View Full Version : Job combo bonuses
Shenul
02-25-2012, 11:54 AM
Subjobs give some variety to the gameplay, but most of the time, certain job combinations outweigh others. How often do you see a WHM/SMN anymore? What about a SAM/BLU? Or even a PUP?
There are some latent effect items that react when a subjob is a certain job. There are even some jobs that behave differently depending on subjob (DRG). But I think this could be expanded upon.
What am I getting at? Bonus abilities, spells, and traits that can only be gained by having certain job combinations! Sure, if one thing was added for each potential combination, that would be 380 new spells, abilities, and traits. And that is a lot! But, this can be simplified down to ~20.
Each job could get one new spell, ability, or trait tied to it that is only available when it is a subjob. The catch is, it would behave differently depending on the main job. It would have the same base function, but would be enhanced by the main job.
The point is to make the subjob only spell, ability, or trait useful enough to let players consider using the before unconsidered job because they're bringing something new and unique to the table, but not rule out the usual suspects. I mean, good luck getting a THF to go anything other than /DNC or /NIN...
Thoughts?
dragmagi
02-25-2012, 12:26 PM
Why not go farther and fuse different jobs together. Like merge war and nin to get a job with full use of all melee weapons or blm, whm, sch, smn to get a sage style job from ff3.
Mifaco
02-25-2012, 12:52 PM
I demand a bonus for my PUP/SMN!
Alderin
02-25-2012, 05:23 PM
Why not fuse a Red mage and Bacon to get a Bacon Mage!
In all seriousness - all they need to do for cases like /SMN /BST /DRG etc is increase the max skill level / pet level to that of a main job to be of some use - however keep all the spells & job abilities at a subjob level.
So a /SMN's avatar, instead of getting 1-shot in a single melee hit against a easy prey mob while your fighting at 99 or a BST's jug pet (this is why they need to uncap jug pet levels and allow us to use lvl 30 jug pets at 90 and not be gimped).
Just as one small example.
Malamasala
02-26-2012, 04:22 AM
I always thought some sub-nerfs were unecessary. Like how /COR has half the rolls at half the potency... that is 1/4 of the effect of a main COR. Meanwhile a /WAR gets berserk at what seems like fully potency. Shouldn't it be just +5% attack when subbed to match /COR sub nerf?
Same with /NIN. Shouldn't it be 1 shadow when subbed, since apparently things should be closer to 1/4 as efficient subbed as when mained.
Another good example, instead of COR, is BLM. Subbing BLM tend to get you like Tier II nukes, less MAB, and less skill. Unless you are SCH or something, at which point I'm not sure you subbed BLM for the Tier II nukes.
That is really one of my oldest pet peeves. How SE never bothered with subjob balance, but only looked at main job balance. (Except overpowered combos, those got nerfs of course)
Tsukino_Kaji
02-26-2012, 03:17 PM
Why not go farther and fuse different jobs together. Like merge war and nin to get a job with full use of all melee weapons or blm, whm, sch, smn to get a sage style job from ff3.Gestalt jobs were already suggested. The community responce was "you're stupid."
Dallas
02-26-2012, 03:59 PM
In all seriousness - all they need to do for cases like /SMN etc is increase the max skill level / pet level to that of a main job to be of some use - however keep all the spells & job abilities at a subjob level.
Interesting suggestion, but a SMN mainjob avatar is already at subjob strength.
Alerith
02-27-2012, 08:56 AM
Sooooooo
PLD/RDM should get a -DT% bonus? :D
Glamdring
02-27-2012, 09:35 AM
Subjobs give some variety to the gameplay, but most of the time, certain job combinations outweigh others. How often do you see a WHM/SMN anymore? What about a SAM/BLU? Or even a PUP?
There are some latent effect items that react when a subjob is a certain job. There are even some jobs that behave differently depending on subjob (DRG). But I think this could be expanded upon.
What am I getting at? Bonus abilities, spells, and traits that can only be gained by having certain job combinations! Sure, if one thing was added for each potential combination, that would be 380 new spells, abilities, and traits. And that is a lot! But, this can be simplified down to ~20.
Each job could get one new spell, ability, or trait tied to it that is only available when it is a subjob. The catch is, it would behave differently depending on the main job. It would have the same base function, but would be enhanced by the main job.
The point is to make the subjob only spell, ability, or trait useful enough to let players consider using the before unconsidered job because they're bringing something new and unique to the table, but not rule out the usual suspects. I mean, good luck getting a THF to go anything other than /DNC or /NIN...
Thoughts?
they could also make job/sub synergystic. Example blm/drk adds 15% to blm's dark skill cap, blm/rdm adds 15% to enfeebling skill, etc. Should make for some interesting mixes. Make each job add something when used as a sub to another job. simply being able to target individual skill/stat caps would make players more responsive to /sub on a situational basis. Maybe /sch adds 15% magic resistance or magic evasion when subed to melee jobs, get creative.
dragmagi
02-28-2012, 05:25 AM
How about raising up the subjob lvl?