I think there’s arguments for both, but I’ve been playing a lot of Classic FFXI due to a recent FC disbanding (and general burnout), and I’m kinda vibbing with it. https://www.reddit.com/r/ffxivdiscussion/comments/wbqg1q/do_you_prefer_ffxivs_weapon_based_jobs_or_do_you/
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I started XIV in 2019 and XI this Jan. I love the combat skill system so vote for XI!
I've started playing this game, what's the best magic base job?
Honestly I perfer how they did arcanist you have a base weapon and your job stone is what changed your job. It was very dynamic
I like being able to branch out and do other things on one job in XI, but skilling it up is such a pain, even in retail, that it makes me appreciate the brainless one weapon proficiency XIV has. XI players are by and large are metaslaves that will only ever use 1 or 2 weapons on a job anyway, so you only actually have the illusion of choice. Obviously Warrior and Dark Knight sort of break this mold, but honestly they're the exception, not the rule.
FFXI NO DOUBT!!!!!!!!!!!!
ff14 is overly restrictive in several ways, but it does enough right to still be worth playing. for example: standardized gear, no gameplay customization whatsoever, the way every raid fight is scripted to the point where its just a hyper-complex game of simon says, and every class only having 1 role.
despite that, i still prefer it over other mmos out right now. in the future though, who knows?
I like FFXI, but FFXIV might be able to use the FF origins job system to allow jobs not to be locked by weapon
I prefer XI, hands down. I started in XI and was so disappointed in Alpha XIV when they said there would be no summoners. We got summoner, and in XIV it was basically a WoW Lock, and Yoshi didn't want BLU. My mains in XI were SMN and BLU. I had such high hoped for these in XIV. XI's skill chain system, magic bursts, and group coordination was light years ahead of anything still on the market today. I'd love to see this combat implemented in XIV. Sub jobs added a whole layer of gameplay that XIV doesn't have. I'll always love XI's summoner and blue mage. I had always sort of hoped that XIV would be more of an FFXI version 2. XIV's arsenal system takes away from the customization of gameplay though it does make it simpler overall. Each game has its charms, but I'll always be biased to XI. There was no greater moment of pride for me when I summoned Fenrir for the first time in XI.
Back then in FF11 choices in different weapons has its own niche when tackling certain situations. SE Apollyon was a fun example back in 75 era, especially on BLU (SE Apollyon was one of end game content where mobs had stronger weaknesses/resistances, so being versatile helped a lot). Nowadays, from what I've heard, it's just been Savage blade even when classes mostly used ranged.
In FF14, the classes do have a stronger identity to their designs. When I first started, as black mage, it felt wrong to cast ice on a bomb but casting fire did make sense. Over all it was good for the game's design because you didn't need to adjust to weaknesses/resistances while dealing with the AoEs (looking at you Hellsclaw, the A rank in Eastern La Noscea).
I just enjoy FF11 more because of how the resistances and weaknesses of enemies are handled.
You could technically design weapons for 14 and make them look like another class and call it the appropriate class needed weapon. Ie. Warriors axes made to look like a hammer
XI's sub job system altered the dynamics of the main job. I enjoyed dual wielding axes as WAR/NIN. PLD/NIN with a TP build using the Joy-toy was fun. MNK/THF was satisfying setting up SA/TA Dragon Kicks and Asuran Fists.
I never got my hands on a K Club, but seeing a DRK go nuts using one is really something to witness.
XI had weapons that had unique traits like Joyeuse, Riddell, K Club. We don't see that in XIV.
And that's just the weapons. There was the freedom of gear swaps and Scorpions Harness, Hauby, O hat, O Kotes, Leaping Boots, elemental staves, sachets, mantles, etc.
My tanking in XI was fine tuned to balance spike enmity and enmity decay. I would swap out specific gear for enmity and then switch out gear for damage, or healing, etc.
In XIV, it's more like Ronco, "Set it and forget it!"
Well neither ffxiv or ffxi have a similar job system to other moms. I'm good with either one of them tbh.. at one point ffxiv was similar to ffxi, then they started to move away from it.
Decoupling weapons from classes would be great. But not to give more weapon choices to a class/job. But to have more classes/kobs use the same weapon. I trully believe that a weapon os one of the unique identifiers of a class/job. However the current set-up makes future class/job creation hard as, for example, no future class can use a sword anymore as sword = paladin, great sword = dark knight. And decoupling the weapons from classes we can make so many more future classes/jobs wielding a sword.
I don't have an opinion on this since I have never played FFXI.
Personally I preferred FFXI's combat system. The variety allowed by Job/Subjob combinations, different weapons and mid-combat gear swapping, as well as not being forced into a Role by your job. WARs were designed as Tanks but used as DPS, but almost universally used as a Subjob when tanking. NIN was designed as a DPS but ended up frequently being used for Tanking. It also allowed for non-Tank/Healer/DPS jobs like BRD because content wasn't locked to a specific party composition.
11, the skill system and stats was great imo. Posibilities are infinite compared to 14
XI's weapon system was so much better, I love XIV, but I hate I can use a scythe as a DRK
Nope 100% against this.
Not only would the toll on the dev's to add a system like this would be unimaginable. The balance of it would more than likely destroy the quality of the game as a whole. If pagos from stormblood is anything to go by, there is a reason they changed how heavy influence 11 has on XIV. They are Fundamentally two different fan bases.
Alot of players maybe new or didn't have the same experience but Eureka was TOXIC. Adding the ability to switch out weapons that are not assigned to a job.
It will cause a vicious divide in the community. I get its a great idea on paper but no.
FFXIV is its own game come up with ideas for it. Not try too keep making it into XI.
I literally just had a four hour conversation with a group of friends who where begging to not have another 11 reference for relic weapons.
Xi , i hate playing a job with just one weapon. In ffxi jobs get more creative.
xi all day bay bay
What if they split the job stone, and you can have choices, lets say pld you choose between a magic heavy pld or a mele heavy pld. Or rdm you choose a black magic hevy rdm or a more white magic heavy rdm. Or healers they can have a bigger aoe healing or another path for dot healing . It is posible and that creates variarity and makes a kind of sub job thing
In FFXI as a RDM if solo id go sword/shield but in party in go dark staff and while kneeling/ mp recovering id switch to light staff solo rdm/smn was fav in party rdm/whm if main heal if not rdm/blm for that added magic damage.
You never had a choice in 11 because of weapon ranks and it's effect on accuracy and damage. Additionally your classes best weapons skill chain options. The jobs that did have choice it was a bunch of weapons of the same damage type
I miss more than just weapons for classes. I feel the lack of flexibility on distributing talent/skill points is what I miss the most from games such as D&D. Being able to put a ton of points in Magic and yet wear a Heavy Armor is backwards, but hey, it is fun. Same as going with a hoodie and get a crap ton of strength for the most badass warrior the game has ever seen. However this makes the game much more confusing and challenging for casual players, so I understand the rationale for both XI and XIV approaches, and in between these two, XIV is the most starter friendly of them all.
I think the weapon system was better in XI surprisingly. If you were a mage you’d could get a whole string of Staves that gave stat bonuses depending on the element you cast and they were swappable mid fight. Imagine being mid fight say as a Summoner and you could just swap your whole INT gear set to MND for a quick heal and then swap back for damage dealing.
I prefer the ability to choose my weapon. I always prefer my Warrior to use either a greatsword or a sword/shield combo, never an axe. Dragon Quest X seems to do it just fine and I have had no issues with parties. I will always prefer variety when i can get it. People can call it illusion of choice all they want but if i want to be a sword/shield Warrior then thats what i will be.
I prefer FF14 job system much more than the usual "choice" based ones because ironically, you can actually choose to play any job in FF14 where the vast majority with choice, the meta boils it down to the few best and it becomes impossible to balance fully so there are always loads of specs you will never see or use if you actually want to do content. I do wish FF14 got more crazy with weapon designs though, like there's no reason a WAR can't have a giant sword or scythe that isn't just designated as a WAR weapon for example since it would still work with the animations(although if money and time were no issue, imagine a world where the animations were different based on sub weapon types without actually changing the function of the ability), same with armor, every WHM glam shouldn't need to be a nun/priest just because it's a WHM, I wish they deviated more at this point because we have so much gear now because even small things like glam change the vibe(As a SCH main, I'd give my kidney to be able to make my fairy anything that isn't a tiny humanoid female).
That said, we can change jobs at will, if they could make different jobs or weapons work better for specific trials and balanced it so each job had the same amount of need in content, like equal magic vs phys damage fights or in this case, blunt/pierce/slash or whatever, that could be great but that balancing act would be almost impossible to hit, I've yet to see any game do it. FF14 is the first MMO I've played where it's totally fine to play any job in all content, every other I can name at least a few classes or specs that are blocked outright by meta killing the whole point of giving build choices.