Avina Admin replied

678 weeks ago

I am all over that Rune Fencer gear. It's like the love child of COR AF and RDM AF3…

Blue KJ Admin replied

676 weeks ago

New job: Geomancer

Concept-

Utilizes “Geomancy” to support party members as well as using elemental magic to attack foes.

Experience the true power of “Geomancy” by utilizing job specific bells

Geomancy

Enhancements
regen
refresh
regain
status boosts
enhanced attack and defense

Enfeebles (not affected by resists)
paralyze
slow
magic defense down
evasion down

Polarity

You’ll receive bonuses depending on where you’re standing relative to the monster you’re fighting.
East- Enhanced Magic crit hit rate
West- shorten recast time
North- magic attack bonus
South- magic accuracy bonus

A field will appear around the Geomancer and will apply to party members when they’re within range of the Geomancer.

Luopan are dropped by the Geomancer. This field will stay in the same location regardless of where the Geomancer moves. The Loupons also have HP and can be destroyed so you need to place them in spots where they won’t be destoryed.

New system- Reclaim the Land


Pioneering
overcome danger
destroy massive rocks and trees
gather materials
new materials, new fish
new synthesis recipes
build outposts
once an outpost is established you can flag quests and purchase items exclusive to that outpost. You’ll also be able to teleport there and influence the area.

Exploration
discover strange caves
discover monster lairs
discover statue segments
discover places to receive mysterious power

New Adoulin Guilds
Information Guild
Exploration Guild
Security Guild
Amusement Guild
Transportation Guild
Workshop Guild
To be an interesting, intriguing, well-written character, there needs to be something to allow the audience to relate to them. That is what the problem is with who wants their character to be "perfect". Perfect characters will never be strong, and strong characters will never be perfect, because WE (those who read, who watch, who RP) are not perfect.

"What makes a strong character is how they deal with their flaws, their fears, their turmoils, their troubles that get in the way. That's what makes them relatable." – Doug Walker


Faust Inactive replied

673 weeks ago

Am I the only one who feels that there could be more to a team? Like, play it like XIII, did. Instill various 'roles' to a character. Champions did it very well and I certainly think it could add dynamic to gameplay in Final Fantasy, especially for classes that are versatile in what they can do;

A person chooses their 'role' under status–Tank/Range/Melee/Support (insert flavor text here for various roles) and each role provides a bonus if selected. For instance, having your character set to 'Tank' gets a boost to VIT and HP but decreases evasion/ranged accuracy-damage etc. More over, it could provide a certain boost to traits. Like, say, if you have the trait 'Elemental Celerity' and are currently set to 'Ranged' then you get a small discount on elemental spells–however if you're in 'Support' then you, say, get a small boost to element resistance.

Blue KJ Admin replied

673 weeks ago

I'm not sure if you're talking about something like Job-Change in mid of battle… but I don't know about that. I prefer each job to have a determined role. However, many jobs have double 'modes' in which they get bonuses and penalties based on the mode they are on.

Namely…

War: Defender/Berserk/Retaliation On/Off
Mnk: Footwork On/Off/Counterstance On/Off
Whm: Afflatus Solace/Afflatus Misery
Rdm: Composure On/Off
Rng: Velocity Shot On/Off
Smn: Avatar's Favor On/Off
Sam: Seigan/Hasso
Nin: Yonin/Innin
Pup: Various automaton frames (up to 6 total, and possible different combos)
Dnc: Fan Dance/Saber Dance
Sch: Light Arts/Dark Arts

Those abilities, some also usable as subjob, do grant different roles the job can take, and give pros and cons. All in all, I like it better this way rathern than FFXIII-style. Otherwise everyone would just swap to the job they want on the spot and other members would have no purpose.

However, if you like it like that, you can try out FFXIV. You can change job on the spot there.
To be an interesting, intriguing, well-written character, there needs to be something to allow the audience to relate to them. That is what the problem is with who wants their character to be "perfect". Perfect characters will never be strong, and strong characters will never be perfect, because WE (those who read, who watch, who RP) are not perfect.

"What makes a strong character is how they deal with their flaws, their fears, their turmoils, their troubles that get in the way. That's what makes them relatable." – Doug Walker


Faust Inactive replied

673 weeks ago

That's sort of what I mean, yeah–like in Final Fantasy XIII where there were paradigms–maybe not have a person switch to a completely different 'job' but more or less a different role in the battle. I think it would add a definite element of strategy, especially in big battles like end-bosses. It would require a certain amount of planning and timing on the part of all players involved, but could be enriching for the gameplay.

But after re-reading your post, it certainly sounds like XI already has something like that in place with the stances and all, you just have to get further into your job before you access them, rather than having them at the outset. :D

As for switching jobs themselves, it would be good for someone like me that likes soloing, but I would imagine somoene that likes grinding and levelling and doing actual work (as I am guessing you like) then doing it the XIV way wouldn't be good at all.
Please log in to post a reply.