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Thread: Comments from the Devs     submit to reddit submit to twitter

  1. #5841
    Hello. My name is Inigo Montoya. You killed my father. Prepare to die.
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    Quote Originally Posted by Gokulo View Post
    Nowhere in that quote he talks about cross class skills though. And afair they mentioned you won't be able to use these on jobs.
    There was also a question about linking class weapon skills with job specific weapon skills; since you'll be able to utilize your class actions while on a job (for example, using lancer actions while playing as dragoon), you will be able to combo class and job actions. There was also a question asking to confirm whether or not you can wear job artifact armor while playing as a class; you cannot wear job specific armor while playing as a class.
    Maybe I'm confused about what you are talking about?

    Edit: I guess you're right, they talk about class skills but not necessarily cross class skills. Reading back over the last post, it seems like they will either lock which classes skills you can use, for example if you choose paladin as a job, you'll only be able to use GLA or CNJ skills. Or they will lower the additional skill limit and let you mix and match like normal.

  2. #5842
    Ridill
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    Yeah, I was talking about stuff like Second Wind which can normally be used on all classes, but will probably be locked out on most jobs.

  3. #5843
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    Judging by the lists presented to us of class/job skills, I'm expecting Paladin will literally be gladiator+5 or so skills, BLM will be THM+5 or so skills etc. These skills will be specific and emphasise their role within the party, whilst also limiting the job's potential to solo.

    I think regarding solo-play it makes the most sense being as if a BLM had access to CON's skills (because I think it requires some levels in CON to unlock possibly?), it would make THM redundant as a class.

    Who knows though, honestly I think all this class-identity stuff is BS anyway, they could've just added things like class-specific resources to each of the originals that would enhance their own skills and effectively limit the power of cross-class abilities without needing another somewhat convoluted system layered over the top. Just my opinion, of course.

  4. #5844
    PUP Power!
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    Boy, that letter better come tomorrow. They need to start building some real excitement ; ;

  5. #5845
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    Quote Originally Posted by Raldo View Post
    Because the whole purpose of jobs is specialization, the point of which was that you will be sacrificing some, or all, of your cross-class abilities in order to utilize a job...? I thought this was common knowledge by now. If you didn't lose any cross-class abilities as a result of being on a job instead of a class, there would be literally no advantage to ever using a class over a job.

    The blanks spots are, I assume, room for abilities you would gain whenever the level cap is increased.
    Had a total brainfart, I apologize. I was thinking more along the lines of cross classing your "sub class", but even then I don't think there's going to be 10 actions for you to use, if they allowed you to use any of those at all.

  6. #5846
    Falcom is better than SE. Change my mind.
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    Quote Originally Posted by Toth View Post
    Boy, that letter better come tomorrow. They need to start building some real excitement ; ;
    QFT. Weren't we supposed to get info this week?

  7. #5847
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    We're getting a Total Deluge of information Any Day Now.

  8. #5848
    Strider/Doom/Cyclops
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    Quote Originally Posted by Grey Jorildyn View Post
    IMO, you just answered your own question.

    I feel that many abilities that got the proverbial axe in 1.20 did so in order to be made job-specific.
    Given that in the 1.20 rework, the majority of skills in the game were made class-specific anyway, the job update doesn't seem like a necessary step to accomplish that end.

  9. #5849
    the whitest knight u' know
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    Eh, the only abilities/spells/weaponskills that were actually reallocated to be job-specific were:

    Collusion (changed classes and reversed function)
    Warmonger (completely changed function, just a reused name)
    Chainspell (slightly changed function)
    Burst/Flare/Freeze (changed classes and new function).

    The rest are completely new abilities that I don't think were even floating around in the .DATs. It's a lot more likely that a majority of the ones that were cut, were cut to give classes more identity. Not to mention each class had more abilities than it could equip, and half of them were lower tiers that became utterly useless because they shared timers. Then there was the pointless Weaponskills for mages that don't want to melee, etc.

    I wouldn't count on a lot of stuff coming back under the guise of JORBS.

    What I am curious about is the apparent elimination of Astral/Umbral based magics. It's kinda' a coin toss right now if they removed those "elements" entirely or whether they wanted to give those capabilities to some other future mage class/job. I just wish the mob data simply classified them as our classes so when they made those 1.20 cuts, mobs would stop spamming Dia/Banish/Bio/Shock/Drown/Rasp/Fastcast/LightStrike/etc.

  10. #5850
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    Don't forget Raging Strike! The fact that that's locked to ARC makes me

    Oh, you meant job-specific, not class-specific. Oh well, I'm still angry.

    I don't think chainspell was changed at all, I think they just neglected to mention that it will also nix the recast, but I suppose we'll see when it's released!

  11. #5851
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    Quote Originally Posted by blythe View Post
    PUGs aren't ideal but kind of the only option with each server having 3 or 4 "end-game" LSes that everyone that does do events is in at least a couple of, that of course then are full and aren't recruiting... and then the rest are social except not because their rosters are mostly dead players.
    I'd still rather not do the content at all and for me that will be the deciding factor of whether I keep playing after the merge. If I don't find a good linkshell on Ragnarok it's time to quit.

    Quote Originally Posted by solracht View Post
    Or you can join a spiritbond/level45 party now.
    I stopped giving a shit about spiritbonding two months ago. Materia prices are low enough that I can just buy it if I want to double meld anything. I don't even make gear to SB when I'm crafting. I have enough gil to last a lifetime so that's no motivation either.

  12. #5852
    The Once and Future Wamoura
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    Quote Originally Posted by miokomioko View Post
    What I am curious about is the apparent elimination of Astral/Umbral based magics. It's kinda' a coin toss right now if they removed those "elements" entirely or whether they wanted to give those capabilities to some other future mage class/job.
    I thought the DAT files showed Banish/Scourge (and other forms of Umbral/Astral damage) were split 3-ways. Like, uh, I don't remember what's what but like Banish was 33% Fire 33% Wind 33% Thunder. Did I imagine this?

    edit: okay very cursory glancing confirms i may have been hallucinating

  13. #5853
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    Quote Originally Posted by Sephiroth View Post
    I stopped giving a shit about spiritbonding two months ago. Materia prices are low enough that I can just buy it if I want to double meld anything. I don't even make gear to SB when I'm crafting. I have enough gil to last a lifetime so that's no motivation either.
    You made it sound like you could only learn to play your classes if they raised the level cap, which is wrong. Join one of the groups you see shouting (when you come back to the game) and get used to the combos/playstyle of the classes of your choice.

  14. #5854
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    Quote Originally Posted by Rocl View Post
    I thought the DAT files showed Banish/Scourge (and other forms of Umbral/Astral damage) were split 3-ways. Like, uh, I don't remember what's what but like Banish was 33% Fire 33% Wind 33% Thunder. Did I imagine this?

    edit: okay very cursory glancing confirms i may have been hallucinating
    Rocl Im sad you didnt like my Dalamud snail shoop

  15. #5855
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    Quote Originally Posted by solracht View Post
    You made it sound like you could only learn to play your classes if they raised the level cap, which is wrong. Join one of the groups you see shouting (when you come back to the game) and get used to the combos/playstyle of the classes of your choice.
    It's an idea but I don't fancy wasting time grinding when there's no benefits for me. It's boring enough as it is when you're aiming for rank 50s, nevermind doing it for the sake of doing it.

  16. #5856
    the whitest knight u' know
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    Quote Originally Posted by Rocl View Post
    I thought the DAT files showed Banish/Scourge (and other forms of Umbral/Astral damage) were split 3-ways. Like, uh, I don't remember what's what but like Banish was 33% Fire 33% Wind 33% Thunder. Did I imagine this?

    edit: okay very cursory glancing confirms i may have been hallucinating
    Wasn't it at least unanimously agreed upon that one elemental circle was considerd Astral and the other Umbral, much like XI's elements' compatibility with Light and Dark skillchains? I'm not sure exactly how this would have been decided or why it would even matter at any point in XIV's history, but I do remember something along those lines. Maybe you weren't hallucinating?

  17. #5857
    Ridill
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    Yeah, I remember reading something like that too some time ago.

  18. #5858
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    Are you guys referring to the Astral/Umbral elemental wheels? Astral being Fire > Ice > Wind > Fire; Umbral being: Water > Earth > Lightning > Water. Or are you referring to something else?

  19. #5859
    the whitest knight u' know
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    Yeah, but where and how was that determined and what importance does that even hold in the game? I think it may have been stated in the CNJ or THM guild's books, but I'm too lazy to go look.

    Does something being resistant to Fire, for example, have any affect on whether it resists Astral? I'm just not sure why it even matters in the game when I haven't seen or noticed any interaction between the supertypes (astral/umbral) and the 6 base elements. Mostly, I was just wondering why they may have decided to remove Astral/Umbral magic from CNJ/WHM/THM/BLM entirely. I don't even think Holy is counted as Astral. The only evidence they existed seems to be in the leftover abilities of mage-type mobs (SNURBLES!).


    Edit: OK, Yeah, the Conjurers' Guild's "Dusty Tomes" mentions that the "polarity" of the 6 elements being split between "the Astral heavens above and the Umbral depths below."

  20. #5860
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    Quote Originally Posted by Rocl View Post
    I thought the DAT files showed Banish/Scourge (and other forms of Umbral/Astral damage) were split 3-ways. Like, uh, I don't remember what's what but like Banish was 33% Fire 33% Wind 33% Thunder. Did I imagine this?
    I was under the impression that this is how it was as well, and I've heard no reason to believe otherwise. There are three astral elements, and three umbral elements. Just like the weapons used to have something like 80% blunt, 10% piercing, 10% fire, I suspect those spells were a 33% split of each element of their type.

    Edit: Whoops, yeah mioko, I don't see the significance of debating it either. I don't know if or how it affects resist rates.

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