Originally Posted by
Supersnow845
An idea that I had but then kinda realised wouldn’t work is stealth nerfing forked by releasing more powerful phantom jobs that were designed to come in 7.45 in 7.3 instead
But then I thought about how tightly forked is woven around the existing phantom jobs and how limited they are. Like thief, ranger, geo, bard, time and zerker are all hard required for a kill (thief and ranger for traps, geo for the float traps, BRD for Romeo’s on the idols, time for dispel on the tablet adds, the bridges phantom and the stone solider on lockwards and zerker for the purple canister)
Then Think about the surrounding jobs, knight is the intended “tank class” as many mechanics can’t be tanked with traditional mitigation and for non tanks knight forms a pseudo “platebearer”, chemist is the only one allowed to raise, SAM is the default “do the most damage” class and oracle has an intended purpose in forked but it’s just it can be cheesed.
What could they actually do with phantom jobs that would make forked appreciably easier? Every job is either going to step on the toes of one of the existing jobs utility, combine two jobs utility and render the original jobs useless, or be SAM but worse (or better which renders SAM useless)
Like are we going to get “geo but bell is 80% and it also allows you to use thief percept”? I can’t think of anything new jobs would actually add