For it not to be a limited job. BLU barely gets any attention as is and they want to add another one? Come on.
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For it not to be a limited job. BLU barely gets any attention as is and they want to add another one? Come on.
Beastmaster.
Access to anything relevant to their current level cap. Sorry, but like fearing to the death of balance is just sabotaging the class prospects before it even gets a chance. It's not like they cannot balance around these either. Have an achievement in deep dungeon that unlocks exclusively on BLU, and have it so that standard clear achievements are disabled when on BLU, e.g., for Necromancer.
Same thing with Eureka, just look at vulnerabilities and immunities so that it's not just a simple instagib.
Limited in the respect of not being current level cap is fine. Limited in the respect that it cannot do a lot of the meaningful content this game has is not OK, IMO. It just kills too much of the class.
With that said, IMO if they cannot give more consideration to what the class can and cannot do, then I wouldn't even want to see it. - I was actually semi-disappointed when they announced they would do another job.
Chocobo knight, so they can touch back on the old chocobo racing mechanics that were dropped when the guy in charge was moved to the raid/encounter design team (iirc)
Barebones base kit of skills, with the bulk of your kit coming from your chocobo companion's specs (since ff14 chocobos arent plain colors and instead use hex, we cant lock it to color-based roles like it would classically, but drawing from/overhauling the choco racing abilities and companion skill trees could be a good starting point i think--unless they decide to abandon both previous systems and tack a THIRD chocobo system into the game, which given that BLU got element interactions the expansion after all element interactions were removed outside of eureka, and simultaneously banned from eureka forever, i wouldn't put it past them)
Lean REALLY far into movement/power/fiddly sub-mechanics like chocobo training and management to actually warrant being a limited job, rather than kneecapping an otherwise perfectly viable class that couldve been allowed to play with the rest of the kids
- Leveling through a storyline, and not just grinding mobs would be nice.
- Repeatable content that allows solo and group players to have something worthwhile to come back to.
I hope to see limited job content that allows both Blue mage and the new limited job to play together and solve. Content that's only for limited jobs and even a roulette for those jobs that will reward a good amount of EXP & rewards.
usually the Limited jobs are so over powered it wouldn't make sense to have them in endgame. I for one im pushing for beastmaster or puppetmaster because they pulled off great versions of them in FFXI. I think the funniest thing I saw in FFXI with Beastmaster was a player taming a NM every one has been camping for a drop XD
Stop wasting time with Limited Jobs. Can't wait for another one of my favorite classic FF jobs to be cursed to join this absolutely useless system in which I can't play my favorite class with my friends. Such a waste of time and resources.
It should be a physical ranged job, I think that much is only fair.
Generally speaking, it shouldn't be a pet job because they will suck to play, but especially:
It shouldn't be beastmaster because we already have a companion system begging to be used and opened up in casual instanced content.
It shouldn't be puppetmaster because that would just be a slap in the face to mechanists, and I will die on the same hill that bishop turret died on.
Between the two I think puppetmaster is more distinct and more likely. One, because of Krile's hint at the end of 5.5, and two, because I think they will implement a different system for the next limited job than the same "collect enemies" schtick.
But if I had my druthers, it would be neither. Blitzballer would be a fun limited class if you could juggle balls around with your teammates. Turn every boss into a soccer game. Wishful thinking.