I just gotta clear a few things:
1. Gunblades are from FF8 and FF13.
2. Gunblades are real and bad ass in the FF universe. Like it or not.
I'd rather have more options than have a set number of choices. I love new content. I love new jobs.
The ones that are throwing a fit over someone sharing the idea of a new well thought out melee job ( because everything else was talk of mages) are probably the same ones crying over the new empyrean weapons being better than the ones they've worked for. But I won't go in that direction because i'd totally derail this thread.
But I don't understand why when someone has an idea and wants to share it with like minded people, others have to come in and put them down. And they aren't even trolling. Worse, they actually feel like they have to completely bypass the post and go for the post-er. If you don't like or agree with an idea, take it to the idea, not the person. It's so classless to disrespect someone for having an idea.
"It will affect game balance." Who are you to make such a claim?
If SE ever decides to add a new job and you don't like it, don't play it. Don't even unlock it. But let the ones who can appreciate something thats different and a change enjoy it.
That being said. I fully support this idea and I hope it is developed to it's fullest because this is Final Fantasy Damn it.
Well, technically the far east and far west are next to each other ^^;
As far as designing a a new job spec, i'm afraid i'm not that in depth. Just I know there's certain things that should separate it from RDM and NIN. I do like the ideas but, I'll have to agree GBS is just a little tooo fanboy-ish. Next thing would be to have a a guns expert, ect. Now, from playing FFVIII, I don't believe it ever used ammo. (If you're going off of the video game, not fanfic.) and the weapon was only a gun by looks. The "Trigger" everyone was used to was just apart of the system, or atleast that's my belief cause everyone had one. This is why I said limit it's range, because Squall only used it within striking distance of an enemy. Having the ammo like I said is a good limitation that only NINs can attest too, it's a hassle carrying around all those tools. Then, having the Range and Ammo slots removed also hinders it, adding to balance. Making them ammo like spells, (once again, similar to NIN) allows you to set recast timers. To separate it from RDM's enspell, each spell would have a recast timer of lets say 30 seconds. (Number isn't as important as the concept.) Not to mention it only affecting the next attack, not timed. With the 2hr being more like a combination of mighty strikes and chainspell, being able to attack fast and with different ammo as you pleased.
Obviously since this is an MMO, saving the Far East won't change the landscape, so you're only trying to prevent the spread of the Empty.
Specialist - A gunblade user from the Far East. These combat masters focus on attacking fast and relentlessly, and use special Junction abilities to add special effects to their attacks.
Engineer - The gunblade users from the Far West. Using special machines, they can draw enemy stats to boost their party's abilities, and use charges from their machines to boost their party in other ways.
Time Mage - Using the powers of time, these mages speed up time for their party and slow it down for their enemies. They have many time-affected and time-affecting abilities and spells.
Shaman - By using special chants, these mages call forth constant effects on themselves and their parties. Shamans using curses against their enemies are devastating forces as well.
I'm writing out the details of the Engineer and Specialist before I repost. Seperating it out so that the Specialist is a new melee job similar to Drk and Drg in that they use their own special weapons, and Engineer draws enemy stats to their party, so they double up buffs and debuffs. We all know what we want Time Mage to do, but I'm going to change it completely so that it's similar to Blue Mage and Scholar in that it uses its own spell system, along with its own list of spells. Then there's Shaman, a new job idea I came up with a long time ago, that replaces its attack rounds with small buffs (chants) or small debuffs (curses). The biggest difference between chants and curses is that chants are aoe, while curses focus on a single target. I was thinking of also giving them rituals, where they throw out one big, unique effect once completed, but the casting time and mp cost is ridiculous.
Something like: When completed, all allies gain a temporary haste, while the target gains a severe poison effect. Some completely random jumble of effects related to the ritual.
Last edited by KorPoni; 03-23-2011 at 12:10 PM.
I like playing dnc. But, as galka, they should have natural earth damage to most dnc abilities.
At the very least, would be interesting adding the Gunblade as a weapon choice in paticular. I gave it some thought and couldn't think of a Job name for someone who specializes in using Gunblades...at the very least can call them "Mercenary" as the past history with FINAL FANTASY VIII was SEED being a group of hired mercenaries or however you wish to decribe them, and most of them dealt in using Gunblades with the acception of the main characters, but even then it sounds a little over-used. I have a horrible memory though so feel free to correct me on that if I'm wrong.
I do like this idea however, if it should be considered, I'm sure SquareEnix would work out the bugs for certain. Gunblades are in their own image, unique and certainly stylish. I see potential to this idea and I would encourage people to give it more thought.
It is kind of Fanboy-ish, yes, but none the less an interesting idea for a class. Thank you for making this Thread.
yeah it is very fanboyish. it was easier to copy the names of the abilities and skills than to come up with other names. but they seemed to work out, somewhat, in my idea.
yes rdm does have en-spells but they are just elemental dmg, my version has enfeebling en-spells.
It's not en-spell either way, because it's not a spell for one. Added elemental damage or status effect is common amongst alot of weapons and armor (of course, the armor affects when you get hit, rather than when you hit the target.). The idea of en-spells is it's going to hit 100% of the time. These, however, give you a good chance of adding the effect, in the same way as the weapons with the added effect.
Btw, here's some idea of what I came up with on how the specialist adds effects to weapons, partially to give some game balance.
1. The recast of all Junctions is 5 minutes, no matter which one you use.
2. The duration of the Junction is longer for weaker status effects, but shorter for more effective ones.
3. The effect is added to the "Trigger" command like this:
Junction: Blind - When you use Trigger, you expend Blind Ammo shells instead of Ammo shells, giving a chance to blind the target. Duration: 5 minutes.
Junction: Stun - When you use Trigger, you expend Stun Ammo shells instead of Ammo shells, giving a chance to stun the target. Duration: 30 seconds.
3B. The effect that shows up on your status effects looks like this: Junction - The ammo you use is switched to give an additional effect in addition to normal ammo bonuses.
4. As long as you have Trigger, you can expend ammo that's in your inventory for boosted damage and additional effects. A character equipped with a Gunblade/Great Gunblade has +10 attack when they use Gunblade for their next attack. Otherwise, they only get +5 attack. Also, base accuracy with a Junction effect is 20% per hit (30% with Focused Shot), or 10% (20% with Focused Shot) if not equipped with a gunblade/great gunblade for their next attack. You still get the same +10 or +5 attack when using Trigger while under Junction effect.
5. The ammo sits in your inventory space, not needing to be equipped.
Here's an idea for Specialist's 2 hr: Trigger Happy. Duration: 1 minute. Effect: When you use Trigger, you attack immediately. Also, Trigger's recast timer is 5 seconds instead of 10. (Using Trigger doesn't interrupt your normal attack round during this effect, so can pretty much feed a free boosted attack every 5 seconds if you spam it quick enough.)
I like playing dnc. But, as galka, they should have natural earth damage to most dnc abilities.
Specialist ability ideas:
Trigger Happy (2hr): Short Note: Can spam Trigger, and attacks automatically when the ability is used.
Trigger: Use special ammo to boost your next attack. The Trigger effect is larger when used with Gunblade or Great Gunblade.
Junction: Switch which ammo used for Trigger for a short time to add special effects to the Trigger ability.
Revolt: When you are attacked next, you gain a haste effect for a short time. Duration of the Haste effect depends on damage recieved. (Revolt stacks with magical Haste spell and Haste from equipment.)
Gunblade Shot: Make a ranged attack against a foe at a distance. Uses ammo same as Trigger, and is affected by Junction, but your melee attack damage isn't included in this shot. Requires a Gunblade or Great Gunblade to be equipped.
Multi-Shot: For a short time, you expend double the normal ammo with melee attack round when you use Trigger to add the additional damage and status effect twice with each equipped weapon. (This ability has no effect when Trigger Happy is active.)
Juggle: For a short time, when a melee attack you make lands, your next attack's delay is halved. (Most likely an 85+ ability, also has no effect when Trigger Happy is active...maybe.)
Engineer ability ideas:
Engineer 2hr: Positron Release: Your party gains 3 beneficial traits for a short time. (From the list of charges, the affected would gain the full effect of the native trait.)
Shot Burst (Engineer only): expend a Charge to have your next gunblade attack do additional damage. (Attack gains +20 attack.) Recast Time: 30 seconds.
Align: Your opponent gains an evasion down effect for a short time.
Disalign: Your opponent gains an accuracy down effect for a short time.
Train: Your opponent gains a defense down effect for a short time.
Untrain: Your oponent gains an attack down effect for a short time.
Draw: Use a Draw command to absorb a stat from the enemy and give it to your party. (Draw-HP, Draw-MP, Draw-TP, Draw-[Attributes], Draw-Speed (Gives Slow, and gives magical Haste effect to party), Draw-Accuracy, Draw-Evasion, etc.)
Charge: Use a Charge to give a small bonus to you and your party. Charges recharge quickly, and the beneficial effects stack up to 3. (5 charges, 60 second recharge, 10 second recast, 30 second duration.)(Charge-Store TP, Charge-Subtle Blow, Charge-Resist [status effect], Charge-Regen, Charge-Counter).
Do these sound good for making an offensive gunblade user and a defensive gunblade user to you, amanie?
Last edited by KorPoni; 03-24-2011 at 08:30 AM.
I like playing dnc. But, as galka, they should have natural earth damage to most dnc abilities.
To be honest, if gunblades appeared, I'd only like the original concept. [Bullets being used to send vibrations down the blade]
Then again it's just another melee damage dealer - like there isn't enough of 'em
♪
''Raven, where will you go? What will you do? - Nell Aulter
Akagamisama - Man Among Men.
30 flavors of tea. Some people would say there's too many, others would say there's not enough. Who's right? No one, because that's just opinions, not facts.
I don't think it's so much bullets sending vibration as much as blunt explosions, similar to using sandbags in a shotgun. The vibrations thing is so "Final Fantasy 8"ish.
Last edited by KorPoni; 03-25-2011 at 04:03 AM.
I like playing dnc. But, as galka, they should have natural earth damage to most dnc abilities.
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