponskill used to execute it. For a combo to be valid, however, the weaponskill in question must be used with the class or job to which it belongs.

    Examples of weaponskills and their bonus conditions:

    WS1
    Weaponskill 1 Deal physical damage to a single target. Damage increases by 20% when executed from the front.
    WS2
    Weaponskill 2 Deal physical damage to a single target, increasing enmity.
    Combo: Weaponskill 1 Bonus: Enmity+50%
    WS3
    Weaponskill 3 Deal physical damage to a single target.
    Combo: Weaponskill 1 Bonus: Damage+20%
    WS4
    Weaponskill 4 Deal physical damage to a single target. Inflicts gradual HP reduction when executed from behind.
    Combo: Weaponskill 3 Bonus: HP reduction +25%

    Individually executed, the above weaponskills will deal out only what is indicated in the first line of their descriptions. The bonuses granted by weaponskills 1 and 4 (Damage+20% and Gradually reduces HP, respectively) are dependent on positioning.

    Weaponskills 2 through 4 each offer a combo bonus. For instance, performing 2 immediately after landing 1 will grant you Enmity+50%. Furthermore, the TP cost for performing 2 will be waived. In the case of the above weaponskills, the following two combinations can be identified:
    1) 1 → 2
    2) 1 → 3 → 4

    Please note that all bonus conditions must be fulfilled for a weaponskill to be considered valid in a combo. For this reason, 3 → 4 alone do not form a combo, as 1 is a requirement for 3.

    In addition to system messages, consideration is being given to graphically display combos.
    http://forum.square-enix.com/ffxiv/t...509#post441509

    Edit: Not sure if it's possible to carry the tables over. Use link if you need.

  2. #2
    New Odin
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    No cosmetic changes in 1.20 (for most actions) => Bawww

    On the other hand, they are working on cosmetic changes => fuck yes.

  3. #3
    Hydra
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    I am totally digging this. I always thought it was retarded that I learn all these spells as CNJ or THM and I can only use so many at a time and have to constantly cycle out different actions. The little peek at the combo system seems really interesting too. However, a part of me is sad to see tiers go, I kinda like seeing like Fire II, etc. being cast. :0( Also, that makes me wonder, what are they planning to do with animations for the upper tiers? I'm assuming (hoping) that the animation will change automatically with the spell/ability potency?


    Random afterthought: What about CNJ? They'll only have 1 real healing spell after this is done, unless they're expected to just Spam Cure and Curaga. I wonder how they'll handle that.

  4. #4
    New Odin
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    15 actions will be quite a few if they keep fire/water/aero/thunder/stone for CNJ. Not to mention Drown/Rasp/AM's etc. lol

  5. #5
    Salvage Bans
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    Im calling AMs being moved to Black mage~ Since theres a limit of 15 on total actions learned I can see them maybe moving some to Jobs. Who knows till full list is revealed.

  6. #6
    Hydra
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    Quote Originally Posted by Nama View Post
    Im calling AMs being moved to Black mage~ Since theres a limit of 15 on total actions learned I can see them maybe moving some to Jobs. Who knows till full list is revealed.
    Maybe they'll scrap the current ones and makes some that don't look like shit. I can dream.

  7. #7
    Bagel
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    Combo system is spot on : it gives a meaning to having different WSes (besides the dull "use this one, the others suck"), as well as letting players make decisions on the fly.

    The limit placed on setting other classes abilities is nice as well : it really improves the feeling of levelling up and becoming more versatile step by step.

    A shame they're just scrapping the whole Marks idea, because right now it's the only reason for me to do Leves. Also, I hope they can give something in return that isnt just a bag of gils.

  8. #8
    New Odin
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    Quote Originally Posted by Tomino View Post
    A shame they're just scrapping the whole Marks idea, because right now it's the only reason for me to do Leves. Also, I hope they can give something in return that isnt just a bag of gils.
    Idk bro, for me they've reached good balance for leves. It's alright source of raw gil, and some exp.

    Company shit replaces marks anyway.

  9. #9
    E. Body
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    Curious to see how potent something like Cure will be on my LNC with my CNJ 20 vs someone else who has it 50. Gonna be a pain only having one tier of cure as well, especially for mages that need to manage hate in a tight situation. Maybe they will have a mid-range cure as well of some sort.

  10. #10
    Salvage Bans
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    Hope they do marks--> company seals since don't really need anymore influx of gil into server economies. Since marks are going away theres even less reason to goto any class guilds besides the 3 quests but those were pretty much just to unlock stuff to buy with marks. Yeah job quests will be in guilds but thats still not really using the guilds much.

  11. #11
    New Odin
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    Maybe there'll be a single elemental "nuke" and it's element varies on what it is comboed into?

  12. #12
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    I could see rasp/shock/drown etc becoming combos of elemental nuke plus X action.

  13. #13
    Relic Horn
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    Great changes. I'm glad to see they're adopting skill/spell scaling instead of using ranks. Excited about class-exclusive traits, too.

    EDIT:

    Taking these into consideration:
    All traits will be made class-exclusive.
    Adjustments will be made so that certain actions will only unleash their full potential when paired with traits belonging to the same class.
    As part of action reforms planned for patch 1.20, a system will be implemented wherein the majority of weaponskills and spells will receive a bonus if certain conditions are met.
    ....
    For a combo to be valid, however, the weaponskill in question must be used with the class or job to which it belongs.
    "Base" skills used cross-class are probably going to be reaaaaally underwhelming compared to what the skill can do when used by the right class.

    Wild guess:
    Spoiler: show

    -Sentinel: Reduces damage taken by 20%
    Combo: Damage reduction effect +20%

    -<Insert name for job trait here>
    Increase the effect of Sentinel and Rampart by 25%

  14. #14
    Ridill
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    I'm honestly really worried about the tier removal change for all actions. While it's a really good idea for most abilities, cures are a different story.
    They really need to adjust enmity generated by cures or every mage will be dead in seconds after 1.20 hits. That or give us better abilities/traits to reduce enmity.
    Can't wait to see the individual changes though.

  15. #15
    Hydra
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    I'm thinking they'll probably do something like having Cure, Cura, and Curaga? Maybe?

  16. #16
    Relic Horn
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    Quote Originally Posted by Alkar View Post
    I'm honestly really worried about the tier removal change for all actions. While it's a really good idea for most abilities, cures are a different story.
    They really need to adjust enmity generated by cures or every mage will be dead in seconds after 1.20 hits. That or give us better abilities/traits to reduce enmity.
    Can't wait to see the individual changes though.
    The solution is adding different types of healing spells (not tiers) for the mages to cast when they see fit. They're removing tiers but that doesn't mean they aren't adding new skills... at least I hope it doesn't.

  17. #17
    New Odin
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    That's 3/15 actions right there. Well, I guess it's plausible. 5 actions for healing, 5 actions for buffing, 5 actions for offense.

  18. #18
    Wordsmith Cookie
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    Quote Originally Posted by solracht View Post
    The solution is adding different types of healing spells (not tiers) for the mages to cast when they see fit. They're removing tiers but that doesn't mean they aren't adding new skills... at least I hope it doesn't.
    After seeing the changes I would have to think so, we already have a similar situation. CNJs have "Raise" and "Rebirth" basically serves the same purpose Rebirth just has its perks in no weakness (lets just hope the recast isn't as ungodly as rebirths lol) perhaps not as good as a perk but with the exchange for shorter recast.

    Honestly, I'm sure they have something in store. I already can see the DoM responsible devs on the team raising an eyebrow at the mention of condensing tier spells and not giving us another viable option (assuming Sacrifice is staying native to THM). Like the post stated, this is part one. I'm sure we'll see a bigger explanation (or hopefully) in post 2.

  19. #19
    New Odin
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    We'll get the individual class action lists in part 2.

    This will probably mark the start of update tidbits for 1.20 in general too.

  20. #20
    Hydra
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    Here's to hoping for Part II on Monday.

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