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Bowser wrote:
Problem with raising past level 75 is balance. You'll have every mages and their grandmother sub redmage at level 82 for refresh and convert, at level 100 throw in a level 25 bard or summoner sub for more mp refresh underneath that tripple layer sub. What are the needs for redmages and bards in a party then? What would happen to support jobs? in the end you get a party of uber 6 people that had so many extra abilities that instead of being a group dynamics which is already bad as is (only certain jobs get parties easily while the rest sits out). NOw you have even more jobs being excluded. That does not make for fun parties, it also left a large portion of the players who chose support jobs as our jobs to be forced to come back and level other things. Something dragoons knows so much about.
As is I would agree that all this would destroy the balance in the game, but I would argue that balance could be maintained with appropriate skills.
Using refresh for an example, I can see two good possibilities here. Similar to certain weapon skills, you could make a small selection of spells only available if the job to which they are assigned only available if it is the main job. Refresh would be an obvious choice for this.
Alternately, you could give WHM Refresh at lvl 82 or so, along with a nice Refreshga (following the usual WHM theme), and give RDM and BRD a Refresh 2 spell/song, programmed such that Refresh and Refresh 2 stack (but two refresh do not).
This would of course equivocate to huge mp refreshing, so to strike a balance here you might set the mp costs of higher-level spells proportionately higher than the pre-82 cost increases.
As a matter of clarification my idea for a third layer of subs would only be available for use whenever your main job >= 75. Having three layers of sub below that point would require a complete rewrite to the balance of the existing game, and would probably fail in the long run. I'm thinking of something to add depth of play to the higher levels.
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The last three new jobs that was added were 2 melees (dragoon and sam) that does not alter group dynamics much, and ninja which changed the way the whole game was to be play. Before Rise of the zilart there were no such things as blink tanking. The only tanks were the paladin and the warrior. To this day paladins and ninjas still argues about who's the better tank with the warrior on the side taking jabs. Its an example of how adding just one extra job can alter the whole structure of how the game is played. Square enix tried hard to have a balance of all jobs and though they did royally screwed up one, dragoon, the other jobs pretty much will have their moment in the sun but not for long if more stuff are added.
I fail to understand your reasoning here. You seem to be simultaneously arguing about a bad balance of what quantity of jobs can perform what roles, yet also complaining about a job that altered that scenerio.
I think Ninja was an excellent addition to the game, one that did not ruin balance as you posit but simply
changed the balance.
You argue that WAR as tanks have now been left on the side of the road, yet I might point out that there are hundreds of WAR tanks on our server past the expected lvl 37. NIN makes an excellent sub for WAR and only serves to strengthen its position as a valid tank. Pre-ninja warriors had very little to offer that a Paladin did not, or could not get easily with WAR subbed, other than different weapon proficiencies and a higher natural strength. If anything NIN subbed makes a WAR tank post-37 more valid.
Regarding the arguements on which job makes the better tank, PLD or NIN, I honestly thought we as a community were done with this arguement (minus the newbies who pick it up when they join us). I thought we had agreed that they were more or less equal overall, with one job or the other shining in different scenarios. Arguements aside I think its clear that one job does not exclude the other from being effective in pt.
Regarding dragoons, I have a feeling that had square not botched the code on the multi-hit ws tp-acrual in the first place, dragoons wouldn't be so hated or despised. I honestly doubt square intended for dragoons to gain tp off of skills like penta thrust at such an extreme rate.
So now everyone cries about the dragoons being nerfed and useless, and this is not so. They are a
more than valid choice for DD, and I intend to include one in my static once it comes time to start chosing members.
And I might point out that your arguement of throwing off the balance
does apply to pre-"nerf" dragoons.
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Adding new jobs will just take it all away.
That would depend on how they were balanced. And I'll point out again that the additional jobs I'm suggesting are intended 1) to only be available once you played a basic or extra job all the way to 75, and 2) that I'm thinking of jobs to offer other options for roles, which combined with a third layer of sub would add
more variety and depth to the game, not take it away. More on this shortly.
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What is the purpose of a bluemage? This game is elemental based so what if the bluemage learn screwdriver and used it against a pug who's strong def is water? The bluemage jobs, to tell you the truth, is being taken by Beastmasters. And they DO work well it groups. Mobs are designed so lazily that the Robber crabs you're fighting at level 56 does the same moves as the snipper level 14. Being a bluemage definitely wouldn't be fun. How many mobs outthere do you fight with Meteor or ultima, those cool moves everyone wants to imitate? HOw many times can you do bubble showers over and over? since you basically leveled off like 5 kind of mobs the whole time.
True, you do level off a very limited number of mob classes. As a matter of differentiation from BST however I might point out an old rule with FF blue mage types. Mobs don't always use all the abilities at their disposal. I can think of several instances wherein a mob would only use certain abilities under certain circumstances, in the older FF's. Generally some kind of monster manipulation would be required. Which would make a blue-mage an interesting duo partner for BST.
Further differentiation, generally a BST will have a mob that cons in at roughly his own strength. Perhaps a BLU would be able to use monster skills equivalent in strength to those of an IT++, but have a fairly long casting time to balance it out.
Just thoughts and ideas. Brainstorming, as it were.
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This is Square's first time doing MMORPG and it shows in end game when the only fun is to camp the various HNM over and over or go back and level another jobs with the uber load of cash you made from HNM hunting. Some people found it repetitive and quit but adding new things to unbalanced the game would just make more people quit.
Wait, so you shoot down my ideas for adding content for uber-lvls, then complain about the lack of content for uber-lvls?
I'm confused.
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With the subjobs system it created the fun of being able to mix and match abilities yet ultimately made the creation of a lot of jobs useless, since you can already do the samething with the current job mix.
If that were the case, then Ninjas shouldn't have been such a success, or they should have completely overshadowed Paladins. But they both do the job well.
My biggest complaint toward balance is that there are proportionately more DD jobs than any other job-type. Which is why you didn't see me list any ideas for more DD jobs. Though I have to admit, the idea of a weaponmaster listed by another poster above possesses some interesting possibilities.
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The major thing I would want to see is better mob selections and levels correspondent. People fight onions in kazam after 25 because they are easy EXP. True there are other alternatives but they do not give the same "easy time" as onions. SO in the end, make the other mobs more productive or nerf the onions by making them harder, just dont' make it so pulling onions during peak time is like camping for lizzy.
Lol I agree to an extent.
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I'm sorry for ranting but back on topic I would like to raise my own chocobo like a tamagotchi and whistle for it to come to me whenever I need. I also like wintaru's idea of being able to lfp with all my jobs. I like to make it so everyone can enter my mog house and see it. I would like the marriage system to be more refined and less difficult to sign up. I would also like the ability to BbQ a taru. Thank you.
Here here on the marriage system being a big pain in the ***. My gf and I have been trying to get married for over a month, with no success, and I imagine it will be many more months before we are finally wed.
I agree with all the other ideas you listed. You'll be getting a rate-up when I finish posting (as will everyone else, for tossing ideas out here).
I apologize for being arguementative, but I'm just a big fan of debate. I can't help it, it's like a nervous twitch.
We both agree though that at the very
least any new content which effects jobs and subjobs would require very careful balancing.
Rather than simply naysay at my ideas, I would love to see any ideas you might have that would make them
work from a balance perspective.
I tend to be a dreamer, and would appreciate some more constructive critisism from one who appears to have his head less in the clouds than I.
Not that any of
my ideas would show up in this game; the chances for that are less than my chance of spontaneously turning into a tarutaru (IRL). But I have far-reaching ambitions, one of which being to create my own video games one day. At the very least I might hone my creativity here.
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Edited, Tue Nov 16 14:40:02 2004 by nataraja