if they changed it to 1 ability every 7 lvls you would have 7 at 49 instead of 5 at 50 which i think would really help job roles more then 5 ability's(some of which being very situational)
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Yep. It's funny how people who say those with realistic...err "PESSIMISTIC" thought processes are the ones who will ruin ARR, when its those who will cry about stuff like this that are more likely to prevent anything halfway decent from popping up in the game.
Realistically if people will bitch, just slap in a GSD or Scythe used in battle (XI style Death Scythes) and make it the first standalone Job >.>
Yes it's an MMO, yes you should have "free reign on whatever the fuck you want" but ffs, there's a reason the original DRK story (that was actually a story) had cecil atone to become a Paladin and not able to do both. They're two paths of the same blade, one for "righteousness" and the other for generally "things a normal person wouldn't be able to do."
Having an ultimate choice even in a game where you can be "whatever you want" is what FF is all about since it does have effects on certain outcomes. Do you open every chest you see? Or do you save certain ones for an ultimate prize at the end? (XII for example) Do you give marlene the flower, or do you give tifa the flower? So on so forth.
Perhaps in other games
But doesn't XIV run on the concept of one character to experience everything?
That chest thing in XII was so lame lol. Restarted my game 20 hours in after reading a comment on the internet XD
Also Cecil didnt sacerfice much becoming a PLD - who did epic damage. Though if they were to make similar "pros" through different methods that could be interesting. Like DRK and PLD can both tank and dps but they do it through different styles.
I wouldn't recommend creating a system that creates impossible play points though (DRK is best dps, PLD is best tank - you can only ever have one, go cry). SE would have to "hardcore" many other aspects of the game to encourage this environment. As it is now the feeling is that everyone can do everything. If you want that not to be true - then early FFXI was going the right direction lol.
well in my example to be a dark knight you would first have to experience pld, so you would get everything. I wouldn't even mind if they added some quest for going back to being a pld but then erasing all progress towards dark knight. People in this game are so afraid of making a wrong decision that they want all decisions removed from game.
Yep, they wouldn't have to change too much, but the issue mostly manifested in the fact people stacked a certain class on everything which in turn made everything:
"Level BLM or gtfo FFXIV."
Even if you like a certain class, you were stuck leveling BLM even in a lot of the end-game shells:
"You can be whatever you want but you are REQUIRED to have BLM as one of your 50s."
Why the requirement if you're free to experience everything? When they have 24 man content which hopefully makes up the majority of end-game content, we'll probably see the system flow better but in it's current form, it really screwed up the concept XI laid forth lol. This is why an ultimate choice could work more in ARR than it would have in 1.0, due to the alliance system making a return, since in XI, Voidwatch you would stack DD, but you'd actually get everyone involved simply due to weakness targeting.
This, look at Ifrit hard..everyone used to stack Lancers on it then all of a sudden it became impossible to do for the general playerbase without stacking THM/BLM on it. Garuda was also another BLM stack fight..so realistically, the system lets you be whatever you want, but the playerbase says otherwise.
Well the idea of sacrifice(oh noez) is a bit foreign to the world of FFXIV, even FFXI to an extent (it's/was hardcore but not much sacrifice). In order to foster an environment where the system feels at place you would have to add these elements into other parts of the system. Its not like a new game or anything but you'd have to take your paper and change the fold lines a little - otherwise it's "tacked" on.
Like adding jump but not being able to do anything with it because they got freaky with the invisible walls.
I really miss the concept of Paladin from FF4. Cecil was frickin badass as he got higher level and got better weapons. For some reason the MMO world seems to think that Paladin can't do good damage and tank at the same time.
I'm curious to know what direction they take with classes and jobs in ARR, but initially when they announced jobs I was hoping that they'd implement class/job specific weapon types. Example: Gladiator can use swords, but once you unlocked Paladin, they would be restricted to Holy Swords. Doing this would make it so classes can branch off and each job could have their own weapon, opposed to now having three classes that use the same weapon type. Now you have Gladiators that can use generic sword types, Paladins can use Holy Swords, and now the new Dark Knight job can use Scythes or Great Swords.
The only problems with doing this are:
1. You'd have to create more assets since you'd need different weapons for each class/job.
2. The fundamental system around job stones would have to be changed since you equip a weapon, then use the job stone to change from class to job. With the new weapons, if you had the appropriate job unlocked and at the correct level, you could simply equip the weapon to directly turn into that job.
I don't know if SE would want to change their design philosophy for classes/jobs to that extent. As long as the game mechanics are smart enough to know that PLD/DRK still draw x amount of abilities from their base class of Gladiator, it really shouldn't be a problem. It would just come down to whether they want to implement that many more new items or not.
Obviously this is a design choice that would have to be decided upon before ARR launches, since in 1.0 the job stones were tied directly to the job quests themselves. It's all well and good if the system changed now opposed to later on since it'd create some huge inconsistencies with the job quests. So unless they've made some drastic changes to the Armory system, fundamentally I think we're stuck with what we have now.
Problem with DRK ever coming off of GLD no matter what weapons they allow gld to use is that GLD's traits and skills are primarily defensive and +agro. It wouldn't work for DD, it would end up being defensive. Flash, Sentinel, Shield skills, etc. Would take some major reworking of class skills and traits, as well as kill more of the lore of GLD (designed for 1h swords and shields). You can give gld a 2h sword to wield, but its traits and skills wont change, else it is no longer a gld.
They'd be better off just making a new class for DRK DD, Greatsword or whatever. OR they would have to do something like this:
GLD will eventually have ~70 skills and ~25 traits at lvl50. Many can only be used by Paladin, Many others only by Dark Knight, and Some others only the Class can use. So instead of job quests unlocking ALL the spells and abilites for the job (which was stupid) many are gained by lvling up and will effectively allow the Gladiator class to be either offensive or defensive depending on what skills you use on it. Switching to PLD will make you mostly defensive, switching to DRK wil make you mostly offensive.
But if they dont do that, gld -> Drk = tank.
I agree with most of this post however around 2005 in XI they really nerfed NIN (same time as RNG if memory serves correct) as a tank in almost everything (save the occasional kite). Before that however NIN was over powered as a tank and preferred for many high tier NMs (At the time, ex: Byakko). All based off personal experience of course, and as I also played DRK pulling hate was almost inevitable if not managed correctly.
If we're not going to see DRK as another playing class, are we happy with mainly PLD as the "main" tank with WAR acting as your next best option?
Dark Knight should be a DD.
It should be the Job Class for Botanist, due to the fact that the Botany Secondary Tool is a Scyth.
I can actually see that working:
http://1.bp.blogspot.com/-W_rfgJXQq3...issorhands.jpg
DRKs have never been famous for their defense. I described PLDs as defensive, you proceed to describe their non-offensive roles and then call me "kinda wrong?" I'm 0% wrong. A PLD's nature has always been to protect and defend. How it goes about doing that has varied to some degree in various games. I've never seen a dark knight portrayed as a tanky class in any game before WoW- They're always about killing and destruction. Otherwise, they wouldn't really fit their name very well, would they?
In fear of hijacking this thread, and causing an argument - I disagree.
I would not put a "melee DD" job in the same category as a "tank". I would however put casting jobs in the same category as they still maintain a similar role. (stand in one spot most of the time- and spam spells whether it be on an enemy or a friendly).
So if we were to break it down, there are currently~
1x tank (PLD)
2x DD (MNK & DRG)
2x casters (WHM & BLM)
2x hybrids (WAR-can tank/dd & SMN-can cast & pet job)
1x Ranged / support.
So if anything we are missing a tank/support role but to be honest - keep it at 1 tank, maybe throw another support role in there (such as THF/NIN/COR) - in my opinion
To stay on topic - DRK should be a DD. I want to see scythes & great swords make an appearance - which are both heavy weapons. These sword & shield DRK fans should die in a firey pitt of the bowl of embers.
DRK should be DD imo. Also, make it's weapon Great Sword.
Also, do not plague it with being under powered in most cases like in XI
Dark knight should be damage dealing, I would say. Great sword would be preferable to scythe. If I remember correctly when they polled jobs, dark knight was described as an attacker that also used enfeebling. That brings the absorb spells to mind, which I wouldn't mind. I might be one of the few people who actually enjoyed XI's interpretation of dark knight, low end black magic and poison. I am very much looking forward to dark knight in XIV.
So the sooner it is announced -- the better.
Damage Dealer, all the way.
When I started FFXI, my first ever MMO, the only job I wanted to play was DRK. I am eagerly looking forward to a Dark Knight in 14.
FFXIV gave me the opportunity to be a Lalacorn, now I want to be a tiny, spiky ball of incredibly adorable death and dismemberment! :D
Edit: Please don't be stingy with the magic spells for drks!
Both.
Dark Knights should be mainly DD, but have unique tank-like abilities like the FFXI version of Dread Spikes. But at it's core, Dark Knight needs to be a DD... and a powerful one at that.
I just think that there are already plenty of tanking jobs in this game--
How many people make up a party? 8. How many Tanks are required for pretty much all current content? 1.
Why add another class, to do the same role, that only has realistically 1 slot in a party of 8? At the moment PLD is pretty godly for any tanking situation. WAR can fill the shoes in dungeons and a few NM's but why step in, when another job can do it better?
Besides, adding another tank will strike a war between playing on PLD, WAR and DRK. There are already 2 tanky jobs in the game, we don't need a 3rd. Make DRK some form of DD and it won't hurt the PLD and WAR mains in here. DRG and MNK mains (like myself) can deal with it.
On the fact that DRK was originally tanky is a strange statement, because remember back in the early class system the difference was not so much in stats but the abilities because you couldn't directly effect stats once the job has been changed. The special traits like cover made pld a tank more so then the fact it had a big hp pool and access to heavy armor and shields.
But I think DRK should be a DD but unlike how DRG works it should combo ws > spell > ws , ws >spell > spell, and spell > ws > ws . So for instance front cone ws > fire > Drk only spell so DRK will have to manage both tp and mp and gain benefits from spells much more then it did in 11 where shared spells were more fluff.
Also from deriving the job from a class I think it makes more sense to come from MRD then GLA. No so much the two handed weapon thing but just skill names and purposes the MRD seems more brutal and rage war like which the DRK is know for through Cecil. But I believe I am a bit biased on this though because I perceived the second job from GLA to be RDM. But this is assuming they go to the two stone per class system which would get a bit tricky even if they introduced the job specific weapon types such as rapier and greatsword because some classes won't be derived easily. Sure THF>NIN but blue mage and other eccentric classes wouldn't work so well in that regard.
This is a very interesting idea. I quite like it.Quote:
Originally Posted by Sakasa
I don't think it matters what it branches off of, though. They could add a dark knight skill every two levels if they wanted to. GLD skills would still be there, but they would be completely useless. Wouldn't matter because the DRK skills would be plentiful and would trump them.
Hm, i really dont remember my DRK being squishy in groups in XI when I played around with Sword+Shield, which they could do in that game. It was just taboo, like a lot of job-race combinations or weapon choices were. It was fun for when there weren't any Paladins around, but its not like it didn't work out. The main difference that made pld a better choice was that it had healing magic, Defensive traits, and better weapon skills with the sword anyways. But its not like DRK COULDNT do it if it had to.
Drk wore heavy armor too, it was a knight, knights wear heavy armor. If/when they add DRK, it would add another class/job to almost all the plate armor in the game.
Though the main reason why DRK will end up a squishy low HP low Defense DD like DRG is because you could just switch Job to PLD from anywhere, unlike XI, and because you know the majority wants DRK to be squishy DD.
And.... if it came off of GLD it would not be squishy DD, it would be tank >.>
When you say DRK tanked in XI that was /nin and not FTW.. no DRK/DD tanked anything challenge worthy in XI. I also differentiate between being "able" to do something and doing something because it's a "winning" strategy. If you sacrifice a ton of STR and DEF to ATT abilities/gear to tank on DRK that's just a D rate tank.
1)Meaningful Situational: PLD+/- NIN(AoE=X), MNK(counter/weaker mob, salvage, non AOE)
2) Weaker mob/mostly situational: War, SAM/Seigan, DD/nin (ie: DRK)
3)Very situational/solo/ messing around: Rdm/nin, Smn/Bst pets
I think FF series wise GLD > pld+Drk would make the most sense since they are basically inverses, (equip sword> switch Scythe/GS @job change) You'd need a significant DPS increase to make this work, and XIV GLD abilities wouldn't make sense on DRK, but would have good survive-ability.
Ability wise MRD> AXE would make sense for DRK to use as well, plus the abilities would match up better with DD and could still wear heavy armor. So I think for XIV MRD> DRK would make the most sense.
Is this not simply because of their armour class?
Healing in offline games and healing online are totally different things.
Whilst offline you could simply mitigate the health lost from abilities such as Darkness, online it'll just cause hate and MP issues (this is assuming that a Dark Knight has abilities in place to take hate to begin with).
The main feature (harming itself to inflict higher damage) of a Dark Knight is suited towards damage dealing and directly conflicts with anything related to tanking.
I'm not saying it can't tank, I'm sure many have done it before. What I am saying is that on the list of jobs with unique mechanics, Dark Knight's cliché isn't near the top of the list like it is with damage dealing.
If drk branched out from gla, i can see it requiring blm for elemental weapons to increase damage vs elemental weakness. It could probably have some damage boosting abilities, special attacks, and also utilize different stats like str for physical damage and int for elemental. Kinda how like stiener was in ff9.
Like people have said, Dark Knight has usually been aimed towards as a DPS role rather than a tank. If they did make it a tanking role however, it would have to be completely different from PLD. It would focus on DPS with a 2-handed sword and hold hate through damage. A problem with that however is that we already have a tank that depends on DPS to hold hate, which is WAR.
While it is definitely possible to have DRK tank, it would have to have a completely new approach to it from what PLD and WAR do to hold hate.
I think Samurai would be the next candidate for tanking. In FFXI, they were suppose to be a tank that used DPS and parrying to hold hate and sustain damage, but that didn't last long at all, especially due to parrying being a really awful process to level. It was very rare finding someone who actually got their parrying capped. FFXIV could bring this back though, and make sure that role works out for them. Perhaps have Samurai and Ninja derive from one class, and have Ninja focus on DPS and Samurai on tanking.
I like this thread. (o.O)> Although I would comment that (back from the first page) let's not do the whole scythe thing again. Greatswords onry!
Oh yeah i agree i was really just pointing out that pld was never really a TANK class it just had a cover skill.
I'm not saying DRK is an tank like in a MMO way i'm saying it was tanky in the offline games cause it had high vit/hp and could use shields and not die in a few hits, also ninja could use genji armor that did not stop it from dying in 2 hits from the tougher monsters in the games.
The only real tank in any Ff game is SEN from FF 13/13-2 but my whole point i made a comment in this thread was that pld was never a tank in any of the other offline FF they just became that way in FF11/14.
Lala DRKS could bring about MOE Death as well.
Would be silly to try to tank as DRK/NIN, as you would not have provoke and as said nin was changed to lose agro with utsuemi lol. Tanked as DRK/WAR for the obvious reasons.
MRD would also be a bad choice as MRD is the real offense/defense class, that doesnt really excel in both. And it would give DRK way too much HP for 'squishy DD', would just end up Dark Warrior.
The only real good choice for DRK DD is new class, with DRK oriented skills/spells, and a nice greatsword to equip to it.
But of course they have mentioned the whole one class branching to more than one job thing. Maybe one day drk could come off of GLD, MRD, or Newclass.
They should just have multiple skill trees that let you tank or dps as a dk depending on which one you pick. If its not broke don't fix it.
i'd like to see more mages before more DD or tank classes/jobs. blm, whm, smn aint enough
I wish my grass were emo, like a darknight: so it would cut itself.
Related: The DRK I want to see should focus more on hurting himself to get things accomplished. Not necessarily have terrible defense. I would like to see Darkside-esque abilities, Sacrifice-esque spells for healing or debuff purposes. Basically the arcane side of O.THM except DRKs should bleed more for it. They are going to need Drain and Aspir so they are not completely hated on by WHMs.
However, with DRK damaging themselves: leads for opportunity for PLD cures.. thus more emnity for tank and some synergy between the Holy and Dark knights.
http://images.wikia.com/finalfantasy...k_Wave_PSP.png
No real weapon preference; DRKs would operate cool with a lot of different stuff.