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  1. #21
    Player Spectreman's Avatar
    Join Date
    Jun 2013
    Posts
    223
    Character
    Neferflash
    World
    Asura
    Main Class
    THF Lv 99
    Quote Originally Posted by Rwolf View Post
    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.



    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.

    Exactly. You can even create new jobs for new visuals but in the end they really needed to address the balance between existing jobs.
    (0)

  2. #22
    Player
    Join Date
    Jul 2013
    Posts
    33
    Quote Originally Posted by Dragonlord View Post
    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.
    I always imagined morpher making it into the game one day, but I think that its very unlikely because monstority basically accomplishes the same thing a morpher would do except that you can't party with party members, but who knows perhaps it could happen.
    (0)

  3. #23
    Player Ryanx's Avatar
    Join Date
    Mar 2011
    Location
    Canada
    Posts
    117
    Character
    Ryanx
    World
    Asura
    Main Class
    DRK Lv 99
    I remember reading something while ago it said there where 2 expansions in the works for 11 and this was before seekers so we got seekers so should be least 1 more expansion in the works
    (1)

  4. #24
    Player OmnysValefor's Avatar
    Join Date
    Oct 2012
    Posts
    1,186
    Quote Originally Posted by skullreaper View Post
    I always imagined morpher making it into the game one day, but I think that its very unlikely because monstority basically accomplishes the same thing a morpher would do except that you can't party with party members, but who knows perhaps it could happen.
    Two problems with "Morpher"

    1.) Monsters tend to attack with, and be strong against, the same element. Fire attacks are pointless on Tojil, Byakko used to resist flash, etc etc.

    2.) Since most moves are stunned, because they're so nasty, morphers would haven't a lot to do.
    (1)

  5. #25
    Player Vivivivi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    554
    Character
    Bananavivi
    World
    Asura
    Main Class
    BLM Lv 99
    Onion Knight / Mime
    VIKING!
    (0)

  6. #26
    Player Aprian's Avatar
    Join Date
    Apr 2012
    Posts
    26
    Character
    Aprian
    World
    Sylph
    Main Class
    SCH Lv 99
    Sage
    Time Mage
    Morpher
    Viking
    Mime
    Defender
    (0)
    Last edited by Aprian; 08-28-2013 at 11:19 PM.

  7. #27
    Player
    Join Date
    Jul 2013
    Posts
    33
    Current Runner Ups are:
    1.) Chemist: 4

    Deadlock:

    1.) Necromancer: 3
    2.) Mime: 3
    (0)

  8. #28
    Player
    Join Date
    Jul 2013
    Posts
    33
    Quote Originally Posted by Aprian View Post
    Sage
    Time Mage
    Morpher
    Viking
    Mime
    Defender
    Added Sage, Defender, and Viking into the mix but what would these jobs do?

    In addition to these jobs added another one I created:

    Mystic
    -Role magic damage dealer similar to black mage but relies on the elements of light and darkness here is a small preview of their spell list.

    -Spells-
    1.) Umbra I-IV (Deals dark elemental damage)
    2.) Banish I-IV (Deals light elemental damage)
    3.) Banishga I-III (Deals light elemental damage to enemies within area of effect.)
    4.) Umbraga I-III (Deals dark elemental damage to enemies within area of effect.)
    (1)
    Last edited by skullreaper; 08-28-2013 at 11:44 PM.

  9. #29
    Player Rubeus's Avatar
    Join Date
    Mar 2011
    Location
    Bastok - Fairy/Sylph/Bismarck
    Posts
    146
    Character
    Carcer
    World
    Shiva
    Main Class
    THF Lv 99
    Mime and Engineer.

    Mime would use job levels and spells you've already got accomplished in conjunction to whoever is in your party (for balance issues) and have A+s in all stats and ALL skills, except be under permanent SJ restriction as well as have permanent encumberance (in keeping with traditional FF games). Their 2 hour would allow them to access jobs not currently in the party that they already have personally leveled in order to use their spells and abilities. They wouldn't have any job traits.

    Engineer = Chemist. their primary ability would be "Mix" and they could provide temporary items by using Recipes in a similar way to how corsair consumes dice to permanently add them to their repertoire; items would scale with level, obviously, but be usable by the party at a time best left up to the individual players. "Busting" a recipe would provide the engineer with "Medicated" and therefore be unable to make more temps until it wears off, with a given chance corresponding to the difficulty of the item in question. Base items would be consumed but function similar to ninja tools (so no need to clog your inventory up with 400 unstackable potions just to make an elixir), and they would be "Sets", like chemistry sets. They would also get offensive abilities (which would be a seperate category from Mixes!) called Tools and would get the traditional items from previous final fantasies that either inflict a status ailment on an enemy or do some kind of elemental damage; every FF past 7 included things like "Earth Drum" or "Blizzard Fang" which dealt damage, or "Spider Web" which inflicted slow. Engineer's 2 hour would be "Machina" in which they get magitek armor for a set time, allowing them access to beam attacks and changing their type from human into biomechanical being; like ultima weapon. They could also possibly get permanent, non-item-consuming tools in a way similar to how Edgar in FF6 functioned. These would be equipped in a sub-menu (like how puppetmaster or blue mage functions) and be "Gears", which would enhance various mixes or tools or allow access to specific non-consuming tools. Gears could do things like reduce mixing mishaps or doubling the strength of a standard potion as well.

    I'd need a bit more time to actually come up with individual abilities and traits and so on for various levels, but that's how I'd break it down if I was SE; most of these systems are already practically in place for them so it wouldn't really be a whole lot of coding.
    (1)

  10. #30
    Player Aprian's Avatar
    Join Date
    Apr 2012
    Posts
    26
    Character
    Aprian
    World
    Sylph
    Main Class
    SCH Lv 99
    Note: Information taken from Final Fantasy Wikia

    The sage could be considered the ultimate Mage, being able to cast Black Magic, White Magic and Summoning Magic. However, the Sage is physically very weak with virtually no prowess with weapons. They also have low HP and speed and weak physical defenses as most mage-type classes do.

    Magic Skill:
    (A) Dark Magic
    (A) Divine Magic
    (A) Healing Magic
    (A) Elemental Magic
    (A) Summoning Magic (only can call Hybrid Elementals and take full control all magic and ability)

    Combat skill:
    (C) Staff
    (C) Evasion
    (C) parrying

    Job Ability:
    (Recall Cure) Use 1 Magic Healing of available free of charge
    (Recall Element) Uses 1 Elemental magic available free of charge
    (Bless) While Recovering Hp and Mp are praying (only on combat)
    (Spell Again) You can use the latest magic no cost
    (Relex) Creates an image which absorbs an attack
    (Shield Bearer) Creates a shield that protects 1 Elemental magic
    (Diligence) Reduce consumption of Black magic (25%)
    (Betterment) Reduce consumption of white magic (25%)
    (Good and Evil) The next elemental magic damage will be to cure group members
    (0)

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