You would only need a base weapon like any other job, and then just have the weapon swapping be the abilities. It could work similar to a Red Mage in swapping out weapons, in the same way that a Red Mage uses White and Black magick.
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you mention squall job but you dont mention clouds job (darkknight) iam still waiting on that buster sword glamour
With how Gunbreaker turned out, I would prefer if they did not create a class based off a characters weapon...
This was my first thought. As for how it could work... the easiest route would probably be to have a simplified set of abilities for each weapon that changes based on your equipped weapon and abilities to swap weapons, with a handful of extra abilities that don't change. Access to all role actions, able to use all gear and benefitting from all primary stats equally.
Using abilities directly from other jobs idk, those are meant to work with each other. Maybe there could be something like the old role action system where you can pick a small number of abilities/traits to add to your own based on jobs you've leveled but can only choose ones that don't involve some special resource. So buffs, RDM dual cast + big BLM spells, other stuff? í ¾í´”
I like the Onion Knight suggestion, I've seen and chipped in around that job a few times. I do think it could be a good candidate for limited - though the progression of the job would be one chonking project for new players and that might not be 'great'. Personally I see spells from jobs sifted into groups of spenders, builders, ogcds, utility, and more of a general combo such that you could possibly see black mage lightning combo into raiden thrust, etc, etc (abilities are parsed into catagories that begins the structure of interactions, rules, and other gameplay core concepts). Perhaps not the entire kit of spells from each job, but the heart of some of the more interesting spells of each job parsed into classes of spell types with systems built into them to encourage different interactions. Mayhap even include passives, like Red Mage double casting. As well as OKN special passives like perhaps a passive at X level causes elemental spells to give you a buff that imbues your next physical action, meanwhile some spells (or another passive in the job) might have other interactions with that buff like imagining FFXI's magic burst system.
These passives maybe learned from job but also job combos, almost like a FFXI Blue Mage when they were able to make passives. Like the above elemental magic -> physical en-spell might be something you pick up from leveling Red Mage, getting to a certain OKN level, and maybe even using X red magic spells as OKN. I do personally feel the job should have to level on it's own over 'level via other jobs leveling' (of course the job pulls form leveled job's abilities, but I feel it's important to get to progress the job itself actively over passively).
Everything built like a jigsaw with intentional edges built to the pieces so they can be slotted around in obvious and non-obvious ways. Especially as the job levels, like multiple layers of puzzle pieces (elements, types, buffs- situations where casting certain unique elements lengths or pauses buffs, other abilities have affinities added to them, certain spells need 'spent', others being more spammable). The job having it's own formula for stats so that stacking just one stat isn't, always, the most ideal, like if you had a job that was split mind and intelligence vs a job pure intelligence obviously the pure intelligence, under normal stat mechanics, would just be way more useful- so this job would need it's own special stat interactions.
To prevent too much non-structure when you build your kit you might define some of your combos in a UI. Like slotting lightning into combo slot 1, Raiden thrust into combo slot 2, or flare into spender slot 1. Could be fun to build... Also sounds like a lot of work though lol. As you level you unlock more slots, of differing types. Like at X level you might take your 1 2 3 combo and gain the opportunity to split it (Like Paladin's). At another stage you might be able to modify the slot setup altogether via points to spend (as you level you earn more), like normally at 30 you get one utility but by spending this customization point (always refundable) your utility slot gains a combo slot- coming with multiple different types of implications.
In a general comment, off the OKN idea, to the imagery of lots of cool floating things around you, Sage starts that picture but perhaps in the next set of spells one of their abilities will cause them to gain many more Nouliths -- giving them that storm of equipment visual vibe like Noctis.
I do think Noctis when using his ring power looks pretty cool :)
Eh, I'm not sure. Heck, you could call it a Crystal or Fabulis or whatnot, and so long as the stance- (or, weapon-)switching gameplay feels sufficiently distinct... that's that.
...I really don't want to call a warp-striking sword-reshaping master of magicked arms an... onion... knight, however. Why not just take a name from the same game and call him a Glaive or Warden or the like?
What's a Noctis?
If they actually made a new job "Be able to equip a bunch of skills from other classes in weird combinations"
Then that's not Noctis.
Or even an Onion Knight.
That, my friends, is a Mimic.
And I want one.