Shepherd (ranged DPS)
Weapon: Sling
Shepherd (ranged DPS)
Weapon: Sling
Blitzballer
Spellblade/Mystic Knight/Rune Fencer
https://i.ibb.co/HHMmJ70/kaiten.pnghttps://i.ibb.co/Q67vX04/X.gif https://i.ibb.co/HHMmJ70/kaiten.png
Kaiten returning to Samurai
( ... That's totally off topic but it felt relevant enough for me, mhm DX< )
I think the most likely choice for next expansion is a caster, such as a DoT-based Void Mage. (I'm also guessing that we'll see trailers based around Disciple of Magic jobs in the future, given that this is a new story arc, and this would fit in with a caster job reveal.)
What I'd like to see most is a Mystic Knight type job, except based off of the Corvosi Unyielding Blade and drawing on actions from Meliadoul and Orlandu's toolkit (like Crush Helm). It would be nice to see Runic as well. You could pull this off with a Scouting aesthetic, given that Ivalician Templars/Divine Knights traditionally have hoods on their armor sets. Or you could go the Riskbreaker route as well. I think we're unlikely to see this soon on a numbers basis, unless physical ranged and magical ranged get condensed down into a single group.
There's probably a fair amount of demand for a hammer wielding tank (perhaps inspired off of Nero's engineer aesthetic?) From a Healer perspective, I'd like to see a melee-ranged healer using a combo system (perhaps using a Quarterstaff).
It would be more relevant if we were talking about the job preview and not the 7.0 trailer which is usually just a cinematic that teases the story and new jobs.
Puppet master ♥ !
jester/clown
Puppet master
Chemist. Always Chemist.
Geomancer, because we need a nature base class and caster is the most likely next added role along side scouting. Not to be rude but i dont understand why people think that white mage is the nature caster and now that we have left the first that nature spells will return. We had our three main attack spells replace with holy spells so its unlikely that they would switch them back and if they left them they would seem out of place if they added more nature spells. Also for those interested, the youtuber quazii has a concept video about how it could play.
PS: Geomancer are not astrologians. The quest says they might have similar beliefs and that they complement each other but how they draw/use the power is different.
Apologies for all but repeating something I posted in another thread some time ago, but worth repeating considering the thread is on a very similar subject:
May sound daft, but I'd love to see another bow-based DPS class
I'd love to see a "Ranger" job, except rather than using the Bows that Archer/Bard uses, it would use a Crossbow which doubles as a melee weapon (am thinking along the lines of how Red Mage plays, i.e both ranged attacks and melee)
Something like this, for example - Crossbow Bayonet:
https://i.stack.imgur.com/XwTZ7.png
Or something like the Penetrator Crossbow from FFXII:
https://cdn.discordapp.com/attachmen...0724/image.png
This. I'll be that guy; we're at a point where we're feeling the job bloat in both design and probably resources. After SGE and RPR, things are feeling forced and contrived and nothing "wow"s me about either new job outside of their weapons. I feel like we're sitting at the precipice where Quantity is actively starting to tank the Quality in the name of "balance." I can't imagine how exhausting its probably going to be to add yet another couple types of weapons to every EX/savage/relic/tomestone set when the design team often doesn't even make the time to retroactively design weapons for jobs from old trials before their implementation.
If I absolutely had to pick something though, I'd still advocate that they reveal plans for Bluemage to be a full-job by 7.0, and delegate what it is now to just being side-content under "Unlimited" status or some similar title.
You would 'swap' modes just like changing a job stone; turning on it's "Unlimited" status caps you 10 levels (or more) under the current level cap and gives you access to what it has now. Nothing changes. Otherwise, it has a functional and balanced skill/spellset for DF and current, relevant content with a job gauge to compliment it. The devs can handpick or add whatever spells they feel would make it balanced and adjust potencies and effects to their whims.
I suggest this because people want a 4th caster, and BLU is already plastered all over Casting gear, even current gear, despite always being behind by 20 levels. BLU already has many battle animations and special /battlestance and /victorypose emotes. BLU has some variety of weapon glamour, AF gear, and even was included in the weapon design contest. Heck, BLU already has merchandise like it's job stone magnet and acrylic job artwork stand.
I imagine them announcing BLU getting a promotion to full-job status would see it spike in activity before the next expansion, regardless of whatever they do with it for the remainder of this expansion cycle. I normally criticize them for doing it, but to me, upgrading BLU is the obvious and easiest lowest-hanging fruit as a sizable chunk of the work has already been done and is sitting right there saying: "put me in, coach."
I feel like I'm telling little kids that Santa isn't real by saying this, but here we go:
Yoshi-P interview
This applies for all jobs listed in an OP.Quote:
Naoki Yoshida lamented how “tough” it is for the team to come up with new jobs, as the “gameplay experience needs to match their pre-established design”. Yoshi-P then added that “at this point, I’m thinking we have no choice but to come up with brand new jobs that haven’t appeared in the Final Fantasy series before.”
Geomancer simply doesn't work in this game, since elements have no real effects. At best, it would be some mage with brown/dirt flavoured spells.
Time mage occupies same niche as AST, both would have time and gravity elements.Quote:
Akihiko Matsui agrees that it’s “very difficult to come up with a new job”, adding that the team “can’t release a superior version of a certain job, and a new job that offers the same experience as an existing one would defeat the purpose of adding a new job”
You could apply this for Spellblade/Mystic Knight/Rune Fencer too, since we have PLD already, but these jobs could definitely be made more distinct.
Puppetmaster sounds like MCH more focused on his robots or like SMN with robots instead of summons. That's pretty big overlap imo.
As for Beastmaster, Puppetmaster and potentially Necromancer, all of those are pet jobs, and devs reiterated numerous times how pain in the ass is to work with pet AI and everything surrounding it.
From these listed jobs, I could realistically only see Corsair, Chemist, Gambler and Bliztballer (even though they still break what Yoshi said), but I don't like any of them, so my vote will go to "others".
We already know with 99% certainty, that one of the new jobs will be tank, and the other one will be DPS, with caster > physranged > melee priority. So my random bet is tank, which is something like Revenant from GW2, or something like your character in Shadow of Mordor, where some of your attacks are executed by a ghost (kind of like RPR and his avatar, but your character and avatar do stuff simultaneously, instead of swapping exclusively like RPR). Next bet is that DPS job will be caster. Fire/ice/thunder is taken by BLM, dark/light by RDM, earth/air/water by WHM, time/gravity by AST, so my bet is some caster without elemental alignment with weird technology like SGE.
A phys ranged that's just throwing bricks.
None to be honest. I am really happy with the [19 jobs] + [blue mage] we have at the moment. I'd rather see CBU3 spending the resources for a new job on something else.
The thing is that the team feels like a new expansion HAS to have new jobs to tote as a new feature and bring up hype for an expansion.
I don't think they'll stop making new jobs, but maybe it's time to consider now only 1? Of course, doing so will bring up a pretty strong negative talking point about the state of the game, so one can only wonder what the team can do instead to potentially make up for lessening the amount of new jobs
I know we really need something that could be added to Scouting, but what I’d really like to see is some sort of star-themed caster DPS. Probably won’t ever happen since we already have AST, but it could have some high level spells along the lines of Endsinger’s planets and such…
Yeah i get that. Its hype material, but i think the main, lets say side, point will be the graphics update for 7.0 so, guess we'll have to wait for future live letters and this months NA Fan festival (iirc). It might look dire at the moment but we don't have the data SE has so lets wait and see what they'll announce at the fan festivals :3
Not sure if you understood my message correctly. Yeah i tend to be confusing sometimes, i get that. But i called 19 + blue mage jobs because blue mage may not be a full job at this time but its still a job so yeah. And the 19 others speak for themselves. And personally i don't like blue mage so i didnt continue. But thats on each and every one to decide what jobs they want to play right? :)
Mystic Knight & Time Mage
I know Necromancer is 99.9% impossible to happen with YoshiP around, but if it's possible, I'd vote for it.
That won't be exciting at all, because that's what they do every expansion anyway, to different extents. New Shiny Things are what brings hype first and foremost, and no matter how hard they try to hype up overhaul of game balance, I doubt hype for that will ever be able to match hype for something like Necromancer or Rune Knight jobs being announced.
It's what I would want them to do, because we really don't need another job that does 1-2-3 to build gauge, spend 50 on some bigger damage skill, buff itself every 60 seconds and have some kind of buff or big burst skill every 2 minutes. The design is utterly uninspired.
But it isn't what sells expansions, hype does, having flashy new sparkle effects to mesmerize the easily impressed so they gush about it online does.
It DEPENDS ON HOW they are implemented and what role and if there are any major reworks to how roles play (*cough*Healers*cough*) or not.
Chemist as a Healer is my number one pick (and was last expansion as well), if implemented well. But with the current Healer design and encounter design, I feel like they're not adding a new Healer for a while. So I'm torn between GEO and TI(me)M(age). Actually, no I'm not; since they wouldn't add GEO as splitting from CNJ (I'd LOVE that, honestly, so that SCH/SMN wasn't the only one that got to double dip...), Time Mage. Time Mage could have so many cool things going for it. I really don't think they'd add it, but I'd love to see it.
Honorable Mention: Some Job that uses whips like Bart from Xenogears (probably a Ranged Physical) would be absolutely awesome. :D
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My first choice is Chemist, second is Time Mage, and honorable mention is Bart from Xenogears: The Job. :D
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EDIT:
To...some people, sure.
Keep in mind that a lot of players don't do high end content, don't run parsers OR go to the forbidden website to even look at them. "balance" is irrelevant to large swaths of the playerbase who only do content where balance is irrelevant (DF ques and non-Extreme/Savage/Ultimate content), and often unimportant to many who do who have statics or are in PF-friendly DCs that aren't blacklisting Jobs, which is somewhat rare for most Jobs (a Job has to be pretty out of whack vs the rest to get the dreaded blacklist). That just doesn't resonate with a lot of people and would alienate a lot of people in the process. Like imagine if they said next expansion they aren't adding any Savage or Ultimate fights, they're just working to make Island Sanctuary more impactful and interesting. Sure, some people would love that, but a lot of people would not. Even some people that do IS a lot wouldn't care that much, and the people whose big draw to the game is Savage and Ultimate fights would have a total meltdown.
That's what your suggestion would appear to be to a lot of players who don't care about high end balance or the high end encounters at all. While forums and theorcrafter minded people think current Jobs are bland and boring and a mess, it's pretty likely lots of rank and file players feel they're distinct and fun and interesting.
I'm not saying this to be antagonistic, just saying that your view is not universal.
"nuts and bolts" stuff is always less exiting to people than big flashy stuff. It's why PR and advertising works like it does. It's why politicians tout bit issues that don't really matter but get people's attention with a visceral reaction (pew pews, family planning, identity issues, etc) instead of things like serious policy proposals to deal with spending or debt or other important issues. The latter are technical issues that you start talking about and people's eyes glaze over. The former are hot button issues that light a fire under people to crawl through glass to come vote for you.
For better or worse, this is reality: MOST people don't find technical issues to be interesting or exciting.
"We're going t increase the size of the balance team and get Jobs even more balanced" isn't going to generate nearly the hype that a new Job would. There's just no way.
Hmm... actually given the way just about all their "overhauls" have been a way make large steps towards the homogenization of the game, I think saying job balance/overhaul would cause subs to drop as people will immediately assume all jobs will be removed and be replaced with just 3 jobs labeled, tank, healer, DPS, and 1 limited job in BLU. >.>
whatever they reveal is going to be another copy/pasted builder-spender burst DPS, I can tell you that much.
The new job should be Pilgrim, a dps inspired by Solomon Kane. It would fit with the theme of traveling to the New World.
https://comicvine.gamespot.com/a/upl...olomonkane.jpg
Im talking about a COMPLETE Overhaul. Not just a few new skills or a Rework of a Few couple Jobs.
Like REALLY digging in and changing things up to freshen up the game.
Like..Im not for it PERSONALLY, but one example is Skill trees, and creating Progression lines for different play styles.
Just to name an example, and not one I can say will 100% work for FFXIV.
Puppetmaster. However, I would prefer for SE to not simply try to port over XI PUP into XIV. I want something fresh and different. My favorite alternate interpretation of the job takes inspiration of FFX's Lulu, being a magical ranged DPS with an animated doll or puppet as its primary weapon.
None and cutting off at least two current jobs and making them limited the BluMage way.
Too many jobs in ANY mmo = the gameplay of the classes in general become the same boring linear.... fewer jobs make it easier to balance the jobs around the dungeons and raids etc.
Again, I am not saying that would be no different from what they always do necessarily, but simply that doing that will never generate comparable hype to new jobs with new aesthetics and weapons and such, regardless of how much of a 'good rework' they promise or how big it is. Unless it is truly a rework of how combat is in game as a whole, and that is likely to be met with as much scorn as it is hype, again, regardless of direction it takes. All I'm saying is "stop making new jobs and make current ones fun" promise is NOT hype generating to level comparable to "NEW TANK - MYSTIC KNIGHT" announcement or something like that.
Honestly I don't know, if they insist on all jobs conforming to the two minute burst then nothing is going to really stand out too much from what we already have. The new job or jobs will have one or maybe two strong skills that you will use on the two minute burst, a gauge building filler, and a two minute buff if any. That's already way too much already decided without even knowing anything about the job with this two minute burst mold they insist on using.
I think they could fit Spellblade into a Scouting gear role. We really need another job that uses scouting gear.