Not this shit again..
Not this shit again..
They aren't really emulating FFXI. Actually, they came up with something quite interesting and "new".Honestly all I see is a big mess. They started with an "Everyone can use everything!" system and now they're basically telling us "We were kidding! You just wasted time getting an ability you can't use anymore!".
Further proof that FFXIV is flawed at its very core.
The ability to switch from a "solo-oriented", well versatile class to a "party-oriented" specific job looks very good on paper. More, it makes sense.
By activating a job you'll probably become pidgeon holed into some archetypal MMO role (DD, tank, CC, buffer) for the whole lenght of an instance, free to switch to something else next time. See also: variety.
In addition, mind that they wrote Job Skills will be quested, so no repetitive job grind over and over, but more like getting your fav class to r50 and then improve it with many side upgrades, aka Jobs.
Ignoring the warnings thus far.
Letter looks great! As usual there's a lot of cockteasing and heavy promises, but that's not out of the ordinary. I also would love to experience job leveling under this new system but by the time it rolls in, all my classes will be 40+. What I do fear a bit is having to relearn critical aspects of your classes when attributes and enmity get an overhaul. Imagine being rank 50 and then suddenly skills/spells that sucked before are worth using. Hopefully these changes will also encorage the community to begin gathering hard data and analyzing in-game systems.
Looking forward to this. Grinding it all out in the meantime.
On another note, it looks to me like they not only missed the one decent system of adding jobs to the game, but they even missed all the bad ideas, and came up with their own even worse idea. Solo classes and party jobs is about the worst method I can think of to approach this.
I don't really understand this. There are literally no one who plays this game, who would possibly get pissed over a few abilities that you were able to use but can't no longer. Who cares as long as the game gets fixed and makes sense.
P.S, I'm kinda surprised that they decided to leave the battle regime as it is, for now atleast.
I'm expecting a letter from Yoshi tomorrow to go in hand with this, and the announced 1.17 update on the 23rd, hopfully to shed some more light on all this. Sounds good so far, but we'll see if SE manages to make it work properly.
I agree with Kuro. On paper, to me, it sounds like the best idea *ever* for a class system. I've wanted Blizzard to do this with WoW for a long time. Make 1 pve, 1 pvp, 1 "solo" type tree so you can enjoy the game on different levels not to mention, I won't be fighting priests or druids over gear for my shaman.
This makes me believe we'll get the enmity changes in 1.17b so we can get a chance to learn our jobs better before the dungeons are released in 1.18.Dungeons are intended to push teamwork to the limit, and players can expect a level of satisfaction (and spoils!) befitting the challenge.
To coincide with the addition of dungeons, a number of actions and skills will receive tweaks ahead of time, the details of which will be released at a later date.
Eh, who cares. It gives us all a reason to keep bantering back and forth until the game is where we want it to be.
I want to see what FFXIV would have been if Yoshida had developped it from the start. Nothing Tanaka said in interview made sense to me...this guy however pinpoint most issues and seem to have much better anticipation of the impact following a changes.
The only thing I disagree with in that list was the physical stats being integrated with the class level. They should have got ride of that completely, and spiced thing up with some sort of merit point system for the fine tuning.
Except in the current design, it wouldnt even be possible. There is way too many damage abilities that fill the exact same roles.
Sure, you can artificially make everything useful by adding 20 differents kind of weakness and shit like this, but it's rarely for the best of the game, it just become an annoyance.
Less abilities, more flavor is what I say. Give each class 3-4 core (not including advancements like a merit style system) abilities along with spells and auto-attacks. Outside of that, I don't see a reason to have a WoW-like UI with 45 icons where only 10 are used actively. With that being said, I do not want to see 3-5 minute abilities across the board.
The biggest problem with the current system is that every abilities dip in the stamina gauge, and due to the casting time and regen time, you really can't use that many.
Every classes should have access to a small set of abilities they can use regardless of the stamina to build tp. Some sort of default attack rotation that can be spiced up with reactive command (after a block, when you're behind the target...etc) and various mechanics. After that, you can add 2-3 stronger attack that use TP, and follow up 10-15 utility skills, debuff, defensive cooldown
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What a delightfully useless post. Any talk is good talk in a game that's struggling to find its way currently.
On-topic, I'm curious about what they're going to do with stamina. Are they going to find a way to tie it into enimity? As is, tanks burn through a ton of stamina and don't really have a lot of wiggle-room to use fluff or flavor abilities. I'm wondering if they're going to do anything to perhaps tie in stamina usage to enimity-building, at least with tanks.
I love how they said BR's are so badly designed that they need to be redone from the ground up.
Overall that said very little. Heavy worded and explained a lot w/o actually explaining anything and it has me wondering what we are actually getting in 1.18. I'm most excited for the job system, but doesn't seem like that is 1.18. I want to know what is in 1.18, and that doesn't tell me anything aside dungeons
I'm hoping they'll phase information as they prepare the patch. However, if there are a ton of changes, except a ton of issues and emergency updates etc. Nothing is ever as smooth as it's planned to be. I just hope to start seeing some uniqueness to the patch and less generalized statements like "we are planning on changing the combat system". I would love to see some job concepts and abilities along with possibly a video demo (they certainly are demo'ing if they are releasing the info).