None. I never want to see any class ruined by this concept.
Printable View
None. I never want to see any class ruined by this concept.
None and I think the person who had this idea to implement such a thing in a MMO should be ashamed.
That's just such a waste of resources and an insult to the fanbase so please no more SE.
If they made dancer some Single Player Roleplay like job then I might quit and never look back.
I wanted Dancer for years and they ruin it then that's it for me.
I didn't wanna jump gun with BLU but since they made it Solo then it's
counterproductive as to what a MMO is. Not like the solo in this game is all that compelling anyways.
If I was forced to pick...Maybe a Merchant.
They could do these quests where they could haggle, find items for cheap from other NPC's...
Sell certain items to this and that NPC. This way, people can collect Gil or even find some neat rare items. :eek:
It'll be like it's on DOL/DOH type of job.
Not sure you read my full post the way I intended... I DO NOT want any more limited jobs AT ALL. WHATSOEVER. The explanation SE gave left a not so great taste in my mouth. What I said was jobs I would like to see in the future that ARE NOT limited:
BST
DNC
Rune Fencer
The simple answer is none, not even BLU.
Thanks for changing your post to a less aggressive one because
while I was going to apologies that missread (I thought you meant
I don't like Limited jobs but if I had to choose) type deal, it seemed a little aggressive
because I missread. With that said, I apologise and those idea's do seem good.
Once BLU comes out, we need to express the hate. Maybe they'll do something about it later on.
It's just sad to see such resources wasted already.
Summoner
What we currently have doesn't work for the same reasons Blue Mage apparently wouldn't. The core concept of the Job isn't compatible with an MMO. Whether I agree with that statement or not aside, it stands to reason Summoner should get the same treatment as Blue Mage with that in mind. Egi-Glamours seems to have completely dropped off the developers priority list at this point... I remember them citing "It's just for Summoner, not everyone can use it, so it's not a priority" as reasoning before, well... Since we've had Performance, which is just for Bard, see regular updates. Now we're seeing Blue Mage added as a Limited Job solely so it can have a "true" Blue Mage spell list... Do the same with Summoner, give it the Limited Job treatment and give us a full list of functioning Summons.
Beastmaster
Goes without saying at this point really. The Pokemon Limited Job.
Chemist.
Kill enemies. Collect ingredients. Mix away. Granted, we already have Alchemist, which more or less does exactly that, but... Let me get some Dark Matter and throw it at something, please?
Thief
This is the only one I think actually requires the Limited Job system, just because I see no point in having Thief in combat to be honest... I'd like actual stealth gameplay from Thief, and the ability to actually be a pickpocket, not just have a Steal skill that has a random chance of working. Have it work by effectively turning NPCs and enemies into Gathering Nodes for you to Steal from. Could be fun, just have better stealth than "this button makes you perfectly invisible". The special instance for Blue Mage is perhaps the highlight of the Job at this point, I think similar kind of ideas could make Thief pretty interesting. If nothing else it would be nice to see them drop the Thief aesthetic they keep slapping on Ninja, I'm very tired of the tiny selection of Ninja based weaponry on that Job, the vast majority are made with Rogue in mind...
Sub Jobs
What?! That's not a Job... Yeah, I'll just repeat this suggestion here though; Rework Limited Jobs into a sort of Sub Job system. Right now we'll have Blue Mage, which can go out and learn a bunch of spells... While this would require some balance reworks, give every Job in the game an additional action they can take from Limited Jobs... Think something similar to the Pyros Logos system. You could be a Dragoon with 1,000 Needles, or a Samurai with Bad Breath. Throw Beastmaster into the mix, Warriors can throw their Bear mount at enemies for their special Limited Job action. Scholar and Chemist seem a natural fit, but hey maybe you want to be a Monk that uses Mix too. The level of customisation over existing Jobs this would provide would be quite enjoyable IMO, and make the best of this Limited Job system, you play the Limited Jobs to get options for the main Jobs, even if that's essentially just one action that you're glamouring with a dash of Blue Mage or Beastmaster...
One that let's me ban people who complain about something not even in game yet. Also smn egi's. Also the people behind eureka.
Real answer, Corsair could potentially be real fun. Get a fun side story where you sail around on your own boat wrecking up the place. Maybe even let you decorate your boat. Would be pretty neat and a good excuse for more content with the best original city state.
It's hard to say without really seeing what blue mage is like and how limited jobs will work out in general. I think there needs to be some more information on this front.
However, rather than saying none (because that's honestly a boring answer) I'd totally be down to play the ones they teased on stage. That being Beast Master and Puppet Master. Aside from those, I think the biggest one I'd like to see is Onion Knight. It doesn't fit the mold of FFXIV jobs, but as a limited job it could work out really well especially considering you have a boatload of equipment. I have so much armor. It's insane.
Before my subscription ends (and indefinitely for the foreseeable future) none.
But it'd be hilarious if they released Dancer as a rhythm game class.
-Beastmaster (fights using charmed overworld monsters)
-Summoner (so they can summon actual avatars instead of egis)
-Puppetmaster (the puppet can switch between tank/dps/healer roles)
-Sage (ancient light and dark magic as a caster dps, switches between burst damage and dot)
-An actual monster class to turn into, similar to the FFXI system, and even being able to attack players in a form of open world pvp)
-Orator (able to charm monsters and town npcs to fight with them)
-Mime (uses other learned job actions, can mimic the last action taken by a player it selects)
None I honestly think the whole limited job thing is a big mistake and just should be scrapped as a fail just like diadem is.
None. Or all, in a sense. I'd like to see the open world and our every job augmented in such a way that it feels like each has a sense of solo duty or unique world interactions and content therein without actually having to be sectioned off from real content.
But, that means a lot of work, potentially the kinds of improvements we'd only see over multiple expansions:Essentially, an awesome open world experience, with each job excusing as much improvement as we can get for its own play and that of all the rest.
- The NPC trust system blended smoothly into the typical experience, rather than just as an added Chocobo- or Squadron-esque gimmick. You are assigned duties by the squad commanders of the various huds, can return supplies for their quartermasters, barter, find small clues, park up and start fishing next to NPCs that clearly some dev had way too much fun writing out lengthy conditional dialogue interactions for/with, save some periled hunter or heal a soldier to have their gratitude shown later (or at least some segue into another hidden miniature plot-line if not), share drinks at inns, pick up stories and raise toasts, and most importantly for Bard, you can learn and play folk songs that NPCs can toss you coins for when they want and recognize a specific tune. (And yes, the coin bucket would work for actual players, too.)
- Guilds, militaries, and other organizations doubled, tripled, and quadrupled down on. You can now level from 1 to 50 almost wholly off MSQ and just hanging out with NPCs you particular enjoy and in doing the tasks of their organization. There's also now a real thieves guild and network, not all of which is policed by Jacke's Rogues, and among whom they are some very... unique characters, and some bridges that -- once taken or burned -- mark some rather large and decisive story arcs.
- Job quests? How about entire sections of content central to each. Go on pirate raids, courtesy of the Barracudas and the pirate fleets, Expeditions courtesy of the Coral Tower and Yellowjackets, patrols courtesy of the Wailers and hunts courtesy of the God's Quiver and its affiliates. Regional quest hubs now have lasting story lines and progressions. Even doing every piece of content without repetition, despite their reiterability, you'd barely have to touch PotD or FATEs, and no more than each dungeon once, to hit level cap on every combat class.
- Crafting revised. Many recipes will now allow for alternative ingredients. Others allow you to put in the ingredients first and decide what you're going to make with it, piece by piece.
- Player levels reworked. Mobs no longer reveal strict levels, except to say that they are approximately your own, a little more, a fair bit more, quite a bit more, a lot more, will probably kill you quickly yet painfully, or will definitely kill you quickly yet painfully -- and with the same number of tiers for mobs beneath you. Levels above what is intended for the zone are sort of "squished"; as a level 70, Bentbranch mobs would still range from the rank of "will be killed instantly yet painfully by you" to "a little weaker than you are". In turn, however, items and materials from these earlier levels are now far more deeply and broadly useful. Even, say, goal leather and fleece still have its uses at level 70, though not mandatory; they makes nice inner lining.
- Fluid sharding improved upon. If you go on a patrol with the Wailers, expect the unexpected, tailored to your experiences, despite it seeming to largely take place just in the open world (other parts in new pseudo-zones that mark new content types). Hunts reintegrated through clues and tracks alongside this tech.
- Hunts revised. Though most important to Blue Mages, who carry a trait empowering them against elite monsters when statistically overwhelmed, the story presence of hunts and their more significant rewards makes this relevant to everyone.
- Verticality and climbing revised. You can now scale cliffs, run along rooftops, and roll out some portion of fall damage. Rogues and Ninjas, especially, do this rather well. Dragoons, on the other hand, can just bound up waterfalls and leap across gaps. Rogues, Ninjas, Lancers, and Dragoons can all convert falling damage into weaponskill or ability damage on the unfortunate enemies beneath them. Just beware of the proportionately loud scream in some cases, calling additional mobs to avenge the suddenly fallen.
- Stealth now exists for everyone, but as an actual measure of visibility and distraction techniques paired with dynamic animations like hiding crouched against a tree. Rogues and Ninjas just happen to be a lot better at this then everyone else. Bards can use ventriloquism during wind-aspected songs or their guided arrows for further distraction control.
- Heat and chill are now actual factors, but this just makes DRK, MNK, and WAR stand out more for it. In extreme heat, the Warrior ignores most negative effects but is more likely to go berserk (in a bad way), while MNK can cleanse or ignore effects, and DRK has a higher tolerance, though the same capacity. BLMs can chill themselves or warm themselves with magic. WHMs can draw cooling air or keep the cold gales off their party, draw springwater, etc. In the new frontier content, ASTs can partly ignore the obfuscation of sandstorms, blizzards, and clouds to see the stars behind them for weather readings, spawn hints, and to check dominant starsigns.
- Mounts revised. They are no longer differed by graphics alone and seem to have a decent semblance of actual physics. You can now own more than one Chocobo and they can be trained for greater sprint speeds, greater average speed, more quickly turn, to jump higher, to jump further, etc.
- WHMs, BLMs, and MNKs can make use of places of power, though not necessarily the same ones, and not at all times. Some are conditional in their access, to time, weather, exhaustion, aspect, or even the recently slain.
- /rant
But, if I had to pick just one that I'd hope would bring the most benefit to the game... Beastmaster. We badly need our mob AI and pet controls improved.
None. If they want to add "limited jobs" just make more DoH/DoLs. Make Farmer a class or something.
None. A Battle Job in a game mostly about battling should be a full job. Not a half job.
What would it being a Job actually do, though? If we have an actual farm, then you're a farmer regardless of what Job you're on. Depends how the farms they're adding work, but I'm not sure what benefit a Farmer Job would provide given this addition.
Don't get me wrong, I wanted a 4th DoL Job that effectively was some form of Farmer basically since 2.0. I could imagine it having monsters as gathering nodes to get materials that are currently obtained through slaughter (harvest meat/bone/etc. off corpse based nodes, wool by sheering living animal nodes, etc.), but giving us an actual Farm that we can hopefully do anything with? That could potentially be a lot better and makes the need for such a Job redundant. Very much doubt we'll see something on the level of a game like Stardew Valley, probably best to check the system FFXI has to get an idea for what they're adding, but IDK... If you want to be a Farmer, spend a lot of time working on your Farm and enjoying that content, I hope that's what I'll be doing. They could always give it a level system similar to Free Companies that can be a surrogate Farmer level.
It'd be a reskin of the garden where you "plant" animals and can harvest them. The biggest question is whether or not you'll have to remove them at the end of a "harvest" or if, unlike gardens, you can keep them in there.
I'll be very surprised if we get anything more complicated than that
My apologies too, my tone lately seems to be a bit harsher than I'd have liked.. I'm under lots of little life stresses lately.
That said, I wholeheartedly agree with your previous comment though! I'm not sure whose crazy idea it was to restrict a brand new job in such a fashion....
They should have known it would only provoke the masses >_<
As someone who primarily raids, for any class I'd actually want in the game (like BLU), I wouldn't want it to be a limited job.
Or, perhaps... dynamic limit breaks? A revamped Adrenaline bar system, unto which Summon Bahamut (buffed) is just one of a dozen options?
I'd be right up there with you in working for a pet rehaul for increased responsiveness and the ability to spend Aetherflow to buff our egis (and in doing so, enlarge them), but there's zero need for those aspects to be segregated. It can be balanced with full aesthetic impact; those mega-nukes just have to come in proportionately reduced frequency.
Maybe Necromancer
None, I would rather they focus effort on things that have longevity rather than more mini games which they have a bad precedence of flopping on.
For a bit there, I considered using rogue/ninja as a dedicated monster drop farming solo job. It didn't quite pan out, due to the limit on how much mug increases drop chances. If I were making a dedicated solo job, that would be it's primary facet.
So my choice for limited jog would be Ranger. Maybe "Hunter" if it was decided that Ranger was too viable as a standard class and shouldn't be limited. Give it skills to quickly kill mobs and recieve a respectfully sized bounty of loot drops. Ignore the fact that a number of mobs are people.
I'd like to see no limited jobs at all unless it was done in two ways. One would be that there is the limited version and then the full version of the job with different job crystals. The other way would be onion knight or freelancer. Otherwise the whole idea to me is unacceptable design that is about cutting corners.
As others had already stated I dont want any more of the limited jobs if they are not useable in current content because imo they could be death quite fast depending on the side content.
BUT having certain jobs (or maybe all) + solo side content on top of that would be awesome.
For example beast master: Only able to use certain pets in duties that you get with quests but you can still collect more as side content which you then can use in a beast master only duty. The same with Blue mage and other such jobs.
Both sides get something out of it and even if you finished all the side content you can still use the job all the time in current content.
Of course this takes more work but at the same time we mostly get new jobs at the start of a new expansion and seeing how much money they make from us...well maybe its time to finance more back into the game so that such work can be done. Then I would at least have nothing against only getting two jobs per expansion.
Honestly I was a bit sad too. It would be a bit fun to be able to maybe capture certain monsters so that you can raise them in your farm and there (with some nice interactions) you can get fur and other monster parts from them. Maybe even putting chocobos behind it to raise for the races and to sell them on the MB. I know its probably too much work but would have still be a nice idea.
I'm going to look at this not from what class, but from what purpose.
Blue Mage is basically coming in as a questing class.
So perhaps future limited jobs should be made for other highly specific purposes.
A PvP only job.
A job that starts at max level but cannot be used in any content other than a raid.
A job that starts at max level but cannot be used in any content other than an expert dungeon.
A job that does some form of content for which it cannot be your active job outside of a housing zone.
A job that does some form of content for which it cannot be your active job outside of a city zone (the first 3, plus the major cities of each expansion).
A job that can only be used underwater.
A job that can only be equipped in the Golden Saucer.
- If they're going to explore this idea of limited jobs, then use it to explore specific themes or radically new playstyles. Not to take up 'class concepts' that could be full-jobs.
No new limited jobs except the one were getting anyways. Soloing in MMOs is very important and all, but we can do that as non limited jobs, so theres no reason to have limited ones for that.
Dont give them any ideas.
The limited job concept shouldnt become a normal thing and accepted.
If its a combat based job, it should be able to do combat based content. Also remove the level 50 cap from the limited job system. Thats even worse than not being able to DF/party
You do realize that a large portion of the player base enjoys solo content.thats the definition of an MMO. Just so you don't trip on your words. No where does it say. Grouping is mandatory in an MMO.Quote:
an online video game which can be played by a very large number of people simultaneously.
You do realize that they could have solo content without limited jobs? Or solo content with onion knight/freelancer?
Read your post again and I probably misunderstood your intent. I assumed that since this is a thread about limited jobs that you were saying they were required in order for us to get solo content. I apologize for my tone.
SE doesn't have to cater to anyone but it's in their best interest to have their content be as wide of a "net" as possible and that the content is compelling enough to retain the most subscriptions. They are taking a big risk with the limited job concept. Solo content along with full jobs would more than likely be the better strategy for them.
There are options for how blue mage could work in 14 but they didn't go that route. How could they make jobs that can use almost any piece of equipment and learn most magic work outside a strictly solo design?
Necromancer from FFV (the upgraded psone one)
True Summoner (Like if SUmmoner had a Limited Job aspect added to it, so it could be a Real Summoner in solo play, and be what it currently is in group play; so the opposite of what Blue Mage is undergoing lmao)
Dancer
True Bard (A whole game of performing along with Dancer at Taverns and Inns and other places with its own rewards, man that'd be cool)