Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

So what happens if the game comes out with 7 combat classes?

2

Comments

  • IllyssiaIllyssia Member UncommonPosts: 1,507
    Originally posted by Angier2758

    WoW started with 8 per side 9 total....
    War
    Rogue
    Hunter
    Mage
    Warlock
    Priest
    Druid
    Shaman/Pali
     
    WoW also had talents which I haven't heard FF having.
     
    edit:  The classes as they stand don't even look decent.. they look like a subset (which I hope I'm right).... we got 3 tankish guys 2 rogueish guys .. and 2 magic guys....
    Healing looks likes its gonna be maybe one class.....

     

    Probably worth pointing out that at launch two of those WoW classes were sorta broken for WoW endgame dungeons.
  • WSIMikeWSIMike Member Posts: 5,564

    Originally posted by Angier2758

     

     So you're telling me it's good against one enemy type and has like a treasure tracking ability.....

     

    Oh yeah that's totally a full fledged class.

     

    Usually people break out the name calling when they've obviously lost the arguement and are raging.  And you're calling me a kid? 

     

    PS- the fanboys need to step off already.

     

    Okay, let's reverse this then...

    What research have you done, and what do you know about the classes or the Armoury System overall that makes you so certain of your position? Especially so much so that you would call someone who disagrees a fanboy?

    That SE is releasing very little info gives you no more to support your assertions, than it does anyone else.

    But by all means, if you believe you possess insider information that's more telling than anyone else here, feel free to share and enlighten us with it.

    Those of us who are confident the class system will not be shallow at least have something to go on: Precedent.

    Considering we're talking about SE here, not some amateur, newbie developer; and given that we're talking about a game series that isn't known for "simple, shallow gameplay", and given that we have a previous MMO - FFXI - to go on, which has *a lot* of options and variety and depth to its various game systems... there's a whole lot more supporting the conclusion that FFXIV will *not* have a shallow or "simple" class system.

    If you take what SE has provided by way of information - limited as it is - and you consider how they've approached similar systems in previous games, it's not a stretch to imagine there's going to be some pretty involved mechanics at play.

    Also, SE likes to leave things for the players to figure out for themselves, rather than say "here's this class, and here's what it can do, and here's how you play it, and here's the skills it has...". Personally, I prefer that way - far more to wrap my head around.

    "If you just step away for a sec you will clearly see all the pot holes in the road,
    and the cash shop selling asphalt..."
    - Mimzel on F2P/Cash Shops

    image

  • leroysgleroysg Member UncommonPosts: 97

    well i just couldn't understand why is there a need for classes. FF14 classes & skill are determine by the weapon you equip on despite the fact that stats point spent may not be relevant or balance off the moment you switch weap.  (curious me, seriously)

  • WSIMikeWSIMike Member Posts: 5,564

    Originally posted by leroysg

    well i just couldn't understand why is there a need for classes. FF14 classes & skill are determine by the weapon you equip on despite the fact that stats point spent may not be relevant or balance off the moment you switch weap.  (curious me, seriously)

    It's not classes in the traditional sense. It seems the term "Classes" is just a convenient way for people to categorize or identify the skill-set or role of a given setup. In the end, all players will end up being hybrids of different classes, with how you can draw skills from other classes you've trained.

    As far as stat distribution goes, it seems to me that a player would put points into the stats that would best benefit their given playstyle.

    At some point, I wouldn't find it surprrsing if SE implements a way to reset your skill points, should you decide to radically change your playstyle, or change the way your points are allocated. Not sure about that, but it would seem logical to me.

    "If you just step away for a sec you will clearly see all the pot holes in the road,
    and the cash shop selling asphalt..."
    - Mimzel on F2P/Cash Shops

    image

  • RaxeonRaxeon Member UncommonPosts: 2,288

    people like the op really need to get off it

  • elockeelocke Member UncommonPosts: 4,335


    Originally posted by Angier2758


    Originally posted by twrule
    1)  The number of classes is mostly irrelevant so long as all the group niches are filled.
    2) The devs have mentioned introducing new classes in patches not long after launch. 
    3) The game is designed to be different from the norm in the way that crafting and gathering classes are treated as equals to combat classes (so really, there are more than 7).

     1)  The number of classes is relevant because it spices up game play and makes things interesting (especially in terms of replay value)
    2) Releasing classes after launch blows; when they release them *everyone rolls them* which in an MMORPG it makes finding a group blow.
    3) Crafting classes will never count as true classes.... ever.  Even in the description of FF14 with all the fluff it sounds like any other crafting system.  The people who join an MMORPG to go fishing are like the people who go to Vegas to get a good night's sleep.

    I think this is NOT the game for you. Seriously. If you can't enjoy the "fishing" aspect or fluff, or the small fact that ONE character can be any of those 7 fighter classes at ANY time, let alone once you learn skills you can make a hybrid character by combining skills from one class to another, then again, this is NOT the game for you. Best you just go play something else.

    I personally am glad this is all that will be in at launch. If it is anything like FFXI, it's going to take a good amount of time to max each class, so that by the time the new ones come out you have a nice amount of skills to choose from to add to the "new" classes post launch.

    FFXI only launched with 6 and now it has 20. I wish I had played FFXI from the get go and gotten those 6 original jobs to max, because just about every one of those 6 core jobs is used mainly as subjobs for the next 15 jobs that were added over the years.

  • 9GreenMen9GreenMen Member Posts: 62

    In reply to the question posed in the title:

     

    It will most likely still be a massive success with a strong player base not complaining about a 'lack' of classes and just enjoying the game.

    Currently playing: No MMOs
    Played properly: WoW
    Tried: AoC, WAR, Aion, Darkfall
    Looking forward to: FFXIV, Earthrise, The Secret World, Guild Wars 2 (very much), Project Copernicus (and Mercury for that matter), Everquest and Planetside Next (finally a meaningful mmofps again)
    Wants to play in 2 years time if it survives from the subscriptions of fanatics and turns into the game with all features stated on the website: Mortal Online

  • WSIMikeWSIMike Member Posts: 5,564

    Originally posted by elocke

     




    Originally posted by Angier2758





    Originally posted by twrule

    1)  The number of classes is mostly irrelevant so long as all the group niches are filled.

    2) The devs have mentioned introducing new classes in patches not long after launch. 

    3) The game is designed to be different from the norm in the way that crafting and gathering classes are treated as equals to combat classes (so really, there are more than 7).






     1)  The number of classes is relevant because it spices up game play and makes things interesting (especially in terms of replay value)

    2) Releasing classes after launch blows; when they release them *everyone rolls them* which in an MMORPG it makes finding a group blow.

    3) Crafting classes will never count as true classes.... ever.  Even in the description of FF14 with all the fluff it sounds like any other crafting system.  The people who join an MMORPG to go fishing are like the people who go to Vegas to get a good night's sleep.




    I think this is NOT the game for you. Seriously. If you can't enjoy the "fishing" aspect or fluff, or the small fact that ONE character can be any of those 7 fighter classes at ANY time, let alone once you learn skills you can make a hybrid character by combining skills from one class to another, then again, this is NOT the game for you. Best you just go play something else.

    I personally am glad this is all that will be in at launch. If it is anything like FFXI, it's going to take a good amount of time to max each class, so that by the time the new ones come out you have a nice amount of skills to choose from to add to the "new" classes post launch.

    FFXI only launched with 6 and now it has 20. I wish I had played FFXI from the get go and gotten those 6 original jobs to max, because just about every one of those 5 core jobs is used mainly as subjobs for the next 15 jobs that were added over the years.

    Actually... minor detail, but FFXI launched with the 6 jobs representative of the original jobs from the first FF. But otherwise, I agree and well put.

    Sometimes you just have to say 'you know, I don't like the way this game is shaping up. I think I'm going to pass on it". I've done that with *many* MMOs that didn't end up being what I thought they would. I didn't rant, rave, kick, stomp and predict and/or hope for their failure - because the developer *dared* not design the game specifically the way I wanted it. I simply decided I wasn't interested anymore and moved on.

     

     

    "If you just step away for a sec you will clearly see all the pot holes in the road,
    and the cash shop selling asphalt..."
    - Mimzel on F2P/Cash Shops

    image

  • DoomedfoxDoomedfox Member UncommonPosts: 679

    I am not concerned at all.The class system makes it not that big of a deal since u will be able to mix the class ability's with each other so u do  have a way more class options in the end than it might seem at first.

    FF11 didn't had that many classes at the begin as well but in the end u had a whole bunch to pick from its true that a lot of players will try the new classes when they come out but since u can lvl them all with 1 character even that isn't as big of a deal than it is with other games.

  • 9GreenMen9GreenMen Member Posts: 62

    Originally posted by WSIMike

    Originally posted by elocke

     




    Originally posted by Angier2758






    Originally posted by twrule

    1)  The number of classes is mostly irrelevant so long as all the group niches are filled.

    2) The devs have mentioned introducing new classes in patches not long after launch. 

    3) The game is designed to be different from the norm in the way that crafting and gathering classes are treated as equals to combat classes (so really, there are more than 7).







     1)  The number of classes is relevant because it spices up game play and makes things interesting (especially in terms of replay value)

    2) Releasing classes after launch blows; when they release them *everyone rolls them* which in an MMORPG it makes finding a group blow.

    3) Crafting classes will never count as true classes.... ever.  Even in the description of FF14 with all the fluff it sounds like any other crafting system.  The people who join an MMORPG to go fishing are like the people who go to Vegas to get a good night's sleep.





    I think this is NOT the game for you. Seriously. If you can't enjoy the "fishing" aspect or fluff, or the small fact that ONE character can be any of those 7 fighter classes at ANY time, let alone once you learn skills you can make a hybrid character by combining skills from one class to another, then again, this is NOT the game for you. Best you just go play something else.

    I personally am glad this is all that will be in at launch. If it is anything like FFXI, it's going to take a good amount of time to max each class, so that by the time the new ones come out you have a nice amount of skills to choose from to add to the "new" classes post launch.

    FFXI only launched with 6 and now it has 20. I wish I had played FFXI from the get go and gotten those 6 original jobs to max, because just about every one of those 5 core jobs is used mainly as subjobs for the next 15 jobs that were added over the years.

    Actually... minor detail, but FFXI launched with the 6 jobs representative of the original jobs from the first FF. But otherwise, I agree and well put.

    Sometimes you just have to say 'you know, I don't like the way this game is shaping up. I think I'm going to pass on it". I've done that with *many* MMOs that didn't end up being what I thought they would. I didn't rant, rave, kick, stomp and predict and/or hope for their failure - because the developer *dared* not design the game specifically the way I wanted it. I simply decided I wasn't interested anymore and moved on.

     

     

    Aaaa a person of more than moderate sanity, a rarity they are nowadays :)

    Currently playing: No MMOs
    Played properly: WoW
    Tried: AoC, WAR, Aion, Darkfall
    Looking forward to: FFXIV, Earthrise, The Secret World, Guild Wars 2 (very much), Project Copernicus (and Mercury for that matter), Everquest and Planetside Next (finally a meaningful mmofps again)
    Wants to play in 2 years time if it survives from the subscriptions of fanatics and turns into the game with all features stated on the website: Mortal Online

  • RaxeonRaxeon Member UncommonPosts: 2,288

    Originally posted by 9GreenMen

    Originally posted by WSIMike

    Originally posted by elocke

     




    Originally posted by Angier2758





    Originally posted by twrule

    1)  The number of classes is mostly irrelevant so long as all the group niches are filled.

    2) The devs have mentioned introducing new classes in patches not long after launch. 

    3) The game is designed to be different from the norm in the way that crafting and gathering classes are treated as equals to combat classes (so really, there are more than 7).






     1)  The number of classes is relevant because it spices up game play and makes things interesting (especially in terms of replay value)

    2) Releasing classes after launch blows; when they release them *everyone rolls them* which in an MMORPG it makes finding a group blow.

    3) Crafting classes will never count as true classes.... ever.  Even in the description of FF14 with all the fluff it sounds like any other crafting system.  The people who join an MMORPG to go fishing are like the people who go to Vegas to get a good night's sleep.




    I think this is NOT the game for you. Seriously. If you can't enjoy the "fishing" aspect or fluff, or the small fact that ONE character can be any of those 7 fighter classes at ANY time, let alone once you learn skills you can make a hybrid character by combining skills from one class to another, then again, this is NOT the game for you. Best you just go play something else.

    I personally am glad this is all that will be in at launch. If it is anything like FFXI, it's going to take a good amount of time to max each class, so that by the time the new ones come out you have a nice amount of skills to choose from to add to the "new" classes post launch.

    FFXI only launched with 6 and now it has 20. I wish I had played FFXI from the get go and gotten those 6 original jobs to max, because just about every one of those 5 core jobs is used mainly as subjobs for the next 15 jobs that were added over the years.

    Actually... minor detail, but FFXI launched with the 6 jobs representative of the original jobs from the first FF. But otherwise, I agree and well put.

    Sometimes you just have to say 'you know, I don't like the way this game is shaping up. I think I'm going to pass on it". I've done that with *many* MMOs that didn't end up being what I thought they would. I didn't rant, rave, kick, stomp and predict and/or hope for their failure - because the developer *dared* not design the game specifically the way I wanted it. I simply decided I wasn't interested anymore and moved on.

     

     

    Aaaa a person of more than moderate sanity, a rarity they are nowadays :)

     and i dont kow why more people cant take an example mmorpg.com would be amuch better place

  • GTwanderGTwander Member UncommonPosts: 6,035

    ~but then I'd have nobody to do battle with.

    For every self-rightous chode with entitlement issues that I break down, the girl scouts release a prisoner.

    Writer / Musician / Game Designer

    Now Playing: Skyrim, Wurm Online, Tropico 4
    Waiting On: GW2, TSW, Archeage, The Rapture

  • spankybusspankybus Member UncommonPosts: 1,367

    Well, if it is true that skills between jobs can be combined to effectively form new, hybrid jobs, then there are a lot more classes.

     

    Assuming that you can only combine skills of any two classes, that is about 21 different combinations. If you are allowed to mix skills of more that two jobs, then its even more.

     

    Combat Jobs = A,B,C,D,E,F,G

     

    Possible Combinations = {A,B} {A,C} {A,D} {A,E} {A,F} {A,G} {B,C} {B,D} {B,E} {B,F} {B,G} {C,D} {C,E} {C,F} {C,G} {D,E} {D,F} {D,G} {E,F} {E,G} {F,G} 

    21 possible combinations

     

    If you are allowed to choose traits from any 4 combat jobs:

     

    Combat Jobs = A,B,C,D,E,F,G

     

    Possible Combinations = {A,B,C,D} {A,B,C,E} {A,B,C,F} {A,B,C,G} {A,B,D,E} {A,B,D,F} {A,B,D,G} {A,B,E,F} {A,B,E,G} {A,B,F,G} {A,C,D,E} {A,C,D,F} {A,C,D,G} {A,C,E,F} {A,C,E,G} {A,C,F,G} {A,D,E,F} {A,D,E,G} {A,D,F,G} {A,E,F,G} {B,C,D,E} {B,C,D,F} {B,C,D,G} {B,C,E,F} {B,C,E,G} {B,C,F,G} {B,D,E,F} {B,D,E,G} {B,D,F,G} {B,E,F,G} {C,D,E,F} {C,D,E,G} {C,D,F,G} {C,E,F,G} {D,E,F,G} 

    35 Possible Combinations

     

    Note that if we include traits from the gathering and crafting classes, these numbers go up...a LOT.

    Frank 'Spankybus' Mignone
    www.spankybus.com
    -3d Artist & Compositor
    -Writer
    -Professional Amature

  • XzenXzen Member UncommonPosts: 2,607

    Originally posted by spankybus

    Well, if it is true that skills between jobs can be combined to effectively form new, hybrid jobs, then there are a lot more classes.

     

    Assuming that you can only combine skills of any two classes, that is about 21 different combinations. If you are allowed to mix skills of more that two jobs, then its even more.

     

    Combat Jobs = A,B,C,D,E,F,G

     

    Possible Combinations = {A,B} {A,C} {A,D} {A,E} {A,F} {A,G} {B,C} {B,D} {B,E} {B,F} {B,G} {C,D} {C,E} {C,F} {C,G} {D,E} {D,F} {D,G} {E,F} {E,G} {F,G} 

    21 possible combinations

     

    If you are allowed to choose traits from any 4 combat jobs:

     

    Combat Jobs = A,B,C,D,E,F,G

     

    Possible Combinations = {A,B,C,D} {A,B,C,E} {A,B,C,F} {A,B,C,G} {A,B,D,E} {A,B,D,F} {A,B,D,G} {A,B,E,F} {A,B,E,G} {A,B,F,G} {A,C,D,E} {A,C,D,F} {A,C,D,G} {A,C,E,F} {A,C,E,G} {A,C,F,G} {A,D,E,F} {A,D,E,G} {A,D,F,G} {A,E,F,G} {B,C,D,E} {B,C,D,F} {B,C,D,G} {B,C,E,F} {B,C,E,G} {B,C,F,G} {B,D,E,F} {B,D,E,G} {B,D,F,G} {B,E,F,G} {C,D,E,F} {C,D,E,G} {C,D,F,G} {C,E,F,G} {D,E,F,G} 

    35 Possible Combinations

     

    Note that if we include traits from the gathering and crafting classes, these numbers go up...a LOT.

    If what I have read about is correct you can mix and match any skills unlocked from any job as long as it doesn't have the "for x job only" so really it's even more than what you have here.

  • WSIMikeWSIMike Member Posts: 5,564

    Originally posted by GTwander

    ~but then I'd have nobody to do battle with.

    For every self-rightous chode with entitlement issues that I break down, the girl scouts release a prisoner.

    Yeah... it does have its entertainment factor. Though I find myself shaking my head more than laughing most times.

    But... to slightly modify a quote from the great Bill Hicks, "It's humor at its most base, but it's still good for a hoot".

     

    "If you just step away for a sec you will clearly see all the pot holes in the road,
    and the cash shop selling asphalt..."
    - Mimzel on F2P/Cash Shops

    image

  • Silas26Silas26 Member Posts: 51

    Originally posted by Angier2758

    Originally posted by eburn

    Well each weapon will have a class basically.

    But also as you level you can mix and match portions of each class (For whatever extent that's worth I haven't a clue) to sort of be unique.

    I dunno. I'm not a fan of the lack of detail but beta people seem to say it's not a problem.

    I know you can fight as a blacksmith.. But I think that'd only be cool if you could heat up a hot poker and smack something with it.

     Yeah I'm just starting to get weary of the new games in this genre.   You can't get any info and the fanboys seem like they'd be happy if the male characters all had a lisp and the women only had one hairstyle: buzzcut .

     FFXI was one of the first/biggest success in MMO genre.

    It's got a very particular gameplay, a particular fanbase.

    Please don't compare it with fast food MMO like wow.

  • DisdenaDisdena Member UncommonPosts: 1,093

    Originally posted by spankybus

    Well, if it is true that skills between jobs can be combined to effectively form new, hybrid jobs, then there are a lot more classes.

    Assuming that you can only combine skills of any two classes, that is about 21 different combinations. If you are allowed to mix skills of more that two jobs, then its even more.

    Combat Jobs = A,B,C,D,E,F,G

    Possible Combinations = {A,B} {A,C} {A,D} {A,E} {A,F} {A,G} {B,C} {B,D} {B,E} {B,F} {B,G} {C,D} {C,E} {C,F} {C,G} {D,E} {D,F} {D,G} {E,F} {E,G} {F,G} 

    21 possible combinations

    If you are allowed to choose traits from any 4 combat jobs:

    Combat Jobs = A,B,C,D,E,F,G

    Possible Combinations = {A,B,C,D} {A,B,C,E} {A,B,C,F} {A,B,C,G} {A,B,D,E} {A,B,D,F} {A,B,D,G} {A,B,E,F} {A,B,E,G} {A,B,F,G} {A,C,D,E} {A,C,D,F} {A,C,D,G} {A,C,E,F} {A,C,E,G} {A,C,F,G} {A,D,E,F} {A,D,E,G} {A,D,F,G} {A,E,F,G} {B,C,D,E} {B,C,D,F} {B,C,D,G} {B,C,E,F} {B,C,E,G} {B,C,F,G} {B,D,E,F} {B,D,E,G} {B,D,F,G} {B,E,F,G} {C,D,E,F} {C,D,E,G} {C,D,F,G} {C,E,F,G} {D,E,F,G} 

    35 Possible Combinations

    Note that if we include traits from the gathering and crafting classes, these numbers go up...a LOT.

    Although... keep in mind that balance is also an issue. No matter how you slice it, nobody wanted a RDM/DRG or a PLD/BRD in FFXI, so it's kind of silly to count those as actual valid choices. I suspect that it's the same here. A Conjurer who has packed their skillbar with Marauder and Lancer skills is unlikely to be a combination worth mentioning. And also, I'll bet that many combinations are too similar to each other to be counted as distinct combinations. When the variety is too great, you unfortunately end up with overlap. Either the two classes are too mechanically similar (making one just a copy of the other) or else one belongs in the trash heap because the other is considered strictly superior.

    I wouldn't point to the number of available races or classes and say that there is an ideal number, nor that more is always better (or less, for that matter).

    image
  • Hrayr2148Hrayr2148 Member Posts: 649

    Although... keep in mind that balance is also an issue. No matter how you slice it, nobody wanted a RDM/DRG or a PLD/BRD in FFXI, so it's kind of silly to count those as actual valid choices. I suspect that it's the same here. A Conjurer who has packed their skillbar with Marauder and Lancer skills is unlikely to be a combination worth mentioning. And also, I'll bet that many combinations are too similar to each other to be counted as distinct combinations. When the variety is too great, you unfortunately end up with overlap. Either the two classes are too mechanically similar (making one just a copy of the other) or else one belongs in the trash heap because the other is considered strictly superior.

    I wouldn't point to the number of available races or classes and say that there is an ideal number, nor that more is always better (or less, for that matter).

    This isnt' a fair comparison.  In FFXI, when you picked a subjob, you got every skill for that sub job up to half of your main's level.  In FFXIV, you can PICK AND CHOOSE, MIX AND MATCH abilities.  So even if Conjurer/Marauder doesn't sound good on paper, it could work if conjurer has 2 abilities that work great *(synergy) with Marauder.

     

    for example, if a mage class has a debuffing skill that lowers the mobs physical resistance, then having that ability on a Marauder which is a heavy physical damage dealing class will only make all of your other marauders abilities that much more effective.

  • eburneburn Member Posts: 740

    Originally posted by Hrayr2148

    Although... keep in mind that balance is also an issue. No matter how you slice it, nobody wanted a RDM/DRG or a PLD/BRD in FFXI, so it's kind of silly to count those as actual valid choices. I suspect that it's the same here. A Conjurer who has packed their skillbar with Marauder and Lancer skills is unlikely to be a combination worth mentioning. And also, I'll bet that many combinations are too similar to each other to be counted as distinct combinations. When the variety is too great, you unfortunately end up with overlap. Either the two classes are too mechanically similar (making one just a copy of the other) or else one belongs in the trash heap because the other is considered strictly superior.

    I wouldn't point to the number of available races or classes and say that there is an ideal number, nor that more is always better (or less, for that matter).

    This isnt' a fair comparison.  In FFXI, when you picked a subjob, you got every skill for that sub job up to half of your main's level.  In FFXIV, you can PICK AND CHOOSE, MIX AND MATCH abilities.  So even if Conjurer/Marauder doesn't sound good on paper, it could work if conjurer has 2 abilities that work great *(synergy) with Marauder.

     

    for example, if a mage class has a debuffing skill that lowers the mobs physical resistance, then having that ability on a Marauder which is a heavy physical damage dealing class will only make all of your other marauders abilities that much more effective.

    Yeah, I'm almost expecting it to be like (the good) Final Fantasy Tactics system. Where your class gives you full access to it's abilities, but you're able to swap out certain abilities from the classes you've leveled up in. For example it seems quite a few class have a track of some sort which I bet is swappable.

    I kill other players because they're smarter than AI, sometimes.

  • AericynAericyn Member UncommonPosts: 394

    Not sure if I can add much to this topic –


     


    I think part of the power of FF14 classes is that crafting classes “are” meant to be considered a full time viable play style with combat skills. What I have no clue on is whether you can go specialist as a crafting class or if it is a generalist play style – meaning playing a Gladiator with some Conj skills and some Botanist skills.


     


    I suppose the botanist for example may have plant based attacks or maybe a poison. Now combine that poison with debuff from Thaum, cure from Conj and you have the beginning of complex class choices.


     


    Based on what I can gather from available info. I think FF14 is a skill based (spell/ability not button dex) type of game instead of a class based. The classes give a focus point and a direction for players, but it allows you to turn on 4x4 and head off-road in other directions. More so than Guild Wars did with primary/secondary choices.

  • WaldoeWaldoe Member UncommonPosts: 642

    Originally posted by Angier2758

    WoW started with 8 per side 9 total....

    War

    Rogue

    Hunter

    Mage

    Warlock

    Priest

    Druid

    Shaman/Pali

     

    WoW also had talents which I haven't heard FF having.

     

    edit:  The classes as they stand don't even look decent.. they look like a subset (which I hope I'm right).... we got 3 tankish guys 2 rogueish guys .. and 2 magic guys....

    Healing looks likes its gonna be maybe one class.....

    FF has ONE pure tank class. A class that can evasion tank or melee dps. 2 full melee dps classes. A ranged physcial class. A ranged magic dps. A healer type class.

     

    So your edit was fairly off.

  • eburneburn Member Posts: 740

    Originally posted by Waldoe

    Originally posted by Angier2758

    edit:  The classes as they stand don't even look decent.. they look like a subset (which I hope I'm right).... we got 3 tankish guys 2 rogueish guys .. and 2 magic guys....

    Healing looks likes its gonna be maybe one class.....

    FF has ONE pure tank class. A class that can evasion tank or melee dps. 2 full melee dps classes. A ranged physcial class. A ranged magic dps. A healer type class.

     

    So your edit was fairly off.

    Well to be honest the monk classes in Final Fantasy games have always been as viable as tanks as the high AC / soak classes. The Pugalist seems to only cover attacks. It appears that the armor you choose to wear can influence your defensive style as well. Maybe there's defensive skills from the Pug that'll be more tanky. Like higher dodge while in a certain stance, the ability to counter hit with another stance. I'd just about bet there's a situational self heal in there somewhere.

    So I'd consider it a pure tank as much as the gladiator just based on the SE's usual treatment of such classes. Compared to what a lot of western developers think of them.

    I kill other players because they're smarter than AI, sometimes.

  • mainvein33mainvein33 Member Posts: 406

    Originally posted by Angier2758

    I was looking forward to the game, but one of the reasons I even liked the FF series was the amount of classes..... 7 feels like a weaker Aion.

     

    I know I know more classes may come at release.... honestly after so many fail mmo releases something tells me this is gonna go down the path Aion did... very pretty, but ultimately boring.  Everyone is saying "oo pre order!" but yet the details fuzzy on this game...

     

     

    Anyone else just a bit uneasy like this is gonna be another much hyped, but big flop?  I know the fanbois will yell, but even Aion has people who think the game is the best even though the game is trash.

    I kinda hate to say this but you really need to read up more on the game. No one class is a class unto itself you gain skills from all he others classes you level.  Crafting classes count towrd this number so its at 18 from release. I think the aion comparison is out of place til you get to end game and since this game is not yet released its pointless the mind sets of the developers are too far apart to place them togther while Aion was a grind if was very fast paced and grind oriented over questing where as FF will likely have more story and depth to it. Now if you want to follow FFXI history its started with basic classes at release and added many more later on likely we will see the same here. As far as being a flop unlikely. The series is popular and covers its own segment of the market share basically its hard to make it fail. Then again this is still a bad comparison to aion produced by NC Soft who has failed a number of MMOs in the past like L2 (GW is not their success but arena net's). While SE is just running with an already popular franchise so basically this isnt their first time to the rodeo and they have rode and won before. Now aion has 8 classes but your locked in once you choose as far as ffxiv goes you can play any of them when you like on the fly even if they have less combat classes you are still much better off.  At this point its plain pointless to specualte as it takes a few month to sort everything out even aion had months of packed servers until every1 hit endgame and realzed nothing was there I am not saying the game is sure to be a success but the odd are headed in that direction.

  • GTwanderGTwander Member UncommonPosts: 6,035

    Originally posted by Waldoe

    FF has ONE pure tank class. A class that can evasion tank or melee dps. 2 full melee dps classes. A ranged physcial class. A ranged magic dps. A healer type class.

     

    So your edit was fairly off.

    The "2 full melee dps classes" give a choice in whether to nit targets in an arc (maurauder) or a line (lancer) though. Plus different kinds of CC. It seems placement between you and the targets will matter quite a bit in this one.

    Writer / Musician / Game Designer

    Now Playing: Skyrim, Wurm Online, Tropico 4
    Waiting On: GW2, TSW, Archeage, The Rapture

  • skeaserskeaser Member RarePosts: 4,205

    The class system in this game is the number one reason I want to play it and has been since I heard about it. The fact that I'm not limited to a single class is a big bonus for me. No need to roll an alt if I want to tank today just grab my sword and shield, too many tanks in the group? Equip my fist weapons and do some DPS. And if I understand correctly you mix and match skills from the jobs so you can be whatever hybrid machine you want as well.

    Sig so that badges don't eat my posts.


Sign In or Register to comment.