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No announcement yet.
Forthcoming Job Adjustments (i.e. vague developer details from JP button)
Yeah, but in the mean time there's no freaking place where you can feel safe in the entire game (that's what I like about it ). Specially once you've been playing for like an hour and the atmosphere has already sucked you in.
*looksbehind*
sigpic "In this world, the one who has the most fun is the winner!"C.B.
Merit grinding is fine, it's the ultimate customization of your character, are easily worth many slots of gear, not to mention it also spreads accross jobs, maxing ele skill on BLM makes you have a much easier time landing nukes on scholar and RDM, etc. But I do not like the merits that are locked to 1 job only, I think Katana and G Katana merits should be combined into just "all katanas" since only 1 job can even use regular katanas.
Leveling to 75 deffinetely should have better soloing alternatives, it is too slow as is, you should be able to get atleast the same XP as a crap PT at any level. A garbage PT gets 6k/hr, you should be able to get that solo. Good PT is going to have more than double that, so their reward for not sucking and teaming up is double the XP. A group of retards shouldn't get better XP than a good soloer, which is the case right now, unless you're a specific job at a specific level range, you're better of PTing with retards than soloing. Low level campaigns would probably help with this, you get shit XP on them if you're not 75, and if you're not a melee job, it's retarded how much more XP I get on my Sam or Nin, or any of my melee jobs really compared to bard, or black mage.
I don't consider it real customization until I'm allowed a to add/subtract/mix-and-match/increase/decrease Traits, Abilities, Spells, and stats, on a job.
See the thing is Ziero, those guys that do the interviews aren't the "suits" that make the decisions. Those are the developers that design the game so they are very enthusiastic about all the little tweaks. But when it comes down to bottom line and whether things get changed or put in and such, its the suits that make that choice. It costs them money to put stuff in/take stuff out/fix stuff/etc. and they weight that cost against the return. If they don't see enough return then they don't think its worth the effort no matter how much the developer wants to do that adjustment. So when you see an interview about what the developers would like to do, always temper it with "if they can get it past the suits" attitude.
Well yea, but people don't bitch out the suits when they complain about the game, they bitch out the Devs
SE needs to introduce 1 thing and the game gets all the customization you need.
Dyes. Just like guild wars. With every color of the spectrum.
Add a dye for free, dyes costing, but the apply not. Everyone has customized gears. Colors change ALOT of things, and everyone would find this appealing.
Except that wouldn't really work. This game makes heavy use of palate swapped repainted gear as is to make some things look unique. Unless it was on specific gear and affected specific parts of that specific gear (and even then, it would be a project to add all the possible colored armor into the game) it wouldn't really help anything.
Or at least approximately equal - I know the devs are human and nobody can anticipate all possible contingencies perfectly. But what we have now isn't even close - melee DD heavy parties fighting low level, low HP opponents get ridiculous amounts of exp/hr and everything else is *vastly* less effective at getting experience points (which is a task that everyone has to do, and everyone has to do a lot of, and after the first couple hundred thousand, the fewer hours you have to spend on it, the better, in most people's opinions). Furthermore, it hasn't been meaningfully adjusted in years, which gives the impression that the devs are either unaware of the issue, or don't mind having one style of play privileged over others (and jobs that fit that style well privileged over jobs that fit it poorly, especially for merits which can be earned on any job).
Pre ToAU was enormously better balanced and everyone knows it - especially the jobs that don't want to turn back the clock because they benefit from the current imbalance.
You are aware that burn type PTs have always been *the* best way to get Exp in this game right? Loooong before ToAU came out Axe-burn, Bone-Burn, Arrow-Burn and Mana-Burn were by far the most effective ways to get Exp, where long before Sanction, they would be able to run laps around a "traditional" party if they had a good camp and good players. With the addition of ToAU all melee jobs and most support jobs can get in on these burn style PTs, and do so in more then one location. They're not just aware of this situation, they did everything they could to open it up to as many jobs as they possibly can.
Compared to what you can do in Final Fantasy 5 and Tactics, FF 11 is a fucking joke.
I was thinking more along the lines of other MMOs with better character customization and "skill tree" type growth. Even if it was just as simple as choosing a different hair style and color for each face type it would have been an improvement. But even with the limited selection, FFXI characters still look better then most MMOs.
SE seems well-aware of the trend since they've only added things to facilitate it even further than before. As for things being more balanced before ToA, I think it was just balanced in the direction of the few rather than the many.
Pre-ToAU, TP burns were the best PTs, but highly limited, post ToAU, TP burns are still the best, but can work with far more job set-ups. So how is that balancing to the few?
Compared to what you can do in Final Fantasy 5 and Tactics, FF 11 is a fucking joke.
FFT and FFXI is the same shit. Only difference is that you can set Reaction/Passive/Movement abilities in FFT. Movement abilities barely come into play in FFXI, and there's only one Reaction Ability in FFT: Blade Grasp aka permanent Utsusemi.
FFT and FFXI is the same shit. Only difference is that you can set Reaction/Passive/Movement abilities in FFT. Movement abilities barely come into play in FFXI, and there's only one Reaction Ability in FFT: Blade Grasp aka permanent Utsusemi.
No?
In FFT and V and I can take various abilities from multiple jobs and also not be gimped when doing so. idk about you but I tend to get good use out of all my abilities in FFT. But let's just take another example out of FFT;
If I want, I can be a Ninja and cast White Magic, Have 100% accuracy (Archer Trait) Counter Attack when struck (MNK abilitiy) and Fly wherever I want to go (BRD). That's 5 different jobs worth of skills.
Then in FFV you have Bare and Mine which can inherit traits from other jobs and set multiple abilities/skills giving you much more freedom. Now, granted those jobs are both insanely freaking broken once you master all the jobs but that's not my point.
Last point I wanna make is why no info yet on POL when update is next month (>; ;<) it's coming soon I'm sure but I WANTSES IT!
The point was that even if you could mix and match things to your liking however you wanted in those games, in the end there were still things that were damn near useless to do.
I mean yea, you can have a Nin/Whm who could fly, but why?
Hell, you could Nin/Whm in this game too, it's actually pretty decent for soloing. But again, outside of soloing, why would you? And while in FFXI, going Thf/Blm is being gimpy...going Thief with Blackmagic as a secondary in FFT was just as useless. You would have low MP and weak spell damage.
As someone who played FFT with an entire team full of "unique" characters (no two characters had the same main or sub jobs) I'll agree with Armando that FFXI is pretty damn similar. Because even if my FFT team was full of unique butterflies(my favorite was a Whm/Smn with a sword!), there were some that were FAR stronger then others because of better job/subjob combos and abilities.
"I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater
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