The current system is exploitable too.
I've seen people act like they are going to need on an item, ask everyone to pass or leave (they do cause they know they can't beat a need), than they pass it to their friend who wins the greed role unopposed.
This is why I will greed even when I know I can't beat a need. My greed doesn't affect their need.
That's exploitable, absolutely, but easier to get around than your previous example. People simply need to be paitent and wait for that person to need before passing. or greed since it doesn't impact the other person's need. I don't pass out of practice, in my static, until people have needed/greeded because I don't want to see anything hit the floor from a mistake. If you're running a pug, it should turn to "because I don't want anyone getting cheated".
People cheat. That's the nature of the world. This system allows for less cheating than other systems, but also allows for more headaches in some areas. Thankfully its not set in stone, as they've made QoL changes all over the board.
Along the same lines, they also need to add any downgrading of your roll. If I rolled need, I should be able to roll greed instead. It doesn't happen often, but I have seen instances where someone's rolled need (either on purpose or on accident) and then it becomes clear that they weren't supposed to.
Has anyone ever hit Need/Greed/Pass on an item in a multi-item loot list right when an item drops out and done the wrong roll on the wrong item because the item list shifted right when you hit the button? I have.
Also needed is the ability for the loot to drop to Need participants once all the qualified rollers have rolled. I can see some arguments against the idea, but honestly, tired of fucking waiting for drops to go because some dipshit doesn't know how to click buttons and is waiting for five minutes to see if someone leaves and it drops to him instead. If anyone rolls Need, then the loot should drop as soon as all valid Needers have rolled.
Also nice to have would be to separate "Greed" into "Need on other job" and "I'm a greedy shit that wants that Allagan Ring of Casting for my Lv 15 THM".
Also also would be nice to disable Need for non-class-based items. One loot level for crafting/currency/tokens and that's it.
Guncleric confirmed?!?
http://stream1.gifsoup.com/view/4957...t-scenes-o.gif
Points for getting the reference! XD
Something I admit to being frustrated with: In the Free Company coat of arms sections, in with the rest of the class icons there's a pair of crossed pistols.
Gimme muh guns, SE.
Something that just hit me, since they are adding a "you have to hit buttons in the right order" for Ninja, it gives me hope the level 55 or 60 Monk Ability will be blitz and people can start suplexing trains.
Alkar posted this earlier, here's a translation of the stuff; abilities aren't here but traits are. I got the levels from a different JP source which may or may not be correct but seems reasonable enough. Obviously everything is still in development so things may change and names aren't assigned yet. Can pick out a few different abilities here, though, based on the enhancements - a stealth ability, a knife throwing short range AoE, some combo, and some other poison-related things I can't really figure out from the names. Some other neat things like increases to movement speed and TP Regen (I'm not sure if "TP Regen" is a new rogue ability or if they are just referring to the natural TP regen, I assume they are referring to the natural regen).
In case anyone was still wondering if rogue is DEX-based, it would seem so based on the traits. I think it was mentioned that NIN is STR-based, so maybe it does some switcheroo like SCH does on arcanist's INT? I dunno.
Rogue Traits:
Level 8: Enhanced Dexterity I: Increases dexterity by 2.
Level 14: Fall damage reduction: Reduces the damage taken when falling.
Level 16: Enhanced Dexterity II: Increases dexterity by 4.
Level 20: Enhanced Stealth: Reduces the movement speed reduction while Stealth is active.
Level 24: Enhanced Dexterity III: Increases dexterity by 6.
Level 28: Enhanced Movement Speed: Increases the player's movement speed.
Level 32: Enhanced [Single Specialized Poison Buff]: Increases the damage boost effect to 20%
Level 36: Enhanced TP Regen: Increases the amount of TP recovery granted by TP regen.
Level 40: Enhanced [Multiple Specialized Poison Buff]: Increases the physical damage boost effect to 10%
Level 44: Enhanced [Combo B-1]: Increases the damage over time potency of [Combo B-1] to 45.
Level 48: Enhanced [Knife Throwing PBAE]: Increases the potency of [Knife Throwing PBAE] to 80.
Couldn't that just mean it will be heavily combo/stance based like Monk?
I wonder how they will actually handle cross-class skills from Rogue to other jobs considering each other job already has its one primary and one secondary sub-class from which it gets abilities to equip. Would be kinda lame if you can only use Rogue cross-class stuff while playing on a class.
That's one of the big questions surrounding the addition of new jobs. If they don't release them in batches then you end up with these outlier jobs who base class few borrow from. I could see if they put in an expansion where they added three jobs and they ended up each borrowing from eachother in some way, much like current mages do and all that. But to add just Rogue and Ninja right now (and ninja will borrow from??? Archer and Pugilist presumably?) then what will borrow from Rogue later? Certainly they're not going to disrupt the balance to change Monk to suddenly allow for Rogue abilities will they? It all seems a bit funky.
whens ninja coming again 2.4? or 2.3.... i cant fuckin remember
2.4 so probably in fall-winter
I don't think Yoshida ever mentioned NIN being STR-based, he did say however that we should hold onto melee sets for it. My guess is that he was referring to levelling sets because they're shared among all physical DPS and NIN is likely getting unique sets for endgame like DRG,MNK and BRD.