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Old 05-30-2007, 08:44 AM   #16 (permalink)
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Re: Could SE make Merited Job Traits available for subjobs?
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That's good and all, but what you (and quite a few other posters in this thread) are missing is the point of the OP: the call was for the G2 Job *TRAITS* only, nothing else (no Job *ABILITIES*, nor *SPELLS*). AM II, Warrior's Charge, Debuffs II, none of that was included, nor is it a part of what is being asked for.
Except that's broken. Traits/Abilities/Spells are in the same group, to treat certain traits special while ignoring others is broken. You are giving these traits incredible power, it simply doesn't work that way if you want a balanced game.

This idea is broken and there hasn't been much thought in it, as that's obvious to see.



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Old 06-23-2007, 12:53 PM   #17 (permalink)
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Re: Could SE make Merited Job Traits available for subjobs?
dun think I'd work well. I have always said I'd level war to 75 just to merit double attack if it worked for drg/war. XD Never gonna happen though. lol



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Old 06-26-2007, 02:26 PM   #18 (permalink)
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Re: Could SE make Merited Job Traits available for subjobs?
Originally Posted by Ziero View Post
I don't think *any* JSE merit should be available to any other job besides the one it's specifically meant for. These abilities are supposed to help bring more variation to the jobs at endgame, which is why many of them are highly unique abilities. What they need to do is add more (useful) JSE merit abilities to *all* jobs, to be fair, while allowing another step towards actual unique character builds.
Well ... I think if you need to help the jobs that need help the most, you're going to need to nerf the other jobs that are excelling atm. If you want balance, that's the only way, I'm sorry to any "fanboi" job classes I may have offended. Just adding more options to job classes that need help isn't going to change a damn thing. You need to hurt the status quo and make them change their ways.

Nerfing certain job classes do not need to be done directly either. They could be indirect "corrections" made, for example, by increasing the difficulty in the monsters in such a way they inhibit performance of certain job classes (creating a penalty system for them) The degradation need not be very dramatic. Just enough to scale them back in line with every other job class across the board.

Also adding subtle changes to certain jobs so that their effect as a subjob becomes nullified or reduced can bring about dramatic changes that can be applied more readily (Moving Ni to 38, for example) Of course, such a drastic change is not without huge consequences, but it is not impossible to make (Those that think it is are merely delusional)

In the end, however, change isn't going to come about as quickly as people think. Of course, it will only occur where S-E is hurting the most - their bank accounts. As more and more players leave, they will, of course, either need to figure out what made them leave in the first place or have to do a little soul searching and try to figure out what to do with the remainder that stayed behind for one reason or another.



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