Redesign Gatherer Classes And Add New Ones - Concept

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After having brought all Gatherers to 80 and having played around with the new concept of SE under 5.0, I have to say the Gatherers still feel after SE's changes massively bloated with still alot of pointless garbage skills you mostly never need or feel still really bad to use due to thei still incredible horrible designed costs to use, compared to the crafter mechanics, where when you stop crafting/finish your work, does their mechanics instantly reset to full.

The Attribute System for gathers is still absolute the same crap and makes now even lesser sense, why do need to have Gatherers Constitution, when they never have to fight anything, can't even fight anything and literally get never attack as long you keep your digital butt in save areas with no monsters that overlevel your comfort zone?

With this thread I want to show you, and especially SE, how a properly thought out Gatherer Concept could look like, where all of its Skills kind of are useful and playing it doesn't feel, like its traits n skills are bloated, together with reworked gameplay mechanics under the goal, that they should make more fun, especially due to all Gatheres sharing kind of the same gameplay design, it would be awesome as well, if they could be made a bit more unique from each other. They should share only the same Attributes.

Coming down to Attributes, the first point I'd like to see getting reworked for gathers:

1. All Gatherer Jobs get now instead of 2 Attributes instead now 6, from which are 4 increasable via gear, the others increase via leveling automatically.
2. All Gatherers n Crafters use now the same Skill Ressource, called AP, for Action Points, no split in CP and GP anymore, useless materia can get converted to new AP-Materia.
3. All Gatherers n Crafters have no Health Bar anymore, their Health Bar becomes now Stamina and is fixed at 10000, like MP
4. The new Attributes are fore Gatherers n Crafters shared together

1) Endurance > Affects how much your Stamina decreases when using Crafting/Gathering Skills
2) Dexterity > Affects the potency of your progression when crafting and raises your chances for successful gatherings.
3) Expertise > Affects the potency of your quality increasements when crafting and raises your chances for rare material gatherings.
4) Quickness > Affects the Speed of Fast Crafting/Gathering and the chance of skills to be successful, that have no 100% Base Chance
5) Luck > Affects the Chance for Goods and higher when you craft and the chances for Bonus Effects on Gathering Nodes to appear fou you.
6) Efficiency > Decreases costs of AP and reduces recharge times of skills.

1-4 can be increased by gear_materia, 5 n 6 raise only by leveling

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