Hi Lakshmi! :D
Race choice: This video handles your question very well. The gist of it is, at level 50, the difference will be negligible (unlike how it was in say, XI for the first few years).
If you are looking to min/max though, the stats are displayed at the character creation screen (during race selection). So there aren't any surprises.
GCD: For me, the GCD feels fine (though I honestly wouldn't complain if it was shortened slightly). Yes, there are abilities off the GCD to keep you engaged. Right now,
it reminds me a lot of XI in how there was a steady ramp-up of player focus needed to win your battles efficiently (especially in groups). If anything, resource management
and monsters' ability tells (or target cast bars) are what will keep your attention early on (besides the flashy combat animations). Even before level 20, in our Light Parties, we
were achieving some fairly frantic paces, with non-stop action from, and for, all roles. I would place more criticism on the current Disciple of Magic classes' cast times myself. Considering how
easily they can be interrupted, I think they need to either shorten them, or provide better interrupt protection in the early levels (this criticism is intended for solo encounters, before chocobos
and magitek armor come into play).
Renkei vs Limit Breaks: I loved and miss Renkei. Of the few interviews I've watched/read where this topic was brought up, it doesn't seem like Renkei will be making a return. I believe Yoshi-P
stated that that system would alienate casual players too much, or that it places unnecessary burdens on groups (something to that effect). Limit Breaks work in Light Parties
and up (at least 4 people). The larger the group, the more bars you get for the LB (up to 3), and they both grow in power and change/extend their animations per bar. The Limit Break bar fills
up as you fight. You can kind of think of them as the final weapon skill in a skill chain from XI (or the Magic Burst bit, if a Disciple of Magic uses it). Limit Breaks are initiated by one member
of the group, and performs a different ability based on that group member's class/job. Once activated, the Limit Break is performed, the bar is drained, and you start filling it up again. As
for their effect: Yes, they are most definitely worth using, and your party should be proactive in planning its use (i.e., saving them for difficult encounters). A two-bar LB from a
decently geared Pugilist, for example, can do over 3k damage on a level 17 dungeon boss (At least a quarter of its health from what I saw). Plus, they're flashy and look cool. :P
Fishing: I loved fishing. Was fun in XI, and it was my main class in XIV 1.0. Yoshi-P did describe it as you've read, unfortunately. I think we'll be seeing a new, official Live Letter soon which
should be the same one from E3 (which goes into this topic a bit). If you can't wait, you can watch the fishing segment here (this unofficial version has small parts missing/skipped though).
I'm just like you though, in that I remained subbed just to fish, so I'm very disappointed from what I've read/watched so far; at least, when comparing the new concept for fishing compared
to what they have done before (well...aside from dropping PC players' FPS to 30 while fishing in XI, that was a terrible decision. Same with those evil goblins!). The only glimmer of hope I
suppose is that we just haven't had any hands-on with the new system yet. It may still be enjoyable *shrug.* Yoshi-P also mentioned that there may be the possibility of fishing up treasure
maps, with quests tied to them. We'll find out in Phase 4, as that's when it will be available to test.
Hope you and RustedCrown get sent a key, so that you can join us soon and start enjoying 2.0. If not, we'll definitely see you at Early Access! ^_^
(Mij and I are happy you're joining us!)
» Edited on: 2013-06-26 08:44:07