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  1. #11
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Not to rain on the OP's parade, but job fixes, revamps and redesigns should come before they even think of adding more jobs to the game.

    That said, Chemist would make sense if it used a similar scheme to NIN's reliance on items (of course, with ways to easily obtain said items outside of the AH). I would want to see them focus on using guns, but more akin to the skill level a THF has with crossbows when compared to a RNG.
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  2. #12
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Between RDM and GEO, there's no room left for Time Mage.
    Necromancer is a gimped BST/SMN, and was replaced with Puppetmaster halfway through the design because it couldn't be made to fit the game lore. This is why even today SE still likes to put PUP on mage gear, despite lacking any and all casting skills and spells.
    Mime is already covered by BLU and PUP.
    Onion Knight is mostly covered by WAR (can equip most weapon types), and would be the equivalent of Red Mage on casting. A gimp-of-all-trades and a master of lol, best left at lvl 49.

    Chemist might have some role, but not in the way many people describe it.

    Quote Originally Posted by Duelle View Post
    That said, Chemist would make sense if it used a similar scheme to NIN's reliance on items (of course, with ways to easily obtain said items outside of the AH). I would want to see them focus on using guns, but more akin to the skill level a THF has with crossbows when compared to a RNG.
    Chemist shouldn't have to rely on inventory items. Rather, it would use a seperate inventory like Puppetmaster to store ingredients and concoctions.
    (0)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  3. #13
    Player Tohihroyu's Avatar
    Join Date
    Mar 2011
    Location
    North Altepa island
    Posts
    256
    Character
    Tohihroyu
    World
    Leviathan
    Main Class
    DRK Lv 99
    Only Job I can see them adding is Necromancer since it was going to be added way back during TOAU but Pupppetmaster took its place. Though in dyna areas the "Necromancers" are summoners...

    Source: http://finalfantasy.wikia.com/wiki/N...nal_Fantasy_XI
    (0)

  4. #14
    Player OmnysValefor's Avatar
    Join Date
    Oct 2012
    Posts
    1,186
    22 jobs.

    18 in an alliance
    2-3 go to healers
    2-4 go to bard/cor
    1-2 to a tank/tanks/zombies

    Leaves so little room for the jobs we do have, especially now that SCH/blm has a nearly permanent role, and usually 2 of those, and geo is desired as well.

    There's a lot more jobs now than spaces available, I wish they'd stop adding jobs.
    (1)

  5. #15
    Player Camiie's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    1,495
    Character
    Camiie
    World
    Fenrir
    Main Class
    MNK Lv 99
    Quote Originally Posted by Duelle View Post
    Not to rain on the OP's parade, but job fixes, revamps and redesigns should come before they even think of adding more jobs to the game.
    Sadly the need for such things never stopped them before.
    (0)

  6. #16
    Player Trumpy's Avatar
    Join Date
    Mar 2011
    Posts
    451
    Character
    Trumpy
    World
    Shiva
    Main Class
    DNC Lv 99
    They changed necromancers into puppetmasters cause for some reason not even strong magic could keep undead out during the day (even tho they are up 24 hours in dungeons) and they would have limited us to night time only pets for serious!
    (0)

  7. #17
    Player
    Join Date
    Jul 2013
    Posts
    33
    Current Runner Ups are:
    1.) Chemist: 4
    2.) Necromancer: 3

    While I understand that their are many jobs that need adjustments and some people don't want new jobs that isn't the point of the thread, the point of this thread is to see what jobs the playerbase would like as the next ones even if they might never make it to the game.
    (0)

  8. #18
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    I second that sentiment. Jobs just came out a few months ago and there's a lot of current job fixes, redesigning and revamping that needs to be going on. Jobs are also something that's meant to push advertisement with a new expansion. Doubt they'll consider until years after Seekers of Adoulin. Anything discussed about new jobs now will just ultimately if it's a good idea, end up in current jobs. Defeating the purpose.

    Quote Originally Posted by OmnysValefor View Post
    22 jobs.

    18 in an alliance
    2-3 go to healers
    2-4 go to bard/cor
    1-2 to a tank/tanks/zombies

    Leaves so little room for the jobs we do have, especially now that SCH/blm has a nearly permanent role, and usually 2 of those, and geo is desired as well.

    There's a lot more jobs now than spaces available, I wish they'd stop adding jobs.
    Unfortunately, it wouldn't matter if they stopped at Rise of the Zilart with jobs. You'd still have the exact same setup with less jobs because that's a playerbase mentality for optimizing. We don't need 18 jobs for an 18 alliance. We need job balance so jobs are more equal to others.

    Jobs are imbalanced now because the focus is trying to make players feel their job is unique and they have an ability someone else doesn't have or can do, but not as well. Where the focus should be on unique gameplay so the jobs feel different but do similar things.

    As boring as some find it to not have a unique role that someone wants them and only them for, it's the only true job balance. Otherwise you'll always have players asking for this job only and rather bring multiples of that job then invite all of them into one event.
    (2)

  9. #19
    Player OmnysValefor's Avatar
    Join Date
    Oct 2012
    Posts
    1,186
    For sure, an alliance of 18 unique jobs wouldn't work in most setups. Jobs like NIN, BLU, DNC, THF, RDM, SMN, BLM don't have a place in delve really (PLD is kinda on that list) and RUN... works more effectively as a sub than a main. Counting PLD, that's 9/22 lol.

    Of those, SMN, RDM, & PLD is desired at WK, but the rest aren't.

    And really, pld is nice for diaga tanking a blitz at skirmish, but the rest of the list isn't the best choice there either. RDM, I suppose, for self-sustainability.
    I simply meant, we're never going to see all jobs useful when there's too many jobs to bring anyway.

    Wait, 9/22.. All SE needs to do is just add 5 more useful jobs and we can fill an ally with unique jobs!
    (1)

  10. #20
    Player Dragonlord's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria/Leviathan
    Posts
    206
    I would like to see a Morpher type job created. Yes, it would be similar to blu, but it would be the physical side of the spectrum. Instead of casting spells to use mob moves, the morpher would first turn into that monster, and then use a system of tp and/or charges (like strategems) to use abilities.

    The job would be designed similar to monstrosity's instinct selection layout. It could be like blu spells where equipping differnt mob forms also gives you some stat boosts. I think this job would be a true jack of all trades. Such as how pup changes its automaton to adjust to the situation, Morpher would choose its roles based on the forms it has equipped, and would take some time to change roles to avoid being too strong.

    Place in an alliance:
    Chances are something on a tp/charge system won't be able to keep up curing (like dnc's fate), so that's out of the question for bigger fights. Although it could make a good support healer in low man setups.

    To support, the benefits would have to be greater than brd or cor. This i think could be a main role for the class. There are many mob buffs that are unique and can be used to fit different situations if made AoE. Wild ginseng from rabbits comes to mind, like a mini-embrava. There's def/atk boosts, a few different haste boosts, etc. Its fallback would be the time to morph between forms to buff, like cor has its cooldown timer. It would also be restricted by not getting its own type of icon, but instead being overwritten/overwrite other effects.

    DD, pretty straightforward, think of all the damaging tp moves there are. Morpher could adjust to different damage types frequently. Gnole for blunt, for example. Giving it the versatility in fights like muyingwa where the damage taken from different types changes throughout the fight. The morpher could also change forms to counter the mobs offences, like going to a turtle when a big physical move is coming.

    Overall, i think this job would have the versatility to never be shoe horned into only 1 role (like smn and PD), but the time to change between roles would prevent balance issues.
    (0)

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