I missed this. Do you have a citation please?
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I don't want them to add another tank until they give DRK its own identity again
Is there an actual thing in the game that says that the Amdapori mages didn't use water magic and that's why the calamity was a flood or is that just fan conjecture? I thought that at the time Amdapor dungeons came out WHM had water magic.
Sources in the game itself say that the scales tipped toward water because the Elementals wanted to flood the world due to the rampant use of magic.
Either way, it's been something like 1600 years since the Flood so I think they can get over any collective PTSD and do some water and ice magic. Elezen fencing techniques were randomly stapled on after the genesis of the job so it's not like it needs to stay static to how it was a millennium and a half ago.
It was in one of the recent live letters…more of an off the cuff remark.
They were talking about what FF games they might draw from in future expansions, and they responded something along the lines of “Well, FF9 is still pretty untapped…..oh and there is Vana’diel.”
Ah, so not literally visit, just reuse ideas or designs from.
I'll take a look and see if I can find an explicit statement in game. The circumstances surrounding the Calamity of Water are stated in game and in the EEvol1 at least: white and black mages from two opposing nations at war whose magicks used the land's aether as fuel, leaving the land with basically nothing but water aether leftover. The main reason white magic and black magic are forbidden arts is that they consume ambient aether. From this we are meant to infer that neither the Amdapori nor the Mhachi used much water magic if at all, since there was so much of water aether and so little else left.
Nothing in the EE or anywhere in the game says that the world's aether was unbalanced to water because White Mages couldn't use water spells. White Mage could use a water spell until Endwalker came out so I'm not sure the writers were trying to make us infer anything from the gameplay anyway. The only sources I can find of anyone saying that Amdapori mages only used wind and earth and caused the Calamity that way are random people on Reddit guessing without a source and a few of them were just joking.
1.0's White Mage questline tells a different story:
Quote:
Originally Posted by Raya-O-Senna
We also learn in ShB that that element imbalance starts on the affected Shard and the excess energy flows to the Source. Even if this Yoshi-P-era 1.0 story is now non-canon and Oha-Sok didn't summon a deluge to wipe away the Magi and it got out of control, the aether being sucked dry from the war would also mean that water aether going crazy on a Shard and being siphoned off to the Source would tip the balance towards water anyway.Quote:
Originally Posted by Raya-O-Senna
Aaaanyway, sort of back on topic, anyone have any ideas for what type of weapon a scouting class could use that doesn't get too close to anyone else's territory? There's already a handful of jobs that just use different lengths/types of swords so that's a possibility, but a boring one.
I said, "You're meant to infer it".
Here is what the EEvol1 says:
The white mage and black mage quest lines both stress that their respective schools are forbidden because they use ambient aether as fuel ("the drain of energies used to propagate war"). If the Amdapori white mages were also waging war with water magic, that too would have been used up. That there was enough water aether left to cause a calamity suggests that if they used water magic, they did not use it in anywhere near the same quantity as they used earth and wind magic. That they couldn't do something with the overabundance of water aether suggests they didn't know any good water spells to spend it on.Quote:
Originally Posted by Encyclopaedia Eorzea vol 1, pp 034-035
The 1.0 telling could be canonically what the very few contemporary white mages believe, while also not being what canonically happened. This much is not problematic; after all, how many people today still believe the universe was created in a literal seven day period and that the Earth is only a few thousand years old?
We have so many interesting weapons that we haven't explored yet. Not just for another scouting job but in general. Things with chains/ropes especially.
- Rope darts.
- Yo-yos.
- Chain whips.
- Meteor hammers.
- One-handed hammers.
- Long staves (the kind you hit people with, not the kind that shoot glitter).
- Just-a-shield (bonus points if the just-a-shield job is not a tank).
Mixed-hand weapons:- handaxe+pistol (my personal pick for a Pirate/Corsair)
- knife+kama (maybe with a chain, even).
They try to reuse assets if possible, or reincorporate (gladiators used to have daggers, which became swords and the daggers moved to ninja)
So, I expect at some point 1 handed wands/clubs from blm/whm will be a thing on a new job…but for scouting…
We have axes from the beastmaster NPCs, so I imagine that will come into play (and it’s easy to recycle existing axe designs into smaller ones)
I kind of foresee dual wielding a variety of weapons, like crossbow and axe. Kinda like a reverse RDM where they melee with ranged specials…not positional, but distance related procs.
Yeah I’m not buying that we were meant to infer anything and that explanation you gave doesn’t make any sense to me. Again, the EE just says there was an imbalance of aether, not that they weren’t using water magic. You would think an important detail like that which supposedly led to a taboo like you said in a previous post would be important enough to be mentioned outright, not “meant to be inferred”.
The idea that the 6th Calamity was caused by mages who didn’t know how to use water magic just because the modern job had 1 water spell that was later taken away is way too flimsy and we already know that A.) The world’s aether at the time was already unstable from intense magic war and B.) We know from ShB that a Shard being aspected towards one element has that element sent to the Source.
All it would’ve taken is a water disaster on whatever Shard to make the unstable Source go water crazy, not inept White Mages based on inferring from gameplay.
Also in that 1.0 questline, we talk to the elemental responsible for the 6th Calamity herself because she’s ticked off and wants to start another calamity.
I don’t know if they would go as far as doing a reverse RDM since it may upset the power balance between the melee, but then again they’ve been making the hit boxes so large as to be inconsequential lately.
Having dual axes would be neat and may fit the idea of “scouting”. I’d love to revive my old WAR/NIN FFXI days.
lol they are NOT gonna add 2 melee in a row. theres a higher chance they merge scouting and striking gear than add a melee so soon.
Once upon a time, I was advocating for DRG to merge into MNK/SAM (would allow for those classes to get more 'armored' gear appearances, so you can have your Shogun style SAM glams), and move NIN onto Aiming with the rest of the Dex classes. Now that RPR has come out, that's thrown a wrench in things somewhat. I don't get what their obsession with having the melee so split across 3 gearsets, with the merges I outlined they'd be able to go down from 7 sets to 5, eliminating the need to 'design' two whole armor sets (and lets be real, 2-3 of them are recolors of a different role anyway), and players would be able to more easily swap across their role. A Melee player would have easier access to DRG/MNK/SAM (and I guess RPR now), whereas now they have only DRG/RPR, or MNK SAM, and if they want to swap from DRG to SAM, tough luck, they gotta spend extra tomes on the leftside gear again.
Only issue is that NIN is a melee lumped in with the ranged. This wouldn't be such an issue if SE would add more Dex Melee classes. Like, why is SAM not a Dex user? What about a katana says 'strength' instead of 'dexterity'?
WHM losing it's elemental themes in favor of 'pretty twinkly lights', only for it to be given back on a new class called GEO, would be almost as much of a kick in the balls as if SE released Time Mage, having taken all of the Time related skills away from AST. I also don't see how they could do GEO without bastardizing how it works. Like, to truly capture the 'identity and aesthetic' of GEO, you'd have to place zones on the ground, which modify the 'Geomancy' skill on your hotbar depending which you stand in. So, Ley Lines: the job. I don't think anyone wants the 'boss put an aoe on my ley lines' throughout their entire rotation, do they?
So rather than give it to anyone, no one is allowed to have it for the rest of FF14’s lifespan? Because they finally made whitemage, thematically a whitemage.
If Geomancer in the 14 story was based on placing fields, then yes they should. Geomancer in the 14 story is Feng Shui warrior though, and exorcising spirits.
It would be one thing if they removed all traces of classes from the game in favor of jobs, but Conjurer is tied directly into Gridania's aesthetic and background more than most other classes in the game and they're not going to change a decade worth of story and redo Red Mage's existing skills for the sake of just one job.
Red Mage is already slinging Stone and Aero. I'm 100% down with it getting Water too. I think White Mage should also get a return of more Water-type spells/abilities since I don't believe it would necessarily clash with its class fantasy. But removing CNJ from the game and giving its spells to a new job unrelated to WHM would put RDM in an awkward position since the whole point of both its lore and its gameplay is that it's a combination of Amdapori and Mhachi mages and builds up white magic and black magic bars using Stone, Aero, Fire, and Thunder.
White Mage still has a lot of plant themes ingrained into it already as a holdover from its Conjurer days. It also still has 1 water-themed ability, Aquaveil. Again, I don't see the devs giving themselves more work and dismantling parts of existing jobs and redoing quests just for Geomancer.
Why would red mage need to be changed?
In regards to Amdapori vs Machi, that also has nothing to do with CNJ. It was white vs black mages. And with white mage already losing access to stone/aero, and it LOOSELY using any water abilities, that lore was invalidated 4 years ago. CNJ only exists for 1.0 WHM to have a starter class. Even in the lore you are the ONLY CNJ to be elevated to the lofty position of WHM. Holding the rest of an mmo’s progression hostage due to old and outdated things isn’t always the best option. Especially when they have spoken in interviews about disliking starter classes and wanting to remove them as is. Notice how the last 9 jobs haven’t required one.
The biggest factor why there is a genuine chance for a new melee class for the next expansion despite RPR coming in EW is because there's currently 5 melee and 6 ranged. They may want to even it out to 6 of both.
And a melee using Scouting gear is the most likely if they do add in a new Melee as SAM and MNK share Striking, DRG and RPR share Maiming. NIN is the only melee to not share with a second class yet.
It's already established that Stone and Aero are white magic. The whole point of Red Mage is that those spells came to it from Amdapori mages. Its gameplay revolves around balancing using Stone and Aero with Fire and Thunder because thematically it's a mix of White Mages and Black Mages. Nothing is invalidated just because the spells evolved to light spells, they're still in the game if you play a new White Mage or get level sync'd.
Geomancer is already stated in-game to just be an alternate Astrologian and out-of-game to be a combination of Astromancy and Conjury.
You're gonna have to a lot of retconning in order to fit GEO in the game as a playable job when you could just add something new that doesn't clash with anything else.
Geomancer isn't an alternate version of anything. They just note similarities to conjury and astromancy in that it derives its magic from nature and uses it for divination. Furthermore, historically when a class has been teased that wasn't in the game yet, the devs had to use another class as a base and the actual class turned out to be quite different upon release. There is also no reason to take anything away from CNJ to give us GEO. CNJ just uses stone and aero. Geomancers have access to all 6 elements and some non-elemental magic in various games in the form of weather and terrain spells. It's more versatile than white magic
My guess will be a Caster and a Phys Ranged, as neither of these roles received a new job in Endwalker, and a new Tank/Healer would upset the current balance the devs have going on. Each of those roles only has 3 (no, BLU doesn't count) jobs, and whilst Scouting gear is still unique, there's no reason that say, a 6th melee couldn't be added in 8.0, to bring the total number to 6 melee DPS, 8 Ranged DPS, 4 Tanks, and 4 Healers. Ergo, a grand total of 22 jobs (23 including BLU), which would equal the total number of jobs in FF11. 2 Slaying, 2 Striking, 2 Scouting, 4 Aiming, 4 Casting would be a good place to go "Okay, that's enough jobs, let's focus on making each of them unique", and with 7.0 bringing Level 100 with it, 8.0 would likely be busy with trying to change up the leveling system in some way, so there's be a justification for only having a single job.
That, and I could definitely see a 'split' for tanks (much like with the healers) to try and better distinguish them from each other.
Could always go back to the sort of split where tanks are better at dealing with either Magic damage or Physical Damage... Much like how it was back in HW when DRK first got introduced and had more ways of surviving magic damage, while PLD's blocking only worked on physical damage.
I want a caster more then anything personally, I'd hope it would have something similar to BLM where your hard casting, I'd be really hoping it doesn't feel similar to the SMN design of not really "casting"
Just my opinion but I really don't want yet another Melee DPS job. When you look at the melee jobs we got they all are fulfilling the same basic role of "close ranged, positional job" I don't feel like any of the 5 melee DPS really differ from another outside basic rotations. If we did get a new melee DPS I'd at least hope they'd try something unique (idk a proc based melee might be interesting). we know Dragoon is going to be largely reworked, so it would basically be like getting 2 new melee's depending on how much the job is redesigned.
I also want the idea of "Scouting" or different melee gear to not be a thing, it just seems like a annoying way to prevent you from gearing melees at the same time It's not like wearing Scouting or Maiming gear suddenly brings this interesting dynamic to the Jobs, it's just different gear... I wouldn't mind as much if gearing different jobs wasn't a task in itself.
For tanks I don't really know? It would be interesting to see a new tank, but at the same time I want tanks to see a small overhaul in 7.0 The Shb design for tanks basically carried over to EW and it's "ok" but I'd really want some serious evolution from it, but as Gunbreaker came with the new redesign maybe theirs hope that something interesting in general will be done to tanks if we get a new one. Obviously No old aggro management, but I'd like to see some love to tanks, I feel like War/drk need to feel different from their core rotations, PLD's rework really wasn't great to me (It had some nice ideas but it's generally not refined).
I also don't think we will see two close ranged jobs, it's normally 1Melee (tank/dps) 1ranged (caster/pranged/healer), theirs generally always been that balance, Which I think its likely going to be Caster & Scouting melee or Tank.
I second a magical caster. I would love something that heavy on the dot side like the old SMNbut I wonder if we ever get that again, similar to Affliction warlock in wow I suppose.
Or something similar to BLM but with a twist. Looking at the library of FF jobs, I'm not really sure what would fit the bill though.
GEO is a caster/buffer/healer hybrid in 11 but in 14 lore it is more of a healer, right?
One thing people seem to forget about Geomancer is that they're tied to AST... And there are actual reasons for it that don't inherently come across in the english translation necessarily as the job in past FF games in Japanese has always been more related to Feng Shui and it's ways of making predictions and what not... Rather than being an earth mage, I suppose the English is taking the actual translation of "Geomancy" from greek which apparently is "Earth Divination".
If anything, we do need something that uses crossbows. So either Ranger/Hunter could be it. You could lay down traps or something that damages upon stepping on, act like NIN’s Doton with the AOE ground patch, or acts like the turret from MCH but lasts longer.
Except that it is an alternate version, and there's nothing in FFXIV's lore that says it uses ice, thunder, or fire.
Kyokuho picks up astromancy extremely quick. astromancy magic is able to restore barriers created with geomancy. And at the end of the Astologian quests in Kugane, Kyokuho adapts astromancy to geomancy as a 4th element in order to solve the questline while Levava considers the wall broken between the schools of geomancy and astromancy.
Where it connects to Conjurer is that our one example of a GEO who isn't just a Feng Shui consultant uses a Conjurer's 1-handed wand and uses water, stone, and wind spells.
Quote:
Originally Posted by EE2
Quote:
Originally Posted by Kyokuho
Quote:
Originally Posted by EE2
I can't find the interview right now (there really needs to be a compilation somewhere), but I believe it was Koji who mentioned that Conjurers and Thaumaturges don't have a monopoly on elemental magic and that other civilizations across the world have different structures around doing the same thing. The lore book equating GEO to CNJ/AST and Onmyoji to THM is an example of that. It's just like how Ala Mhigo, Ishgard, and Gridania have their own techniques for using the same weapon: the polearm. And warriors on the Azim Steppe and Abalathia's Spine independently discovered the same battle art on opposite ends of the planet.Quote:
Originally Posted by EE2
There are three reasons I'm against having a geomancer job. The first is that as presented to us so far in FFXIV, the job is not unique enough to stand on its own and this game already has a problem with homogenizing everything that I really don't want to continue. The second is that there is only 1 living practitioner of the art in the entire game and he is tied up in another job's storyline. And thirdly, it can be assumed that there are also no job stones for geomancers because the art has basically died out, with the successors having to find things out by reading scrolls or misinterpreting geomancy altogether.
Kyokuho does say that he's going to train an army of geomancers, but again, that's locked into the astrologian questline.
Please point to the rule book that states the devs aren't allowed to do this. Plus, they've already done it when you include tanks as another melee fighter, which it is. If you want to include job reworks as well then you can add MNK into what has been three expansions in a row of time devoted to melee job releases. Plus, DRG is getting reworked in 7.0. If you want to go back even further you can include DRK in the HW release, and NIN as a post release during ARR. If you only want to include melee DPS, the question still quickly becomes: What makes you think that there wouldn't be a melee release in 7.0 based on their previous decisions?
Now let's look at ranged jobs: MCH in HW (AST if you include healers), RDM in SB, DNC in ShB and a ground up MCH rework, SGE (if you include healers) in EW and a ground up SMN rework. Seems a little less, doesn't it? Yet, despite that the game still has more ranged jobs overall compared to melee. Even from strictly a DPS standpoint, players have six to choose from. Those who favor melee DPS only have five. If a gap in job releases is the basis for the belief that the game needs another caster and physical ranged, then what happens if you somehow split the melee classes into two sub roles? You then have one with three and another with two.
Also, there is zero chance they merge Scouting and Striking sets. They would have to delete a ton of gear to accomplish this, and then make decisions on what stays and what goes. The only possible merging is making all melee classes use the Slaying set of accessories. This would require changing NINs primary stat to STR, which is a hell of a lot easier to do than merging two existing sets of left side gear, and should have been this way initially in the first place. This is the path of least resistance.
Of course, I am not the one who greenlights the decisions at SE. It is still possible that they do release more ranged jobs, but it most certainly isn't where I would wager my money based on the current state of the game, and their track record.
Are there any time mage jobs in final fantasy? I wonder if the rework of AST will coincide with the creation of a time mage. Gaia was time mage like, the Eden and current alliance raid have had time magic (but fate (cards) it could be more AST like) I would sad if lightspeed disappeared, but I think it could remain because WHM has PoM. They also changed day (diurnal) and night (noct) away and made it neutral sect. So my top guess is time mage with some name I’d never think of.
I’ve noticed they’ve also been taking away the elemental look of spells from WHM, like stone and aero. Maybe it’s for a caster like Geomancer or a Green mage nature DPS.
I still want a beast master though. Summoner was reworked to not really be a pet job so maybe a true pet class? I felt like the Bozja was a teaser for them, but I thought axe and shield weapons were a bit odd. Maybe it’s going to be the next limited side content job?
I agree with most that one new class will be a Scouting gear share, maybe dual wielding pistol job? Weapons I’m not sure what’s missing, hammers, bells, and pistols? I couldn’t have guessed the Sage weapons so it could definitely be something completely unexpected.
There was a Time Mage in FF5 and Tactics.
https://finalfantasy.fandom.com/wiki/Time_Mage
lol tank is not the same role as melee dps you are trolling. SE is super predictable and they do not add the same role 2 xpacs in a row. reworks do not matter either.
ARR = nin melee
HW = tank healer phys
SB = caster melee
shb = tank phys
EW = healer melee
see the pattern? they do not do the same twice in a row. 7.0 will be anything except a healer and melee dps.
dear god I hope we don't get another melee. I don't care about the scouting gear argument, melee DPS is the most saturated role in the game right now.
I remain unconvinced that there could be any other jobs cool enough to share scouting gear with NIN :cool:
Tanks and melees are usually released separately from each other you will got a different one each expansion, theoretically because you generally want to have one close ranged (MDPS/Tank) and one far ranged job, Two far ranged jobs (Healer, Caster or Physranged) its highly unlikely they will add two ranged DPS one being caster and one being physical ranged, I don't think we're going to get another healer before a tank in 8.0 Nor do I think we will get both in 8.0 (as they generally like to have at least one DPS as it's the most "appealing" job).
The most likely combo is going to be Caster and tank in 7.0 and Phys ranged and Melee in 8.0, Healers barrier split looks like something they wouldn't really wanna go over for a while So I'm really not expecting them to make a healer for a long while now
All of this is speculation based on past info and what's likely. For all we know we could get 2 healers or something lol, also we could likely go down to 1 job in somepoint in the future, if not 0
Enough melees come on
Casters are ranged DPS making the total of those not counting BLU as 6 and the most saturated role in game.
If you're going to split hairs and call caster and aiming separate then you have to do the same for melee dps making it 2,2,1. The 1 being scouting and all 3 being lower than both types of ranged DPS. There's also the argument that NIN is a hybrid DPS rather than a dedicated physical one.
Then there's also those comments they made about whatever jobs come next will be something new to the franchise implying they won't be grabbing jobs from previous FF titles. Though that raises a question of whether or not other SE titles are fair game. Other titles with job systems I can immediately recall are the Bravely Default series, Dragon Quest series, and Harvestella.
This right here, in game and lore book it’s states they are SIMILAR. Also this is all old lore/info at this point, and very much reads as vague information so that they could literally go any direction with it.
If they lean into the Onmyoji/ascetic arts that the game has shown us so far, fantastic. That separates the jobs even further.
At this point we have an open Geomancy school in Kugane. And a major lore character returning with a handful of placeholder animations and some new ones. Doman involved character, check. Character on pilgrimage learning ascetic arts, check. (I’m the lore book when mentioning weapons and Geomancy it involved monks going on pilgrimages in Othard to learn/harness Geomantic power.) Said character using aero/stone animations in duty along with barrier magic dealing with spirits (as in Kugane), check.
His final words are even “when I return, it will not be as a samurai but something else that will give our enemies reason to “tremble”.
Tl;dr People see “similar” and think dev’s aren’t smart enough to not make a clone. I don’t think it’s going to be a traditional FF geomancer, I think it will be 14’s ascetic exorcist Asian caster we need.