There's always going to be some crafting classes that have higher earning potential than others. Culinarians and Alchemists will make their money selling high volumes of consumables like in XI. I don't see the problem.
There's always going to be some crafting classes that have higher earning potential than others. Culinarians and Alchemists will make their money selling high volumes of consumables like in XI. I don't see the problem.
http://www.1up.com/do/reviewPage?pag...cId=3180680&p=
1UP's early impressions of the game. Decent read.
Idk, past games potions and ethers were not only tiered but very useful for usually early on in the game and when certain people leveled up and certain classes they gained access to a trait/skill called Pharmacology, which doubled-tripled "potion" type item potency. So if going on past experience is a reasoning, then we have all the reason to believe Alchemist can enhance it. Potions were worthless in XI because we have 6 tiers of healing spells and only time we truly used potions were for usually battlefields and it was never the first tier items either and as far as I've seen in XIV, we didn't even see if there's other tiers..however being a FF game it's guaranteed there will be.
So I wouldn't say basically saying it's worthless as speculation..when we know next to nothing about the class linked to the creation of these items.
In past single-player games, where balance isn't a concern since we're all the "main character". Not in FFXI, which placed massive restrictions on potions and their ilk, in the name of "balance" (basically, so as not to allow the player to either solo well or become too powerful).
From the early start of beta, it looks like pots are going to play a bigger role, especially with hit points being as low as they are, but again, nobody knows what build this is. They say its beta, but they could already have the retail version done and "balanced" already. The only reason I think pots will be more useful this time around, at least early on, is based on the fact that we'll have more opportunities to solo, and anytime you can solo, you can keep yourself somewhat afloat through potions.
Its no lie, though. SE can't properly balance their game. We'll have to hope they can, however, properly balance their crafting classes so that everyone brings a few good things to the table, and that nobody is relegated to "beastmaster" status in the crafting world.
Welcome to many months ago. Said combat system is already implemented and we're testing it.
As far as calling the current menus, durability system, retainer system, and the like, "Placeholder" is still a very safe assumption. The game seems to have more potential to be something more than it is right now. Also, none of these systems are working and theres tons of feedback on this. I am also hopeful that all of these current systems are updated, scrapped, or changed altogether.
They just need to get rid of the stamina bar, make it where you attack faster if you "time" your attack instead of mashing it madly and or "que it" as fast as possible.
that way you kill faster (if you time your attacks right) or as slow.. as you do now when low stamina.
So why are you defending the other guy's argument of ethers being useless?
I realize none of us actually know what will happen but it just seems weird that you are saying you think potions "will be more useful this time around" but then you are arguing against those who are saying the exact same thing about ethers...
/shrug
got from 1 to 11 on pugilist in 3 hours. not too shabby.
I think so, bad enough the 50% your stam bar tp moves have a 50% chance to miss and do marginally better damage then your normal hits.. only bonus is it might add a status effect ;/
and combat goes to a snail crawl when your low on stamina ;/
its like 100% -> 50% hp 100% stam -> 0% stam in 5-7 seconds...
and then your hitting every like.. 3-5 seconds because it takes that long for stam to go up to do 1 ability. so rest the fight takes like 25 seconds+
only good stamina -> damage ratio ability I seen is the lv30 archer one that does 1200 damage using like same stam as a normal attack or something.
I'm going to have to agree with the stamina bar thing. Once you have your first barrage of like, 3~5 attacks, it slows down to a crawl all over again.
Not to mention it takes even longer if you incorporate hefty stamina costs of abilities/weapon skills, which actually makes it almost discouraging to use them in the first place.
I almost prefer the effect gauge system to an extent 'cause at least weapon skills were reliable and worth using at the time.
I would imagine there will be haste (increased regen of stamina) added to more than just 1 lancer move at later levels, possibly a haste spell, haste gear, or maybe spells/effects that give you a set chunk of stamina in one go later on.
Maybe (and this ties back into alch/cooking), there will be potions/food that give stamina or affect your stamina regen as well?
Traits could affect stamina regen.
So many options for spicing it up down the track.
i use all my stamina quick, then browse the interwebs while the bar refills to full
Ambidexterity for Gladiator increases stamina regeneration. Theres also gonna be haste and all that good stuff.
You cant base end-game/meta-game on what is currently available in lowbie levels of a Beta. If that were the case... Burn PTs would've never happened. :/
I'm sure most melee do something like this waiting for that stamina once its all blown in like 5-6 seconds.. casters probably don't have this issue at later levels because they got mana to spam and it takes awhile to use them anyway. But for melee classes its like... ok out of stamina /brb in 30sec
what level gladiator gets that >.>
Might have to go level my sj more!![]()
I do kind of agree with this now, in retrospect.
On a more solid topic, I hope party EXP is fixed somehow though. It's very annoying that the hard cap is reduced with each member that comes in. Soloing apparently feels like the way to EXP which I think is a little off-putting.
Right now as it stands, just having one extra member is 50% reduction on the hard cap of EXP, which makes things go a lot slower even with the extra person. Going from 1010~EXP to 505~EXP with extra penalties/reductions because of physical level -and- the more frustrating class rank makes it kind of discouraging.
Just gotta wait and see what happens I guess.
P.S. Gonna have to ask when Gladiator gets that new trait too! That's certainly interesting.
I'm not sure. It's in the dat files. I was hoping its either 26, 28, or 30 so I could eventually play with it, but I doubt that.