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Final Fantasy XIV: Level up! Change Class... then respec?
Tags : FFXIV level up, FFXIV, ffxiv change class, ffxiv news
In Final Fantasy XIV alpha version (Disclaimer: things could change between now and release) it has been revealed that your character has a "physical" level as well as a class rank. Your class rank teaches you new skills and allows you to equip different weapons and armor's etc... But your physical level is where you apply attribute points. These little points (AP) are awarded to the player upon leveling up, and you can spend them on any stats you wish. Each stat you try to level costs a certain amount of AP, and thus dynamic level and character development are possible in Final Fantasy XIV.
The real question is since the game allows you to change your class at any time by just simply changing your weapon how will we be able to allocate stat points, gear sets, action menus, and interface. That is the real question I bring up today, and I'm going to offer my own theory on how it would work, or should work in my mind.
The simple solution:
Much like a macro system (a system that allows you to code several actions and stream them together) there will be a way that we can create "roles" or "jobs" if you will from the different classes. A player can then go in a setup a (we'll just call them roles not to add any confusion) role where they assign their AP, menu, weapons, armor, and whatever else they wish to recall at any point. Now once they have done this and saved their role, at any point they could bring up their menu and switch back to the role they saved. Doing so would return them all that they have setup previously and thus taken away from the manual process of switching everything out just to go from Gladiator to Conjure.
Now this of course couldn't account for new gear, or physical levels that you the player would gain, so you would have to "respec" those roles as you gained physical levels. But this would remove a lot of down time from the game when someone asks you to heal rather then tank.
This could also apply to different roles within the same class. You could spec to have your Gladiator be a tank, or then spec him to be more of a DD... And once you have created those roles you can switch between the two as the situation calls for it.
Now limits would need to be put in place, as in a set number of roles that the player could create. Ten roles, twenty roles... That isn't my call, but it would be interesting to see how the game were to be balanced between those. The beauty of this system is that players would need to level those classes to be effective. If you just focused on one or two classes your roles would be more focused, or if you just felt like running around and playing a bunch of different classes then you would be more diverse in your role creation.
One thing that this though process doesn't address is that of Crafting and crafters in the party and in the game. As I don't know if Stats will affect your crafting or gathering I don't know if this would be used, however if (let's say) you are a blacksmith and having a high fire elemental skill helps you forge then this system would be perfect for all classes both those of WAR and those of Skill.
The manual process:
Throwing out the idea of a macro/saved role/class system you then have the option to manually respec your class... The question is should this be at anytime? Or should you have to go to a NPC (Non-player character) in town and spend some money to change your stats around. This same process could be applied to the simple solution as well, however you would pay to respec your saved roles that you have created and wouldn't have to pay each time you switch between the two. Only thing would be you have to create your roles at the NPC and couldn't change them out in the field. This all seems to be too convoluted and not friendly enough to new and casual players. So call it what you wish...
These of course are just my theories on the topic; I would love to hear your own regarding how we will be able to change our stats when switching between classes. So post them here if you got any.
Thanks for reading, will catch you next time. :)
The real question is since the game allows you to change your class at any time by just simply changing your weapon how will we be able to allocate stat points, gear sets, action menus, and interface. That is the real question I bring up today, and I'm going to offer my own theory on how it would work, or should work in my mind.
The simple solution:
Much like a macro system (a system that allows you to code several actions and stream them together) there will be a way that we can create "roles" or "jobs" if you will from the different classes. A player can then go in a setup a (we'll just call them roles not to add any confusion) role where they assign their AP, menu, weapons, armor, and whatever else they wish to recall at any point. Now once they have done this and saved their role, at any point they could bring up their menu and switch back to the role they saved. Doing so would return them all that they have setup previously and thus taken away from the manual process of switching everything out just to go from Gladiator to Conjure.
Now this of course couldn't account for new gear, or physical levels that you the player would gain, so you would have to "respec" those roles as you gained physical levels. But this would remove a lot of down time from the game when someone asks you to heal rather then tank.
This could also apply to different roles within the same class. You could spec to have your Gladiator be a tank, or then spec him to be more of a DD... And once you have created those roles you can switch between the two as the situation calls for it.
Now limits would need to be put in place, as in a set number of roles that the player could create. Ten roles, twenty roles... That isn't my call, but it would be interesting to see how the game were to be balanced between those. The beauty of this system is that players would need to level those classes to be effective. If you just focused on one or two classes your roles would be more focused, or if you just felt like running around and playing a bunch of different classes then you would be more diverse in your role creation.
One thing that this though process doesn't address is that of Crafting and crafters in the party and in the game. As I don't know if Stats will affect your crafting or gathering I don't know if this would be used, however if (let's say) you are a blacksmith and having a high fire elemental skill helps you forge then this system would be perfect for all classes both those of WAR and those of Skill.
The manual process:
Throwing out the idea of a macro/saved role/class system you then have the option to manually respec your class... The question is should this be at anytime? Or should you have to go to a NPC (Non-player character) in town and spend some money to change your stats around. This same process could be applied to the simple solution as well, however you would pay to respec your saved roles that you have created and wouldn't have to pay each time you switch between the two. Only thing would be you have to create your roles at the NPC and couldn't change them out in the field. This all seems to be too convoluted and not friendly enough to new and casual players. So call it what you wish...
These of course are just my theories on the topic; I would love to hear your own regarding how we will be able to change our stats when switching between classes. So post them here if you got any.
Thanks for reading, will catch you next time. :)
Source: ffxivcore.com
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