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For me I'd rather mess with the roles too...
A little backstory...
Back in the day there were more than 3 roles. It wasn't just Tank, DPS, Healer.
It used to be:
Tank, Light Tank (a cross between tank and melee dps, sometimes called sustained DPS), Melee DPS (Burst DPS), Ranged DPS and Healer.
These could allow for more complicated mechanics on bosses...
This was highlighted in DAoC (the game I had the most experience in, but EQ had similar combinations).
The idea behind the Light Tank was that they were the highest DPS in the game and were about 3/4 as durable as a tank. The "highest DPS" cane with a caveat - It only happened in a protracted fight. The idea was that they hit hard, and could hit hard permanently.
What made them different from Melee DPS (Burst DPS) was that in short fights the burst DPS put the light tank to shame. The burst DPS though ran out of steam whereas the Light Tank didn't.
This allowed for more nuanced mechanics.
You could have fights where your Burst DPS held back until a certain phase, when the boss would gain a special enrage mechanic (so you dealt with 2 different enrage mechanics) that required being burst down more quickly than the Tank/Light Tank could do. Where your Burst DPS could quickly burst the same target down because their DPS might have lacked staying power, but it dropped its wad more quickly.
I'd like to see games go back to the Tank/Light Tank/Burst DPS/Healer model.
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Summoner.
I want my attacks to be summons not some random thing. AOE? Ifrit comes down and rains fire. Strong ST attack? Titan does a landslide.
Something like the (now) demonology warlock from World of Warcraft.
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How they handled Red Mage in this game is actually spot on. It's primarily a mage and not a melee job, and I wouldn't say it's even "proficient" in using a sword but it was just a convenient little thing, but still you'd rather just cast magic which is what the job is 95% about. If people want a melee-focused magic job, ask for Mystic Knight/Rune Fencer.
I don't think any of the FFXIV jobs really need revamps. Bard could be more of a Bard like in 4.x though, but the bow and arrow makes it a lot more interesting in my opinion. Dancer is spot on as it was never primarily a healer and more of an offensive support job.
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If I would change any job that would be summoner. I'm not complaining it the way it is now, but I would change it to something that ressembles more the concept of a ... SUMMONER (just for appearence nothing else in mechanics).
Imagine if the summoner instead of having a permanent pet (carbuncle, ifrit, garuda, titan egis) he doesn't have any summoned creature all of the time and be on yourself until a fight starts. When this happens, he can summon ANY aspected egi of the primals he fought before but with the option to "evolve" the egi to Bahamut or Phoenix, or... whatever come in the future.
in this way, he would be able to summon Leviathan, Shiva, Ramuh, etc, etc. Each having their own set of skills/spells variating range, damage, detrimetal effects, etc. To the player, the real difference between them in terms of mechanics and keys would be nothing, since their skills/spells will be only 2 buttons to press no matter which is summoned (the effects changes, but not the buttons). When hitting "summon" you pick the primal egi to summon from a list of "favorited" egis that you can favorite earlier outside combat or you can just set them to a random choice. All summoned egi will have 30 secs until it fades away. During the time, you can order it to execute 2 skills/spells regularly or a "special" skill/spell that consumes it in somekind of OP hit. You can also, not hit this special move to bring Bahamut or Phoenix or...? instead of your regular egi when a bar reaches 100% like we see today.
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Blue Mage
just give them a duty set that is unlocked as soon as you finish the carnival.
I don't feel like wasting my time on a job that I can't even main, for that I would just waste my time getting stuff done for my actual main jobs.
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Bard. Let the rotational skills be archery, but all the rest songs and music.
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I don't like FFXIV red mages, and I started to play FFXI last year and dabble with FFXI Red mage ( started in Windurst) and so far I'm enjoying it alot, I have all these healing, elemental spells, enfeebling spells too. I'm still learning and just got Refresh right now
I like that I can use a sword and shield.
To me, FFXI Red mage is the best red mage and I'm having alot of fun with it. More than FFXIV red mage.
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I kinda wish Bard was changed to be a support-level caster so we could have a more suitable archer-type job like Assassin or Ranger.
Also don't mind how Red Mage is, and Blue Mage I think is just a job being slow-developed compared to other jobs.
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In a way, I kind of wish DRK would share gear with DRG and just be a heavy DPS(since being ATK focused would be more inverse to the PLD being DEF focused), BLU would change - but maybe just adjust it to be more in line with other jobs for instance, instead of needing to collect a skill to do a level quest, just get the skill after the quest, like every job/class does anyway, then balance potencies as need be/slow down on the suicide buttons, etc.
Would rather request Mystic Knight be added, instead of change RDM -> this assuming we dont change FF14 to be more FF-like(phoenix downs in battle etc) I know fans of the 11 RDM might not like this iteration, but from a base I think its about the best they could do to make a Caster(int based) DPS, and also being ff11 players well you might agree i feel like BLM is actually the abomination here, from past versions, but I think it does pretty well for this games jailcell limited skills/role system. SMN could change too, being more bursty with actual summons. If NIN wasnt forced to be ROG starter, we could have gotten a pirate/thief job. Thats about all
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Summoner. I want the summons to be the front and center, not the caster. As it stands from the little I have played of the new Summoner is the pets damage don't even come close to normal casts of our spells. The last time I recall a summon having horrible damage I accidentally made a party member with bad magick one in Tactics (seriously, did like 20-30 damage each).
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I guess that'd depend on what you mean by fundamentally.
The closest would probably be BLU, RDM, and somewhat SMN or MNK, but I'd probably take a swing at all the Tanks and Healers, too -- with an aim at really fleshing out central mechanics, maximizing depth per button count (while still using the current or nearly the current button counts), and keeping each distinct from the others. Honestly, those priorities (a toolkit feeling complete, cohesive, and exciting) well outweigh tradition for me, though I'd also find it a shame not to use whatever traditional parts can be milked for all they're worth while accomplishing those goals.
Of course, I'd also want to revamp leveling (experience acquisition and allotment), AI, and the variety of content types and encounter designs to support that sort of job diversity, so... a very, very distant pipedream, to say the least.
For now I'm more interested in seeing overlying revamps that would perhaps give additional playstyle options