Re: Fleshed-out Job Concepts
I think I already mentioned this above:
What I was trying to say is that for dungeons and BCs, we need to add something if a job class like GEO gets introduced, because they would be utterly robbed of using their abilities to the fullest potential without advancing past level 1.
Having to factor weather in would be too cumbersome and complicated. That's additional data coming through an already congested 56K-capped line. We don't need it and it's not warranted.
Instead, it's quite easy for SE to replace the texture maps of existing areas to allow for more diverse terrain in dungeons and BCs. They allow for certain abilities of a GEO to receive bonuses from using the right affinity combinations.
In fact, to make it simple as possible, we could create an affinity system akin to the renkei system, where certain types of weaponskills, when their affinity matches, produces different levels of renkei, like Distortion or Gravitation. So, a GEO using an ability from a family of abilities with an affinity for a certain terrain. One ability could possibly receive bonuses from more than one type of terrain, with the reward differing depending on how close or far it is from the optimum affinity value.
If you still want to add in a certain "challenging" element to a GEO's playstyle, then also make it so that their abilities can either participate in renkei or receive bonuses as a magic burst effect. Add in buff/debuff components to those abilities as well, lending additional bonuses to successful renkei. There's still a lot of room here for creativity without adding in complications like the weather system.
All of this does not require additional data, as it's already in place for many job classes already.
Originally posted by Lmnop
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Originally posted by Aeni
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What I was trying to say is that for dungeons and BCs, we need to add something if a job class like GEO gets introduced, because they would be utterly robbed of using their abilities to the fullest potential without advancing past level 1.
Having to factor weather in would be too cumbersome and complicated. That's additional data coming through an already congested 56K-capped line. We don't need it and it's not warranted.
Instead, it's quite easy for SE to replace the texture maps of existing areas to allow for more diverse terrain in dungeons and BCs. They allow for certain abilities of a GEO to receive bonuses from using the right affinity combinations.
In fact, to make it simple as possible, we could create an affinity system akin to the renkei system, where certain types of weaponskills, when their affinity matches, produces different levels of renkei, like Distortion or Gravitation. So, a GEO using an ability from a family of abilities with an affinity for a certain terrain. One ability could possibly receive bonuses from more than one type of terrain, with the reward differing depending on how close or far it is from the optimum affinity value.
If you still want to add in a certain "challenging" element to a GEO's playstyle, then also make it so that their abilities can either participate in renkei or receive bonuses as a magic burst effect. Add in buff/debuff components to those abilities as well, lending additional bonuses to successful renkei. There's still a lot of room here for creativity without adding in complications like the weather system.
All of this does not require additional data, as it's already in place for many job classes already.
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