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  • Job Adjustments



    From the FINAL FANTASY XI Development Team:

    Future job adjustments were announced at the FINAL FANTASY XI Fan Festival 2006 held in North America, and also posted on the special blog found on the Fan Festival website. All those details and more can be found here.

    Future job adjustments were announced at the FINAL FANTASY XI Fan Festival 2006 held in North America, and also posted on the special blog found on the Fan Festival website. All of the changes mentioned will not be implemented during a single version update. Please be aware that depending on the results of various testing and balancing, several adjustments may take some time before making their way into the game, and we may even decide against implementing some of the changes.


    Warrior
    One of the great things about warriors is their ability to use many different weapons. We are planning to add benefits to those who utilize this great variety of weapons. We see the current trend is for warriors to almost exclusively use ninja as their support job. In the future we want to create benefits for players that use support jobs besides ninja. Also, we are thinking about making it possible for warriors to throw their axes in battle.

    Monk
    A monk's role is fairly straightforward in a party: deal large amounts of damage. We would like to modify monks to allow them to be more flexible depending on party composition. Monks have large amounts of HP and we are thinking of different ways that this can benefit other party members. For example, we're considering adding an ability that would raise the entire party's maximum HP for a short period of time.

    White Mage
    We want to make it so the white mage remains totally dedicated to keeping their party alive, no matter what. No other job should fulfill this role as well as the white mage. We also want white mages to be able to contribute to the party in a way exclusive to their job, aside from just curing. This may be accomplished by adding an ability where white mages could share their HP and MP with party members. Also, we are considering adding the effect of removing status ailments from the Benediction ability.

    Black Mage
    We recognize that black mage is a very powerful job. We see that a lot of players are forming parties with just black mages, and we would like to change that. We do not plan to weaken the job, but we want to create benefits for partying with other jobs. We are also considering adding new magic to the black mages’ repertoire.

    Red Mage
    Red mage is a complex and powerful job once mastered. We are thinking about adding new magic, but the nature of the spells has yet to be decided.

    Thief
    Thief is one of the more technical jobs in the game, because they must always be aware of the enemy’s position and enmity. We are considering adding a special thief ability that aids not only the player, but all the members of the party. We will be adding a bonus to the Steal job ability and changing the 2-hour ability Perfect Dodge to be more beneficial in offensive situations. When thieves stands behind the enemy while Perfect Dodge is active, they will receive a damage bonus to their attacks.

    Paladin
    We wish to bring paladins to a level that is equal to the ninja utsusemi method of tanking. We are considering adding the Auto-Refresh job trait to paladin, as well as traits that utilize shields, such as more frequent shield use during battle and bonus TP from blocking attacks.

    Dark Knight
    We notice a trend of many dark knights only using greatswords in higher levels because of the skillchain possibilities, and we would like to change that. We want to motivate dark knights to return to using their scythes once again. Also, the dark knight-exclusive spells do not seem to be used as often as we hoped, so we are discussing changing them to make them more effective.

    Beastmaster
    When we changed how monsters would despawn when out of their natural spawn radius, it caused a lot of problems for the beastmaster job class. We know that many players are dissatisfied with this system, and we're working to relieve the problem. The beastmaster is a tougher job than some of the others to balance, so we may be unable to make radical adjustments, but rest assured that we have not forgotten you!

    Bard
    There is a tendency for bards to only sing particular songs in the party and nothing else. We want to make it so bards have many types of useful songs with which to aid their party. For example, we might add a low-level song that, when sung, would increase party movement speed--like a weaker version of the Chocobo Mazurka.

    Ranger
    We recently made large changes to the ranger job class, which causes them to deal more damage depending on their distance from an enemy. From now on, we will only make small adjustments to the ranger class. We're sorry we don't have any final details for the future, but please stay tuned. However, the distance-based accuracy adjustments will not be a factor while the Sharpshot ability is active. Also, we'll be adding more stackable ammunition in the future.

    Samurai
    Samurai is a job that revolves around TP. We would like to modify samurai in regards to the timing of their weapon skills or various other ways to utilize their TP ability. We are considering giving samurai a new ability that will lower an enemy's TP.

    Ninja
    We know that ninja is a strong job, but we do not have any plans to weaken them. Compared to other jobs, ninja is a complicated job to balance, so we plan to spend a lot of time on testing adjustments.

    Dragoon
    We recently changed the dragoon's Call Wyvern ability and completely redesigned the 2-hour ability. We are currently collecting data and feedback.

    Summoner
    Currently, the trend is for summoners to only call out their avatars to use a blood pact ability, but we want to create something that will encourage summoners to keep their avatars out for longer periods of time. Also, we will adjust the abilities that avatars use so that they are based on the summoner's summoning skill. We have no plans to add Bahamut as an avatar, because we would like to preserve his powerful image. We would have to make him weaker if he became a player's avatar, and we do not want to do that. We are thinking about new avatars for Treasures of Aht Urhgan, however, so stay tuned.
    Last edited by Balfree; 03-30-2006, 07:54 AM.
    signatures are for pussies mew mew mew, here's mine


  • #2
    Re: Job Adjustments

    When I see all the jobs listed and with little pictures I want to level them all :D

    I would like to see (hear) new "songs" (new melodies) for bard as I plan to level one this summer
    I'm back! Sanim restored!

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    • #3
      Re: Job Adjustments

      They list 'ninja' and 'red mage' as powerful and complicated jobs to master.

      Thats some pretty big reconition there from SE. I guess they really dont know what to do with those jobs. Ninjas and RDM's both been wanting some new meterial for updates, but SE's at a loss as to what to give them, cause they are already so powerful.

      I'm intrested in seeing what the other jobs get, and how they effect the overall balance of the game. It's updates like these that keep me staying, waiting for the changes.

      Art done by Fred Perry.

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      • #4
        Re: Job Adjustments

        Enlight, Endark... then no RDM updates for another year. (Just their luck, hah.)

        Not sure why WAR would need to throw his axe. Mistral does that already, right?

        NIN probably needs no adjustment. Adjusting PLD would "fix" them. :p

        DRK change seems weird. I thought having different SC properties on each weapon was the whole point of having two "A" weapons.

        That's all I got.

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        • #5
          Re: Job Adjustments

          rng, bst, brd sound like they have no idea what to do
          There are painters who transform the sun into a yellow spot,
          but there are others who with the help of their art and their intelligence
          transform a yellow spot into the sun.

          - Pablo Picasso

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          • #6
            Re: Job Adjustments

            I'm happy about the WHM additions, but the BST one seemed a little odd. They acknowledged the problem and said "we haven't forgotten you," but right before that they said they had no clue how to fix the job without making radical changes. They haven't forgotten BSTs, they're just not going to do anything for you. ><

            TheCraft - Crafting Linkshell
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            • #7
              Re: Job Adjustments

              yea, "our prayers are with you, kinda"
              signatures are for pussies mew mew mew, here's mine

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              • #8
                Re: Job Adjustments

                Originally posted by Yossar
                I'm happy about the WHM additions, but the BST one seemed a little odd. They acknowledged the problem and said "we haven't forgotten you," but right before that they said they had no clue how to fix the job without making radical changes. They haven't forgotten BSTs, they're just not going to do anything for you. ><
                yeah, classic case of "oh we fucked up, now what?"

                thanks

                Thanks Yyg!

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                • #9
                  Could someone do something really cool for me and post the article please? I'm at work and Playonline is blocked. Hearing you all talk about these changes but not knowing what they are is killing me!

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                  • #10
                    Re: Job Adjustments

                    One sec.

                    All done.
                    signatures are for pussies mew mew mew, here's mine

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                    • #11
                      Re: Job Adjustments

                      Originally posted by Pious
                      Could someone do something really cool for me and post the article please? I'm at work and Playonline is blocked. Hearing you all talk about these changes but not knowing what they are is killing me!
                      it's basically the same thing that I reported in the fan festival news. if you read that, then you'll know already.

                      Thanks Yyg!

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                      • #12
                        Re: Job Adjustments

                        Eh, but at least they're working on it.

                        I think some tier 2 enfeeble would be nice for rdm. After a certain point all we get is higher level nukes, and we know just how devastating rdm elemental magic can be.

                        I wish I got Regen II also, but I doubt I'll get it since that would give whm one less exclusive spell.
                        lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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                        • #13
                          Re: Job Adjustments

                          Awesome Balfree! Thanks man.

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                          • #14
                            Re: Job Adjustments

                            There are several things they could change about BST: the strength and enmity of jug pets being an obvious choice. Also, the timer on Call Beast and Reward, and the strength of Reward, are things that beastmasters trying to develop a less charm-reliant playstyle have pointed out as problems.

                            This is, of course, assuming that the recent BST changes were intended to make the use of Call Beast a viable alternative to chain-charming for solo play at mid to high levels, as well as a useful PT tactic. Jug pet styles aren't hurt by depops on Leave - in fact, they don't need Leave at all, so improving them could also help a lot for beastmasters from 23-35.

                            Which reminds me, lowering the level requirement on Call Beast and introducing lower level jug recipes (or lowering the level requirement on some existing jug recipes, particularly the ones with very narrow level ranges between requirement and cap) would also be a possibility.

                            There will almost certainly be TAU jugs, but there's no reason they can't also add more non-TAU jugs: BirdFamiliar, SpiderFamiliar, CoeurlFamiliar, DhalmelFamiliar, KrakenFamiliar, PugilFamiliar, DiatrymaFamiliar, even ManticoreFamiliar would all be cool and potentially useful.

                            I see this as saying they haven't decided what to do yet, not that they can't think of any possibilities. BST was recently changed so they have to look at it carefully before changing it again, since they might not have seen all the effects of the last change yet... same logic as DRG.

                            On the other hand, maybe they're just being too polite to say that a job that can out-solo 14 other jobs, form parties with copies of itself *and* fill a useful (if common) role in a conventional party shouldn't expect more goodies.


                            I don't expect much improvement as a RDM - because they're right, RDM *is* a very powerful job when mastered. Heck, it's a very powerful job when reasonably competent.
                            Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
                            RDM90, PLD90, DRG90, COR90, SCH90, BLU54
                            All Nations Rank 10, ZMs & PMs Complete, AUMs Complete, Captain, Nyzul Floor 100 (5 Weapons, 4 WS), Medal of Altana, WotG Mission 15, 1/3 Addons Complete, 9/9 Abyssea Main Quests, 6/6 Caturae

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                            • #15
                              Re: Job Adjustments

                              Originally posted by Balfree

                              ...picture...

                              blah, blah, unimportant melee stuff...

                              White Mage
                              We want to make it so the white mage remains totally dedicated to keeping their party alive, no matter what. No other job should fulfill this role as well as the white mage. We also want white mages to be able to contribute to the party in a way exclusive to their job, aside from just curing. This may be accomplished by adding an ability where white mages could share their HP and MP with party members. Also, we are considering adding the effect of removing status ailments from the Benediction ability.
                              That's dumb. Biggest problem a WHM has is the fact that RDM, SMN/WHM, or even a BLM/WHM can do their job almost completely in most situations. And they want to give us "Erasega" in Benediction?!?

                              How about making the Bar-na spells useful, for one. Then maybe debuffs wouldnt be such a big deal to parties. Barparalyna = worthless against anything with Ice Spikes. How about just giving us Erasga as a spell. Doubel the MP consumption for it, make it 5 times more expensive, whatever, just make it.

                              And sharing MY HP and MP with party members, no thanks. They get their cures.

                              Originally posted by Balfree
                              Black Mage
                              We recognize that black mage is a very powerful job. We see that a lot of players are forming parties with just black mages, and we would like to change that. We do not plan to weaken the job, but we want to create benefits for partying with other jobs. We are also considering adding new magic to the black mages’ repertoire.
                              In no way do I feel that BLM should be nerfed, but if SE is focusing on THAT aspect of BLM in the game, why would they consider giving them more spells? Or boosting the other jobs to compensate? "Hey, RDM can nuke now, too! + Refresh!!" = no BLM invites.

                              Originally posted by Balfree
                              Red Mage
                              Red mage is a complex and powerful job once mastered. We are thinking about adding new magic, but the nature of the spells has yet to be decided.
                              RDM is hard to master. BUT, the payoff is ALREADY worth it. Only M A G E job [minus STACKED SMN] that can solo! And they need MORE spells! Flame me all day, but if a Mage job needs to be lightened, I belive it's RDM.

                              Originally posted by Balfree
                              ...blah, blah, blah, more melee stuff...

                              Summoner
                              Currently, the trend is for summoners to only call out their avatars to use a blood pact ability, but we want to create something that will encourage summoners to keep their avatars out for longer periods of time. Also, we will adjust the abilities that avatars use so that they are based on the summoner's summoning skill. We have no plans to add Bahamut as an avatar, because we would like to preserve his powerful image. We would have to make him weaker if he became a player's avatar, and we do not want to do that. We are thinking about new avatars for Treasures of Aht Urhgan, however, so stay tuned.
                              I agree about SMN, actually. I hate seeing one quick shot from an Summon immediately after call, then gone. SMN's are smart, though. Avatars cost too much MP to keep out constantly. It would be better if they cost more to summon, stayed out for free, and used MP for BP's. That, and for being a "mystaical creature of magic and power", they've got pretty damn low DEF against any mob close to the SMN's level.
                              Last edited by PotentPotables; 03-31-2006, 06:28 AM. Reason: whiners...

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