View Full Version : No more expansions means no more new Jobs?
hordecore
06-18-2011, 06:20 AM
i heard there wont be any expansions in the next 1-2 year i really want to see new jobs in ffxi the diversity of jobs is what appeals this game
Cursed
06-18-2011, 06:29 AM
who said there were no more expansions?
Tsukino_Kaji
06-18-2011, 06:30 AM
And we got 6 already that did not include jobs.
Kimble
06-18-2011, 06:32 AM
Those are add-ons, not expansions. and 3 of them we're barely add-ons.
Tsukino_Kaji
06-18-2011, 06:33 AM
Add-on expansions.
Kimble
06-18-2011, 06:34 AM
No, the were called "add-on scenarios"
Tsukino_Kaji
06-18-2011, 06:40 AM
When you purchace them, they call them expansions.
Kimble
06-18-2011, 06:42 AM
If anyone really considers ACP, AMK or ASA "expansions" they have major issues.
Ravenmore
06-18-2011, 06:46 AM
What job can they put in that wouldn't over lap more then the 20 we already have.
crap he got me >.<
hordecore
06-18-2011, 06:48 AM
What job can they put in that wouldn't over lap more then the 20 we already have.
http://en.wikipedia.org/wiki/Final_Fantasy_character_jobs
Malamasala
06-18-2011, 06:51 AM
They should add Caller as a job. And then Sage. When we reach 3 jobs that summon avatars, they might start working on avatars for real.
Neisan_Quetz
06-18-2011, 07:17 AM
http://en.wikipedia.org/wiki/Final_Fantasy_character_jobs
... Did you look at the list? discounting Mime, Onion Knight and Freelancer which won't work in FFXI's system imo, Geomancer's ability was taken by Scholar, the subjob system makes Sage mostly redundant, Time/Green Mage's specialties were split among the others due to XI not having much time/enfeebling magic, Viking and Berserker are either useless/got absorbed by War/Bst. That leaves Alchemist (which imo also can't work due to how bad items are in FFXI due to inventory and time spent using many of them), and Machinist (partially absorbed by Corsair), unless you assume the FFTA version, which is part of the Ivalice series.
Jackastheripper
06-18-2011, 05:07 PM
... Did you look at the list? discounting Mime, Onion Knight and Freelancer which won't work in FFXI's system imo, Geomancer's ability was taken by Scholar, the subjob system makes Sage mostly redundant, Time/Green Mage's specialties were split among the others due to XI not having much time/enfeebling magic, Viking and Berserker are either useless/got absorbed by War/Bst. That leaves Alchemist (which imo also can't work due to how bad items are in FFXI due to inventory and time spent using many of them), and Machinist (partially absorbed by Corsair), unless you assume the FFTA version, which is part of the Ivalice series.
What he said....
Sparthos
06-19-2011, 12:21 AM
More classes when half are incomplete at best?
Quantity over quality I see.
Tsukino_Kaji
06-19-2011, 05:06 AM
They should add Caller as a job. And then Sage. When we reach 3 jobs that summon avatars, they might start working on avatars for real.When did Sage ever sommon?
Gotterdammerung
06-19-2011, 07:40 AM
... Did you look at the list? discounting Mime, Onion Knight and Freelancer which won't work in FFXI's system imo, Geomancer's ability was taken by Scholar, the subjob system makes Sage mostly redundant, Time/Green Mage's specialties were split among the others due to XI not having much time/enfeebling magic, Viking and Berserker are either useless/got absorbed by War/Bst. That leaves Alchemist (which imo also can't work due to how bad items are in FFXI due to inventory and time spent using many of them), and Machinist (partially absorbed by Corsair), unless you assume the FFTA version, which is part of the Ivalice series.
Mime can work with the current system. You just have it copy Ja's and Jt's of party members. The higher lvl it is the more it can copy.
Sayng sch took geomancer is silly. Sch uses an elemental weather gimick. Not the same thing. Theres plenty of room for Geomancer.
Chemist can be introduced easily as well by fueling there abilities with kits instead of true medicines. (job tools like nin and cor have). And would be a flavorful MPless mage with a gun. Sounds fun to me.
Mystic knight would also work well. And dont say rdm is mystic knight just because of those weak sauce enspells. The true mystic knight is so much more specialized in the whole spell sword field and enspell is not even close to wat they do. Theres interesting use for them in the game as well since the spells they cast into their weapons usually bypassed monsters resistances to magic. One way to do it would be to allow them to switch their phyiscal weapon damage completely into magic damage that is hard to resist. So u end up with a decent dmg per swing that cant miss. and then make them excel at the magical and hybrid WS's. feather in JA's and JT's.
As for the rest of them, yeh they either wouldnt fit or theyve alredy been gutted and redistributed. Hell cor is like the Machinist/Gambler/Gunner lol.
Kimble
06-19-2011, 10:56 AM
Necro/Geomancer became Puppetmaster because SE said they wanted to that that job to the game but with how the game works "weather, day/night system, dungeons" they werent able to add it.
Alhanelem
06-19-2011, 11:09 AM
If any new job were possibly in the works, it should not be implemented until after the level cap reaches 99.
Raxiaz
06-19-2011, 12:07 PM
When did Sage ever sommon?
Final Fantasy III (not the FFVI version, the official FFIII).
Malamasala
06-19-2011, 08:33 PM
What Raxiaz said. I only know about FF3 for DS though, so can't claim it did so on NES as well.