Something like a heavier feeling dps, such as berserker/barbarian dps that uses a hammer/dual axes.
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Something like a heavier feeling dps, such as berserker/barbarian dps that uses a hammer/dual axes.
May sound daft, but I'd love to see another bow-based DPS class
I'd love to see a "Ranger" job, except rather than using the Bows that Archer/Bard uses, it would use a Crossbow which doubles as a melee weapon (am thinking along the lines of how Red Mage plays, i.e both ranged attacks and melee)
Something like this, for example - Crossbow Bayonet:
https://i.stack.imgur.com/XwTZ7.png
Or something like the Penetrator Crossbow from FFXII:
https://cdn.discordapp.com/attachmen...0724/image.png
Much like Monk wields different silhouettes (tonfas, cestus, fists)... would be cool if 7.0 could introduce an alternative weapon silhouette for other jobs.
For example, just categorizing WHM/BLM as 'arms' instead of 1h/2h (wait, is still like that? Can't check atm) and reintroducing wands as silhouette option.
Crossbow as an alternative for bows.
1h pistols as an alternative for the Machinist.
Anything as an alternative for books.
I'd see it more hard for AST and RDM, because they have very specific weapons tying to their job's craft.
The somewhat irony is that, given their armor type, DRG and RPR should be fulfilling that spot, but I'd hardly call either 'heavy'. If anything, RPR feels more like should've used striking or scouting gear but that's just my opinion. Back on topic, I agree, I'd love a powerhouse or a tank-but-not-a-tank type job.
i want to be able to throw a rock again and not just have rdm get the abilities/animations they took away from whm.
like, geomancer or really just anything. it's also strange to me that for a company in japan that (outside of aquaveil) there are no additional "water" healing spells since water is often associated with healing in japan.and i swear to god if some weeby dork with google translate tries to school me on what is or isn't japanese again i am going toalso yes i know cnj used to have that knockback water attack thing that applied heavy to the target as well. i guess their bell also counts since there's a watery sound when it goes off but that's just, y'know, a sound.
it's just strange to me that they drill the concept of the elementals into your skull 5 billion times when you decide to be a conjurer and then just kinda... drop -all of that- in favour of stupid taint nonsense and hyper-focusing on light while also not really... leaning into that whole "light is stasis" thing either.
I'm joining the banwagon of people thinking they moved the elemental identity of WHM to Light/Holy magicks because at some point they'd want to introduce a Geomancer with a heavy element-based identity. But then SMN rework happened and they almost became elementalists, so Idk now.
I don't really mind the direction of WHM's theme, but I certainly miss some sort of Shaman/Druid archetype in FFXIV, which CNJ/WHM filled, even if just by a small bit.
For me I’d want:
Spellblade, curved sword possibly even dual curved swords, using elemental sword attacks as a melee dps.
Ranger as a scouting dps that uses a 1 handed gun/crossbow and a knife playing as a mix of melee and ranged.
Templar with one handed spear and shield and Viking with one handed axe and shield as tanks.
Green Mage as a shield healer using spells like protect, shell and stoneskin to mitigate damage. Chemist as an AST style regen healer that uses special mixes to give buffs to the party.
I’m not that invested in casters, my favourite casters were summoner and blue mage, so either a new actual pet job like beastmaster or puppetmaster or an unlimited version of BLU even if it’s a separate job like mime.
I found what you need!
https://i.redd.it/2sdpu41kubk71.jpg
Honestly beastmaster is probably my biggest want but I don't want it if it's just going to be delegated to a limited job.
After that, an actual bow job would be nice as well.
I could kind of see Templar being added as a mace wielder, maybe a tank?
I'm the exact opposite. I'd like to see Beastmaster, but if it's going to be a regular job with a rigid rotation based around two-three preset 'beasts', there's really no point, we have Summoner already.
Make it a Limited job, so that we can tame and use a variety of creatures each with unique skills.
I do think the Limited Job System as a whole needs to be refined in order to facilitate multiple jobs though, access to a few more duty types (Deep Dungeons, a shared roulette maybe, repurposing Eureka for it would be amazing but probably too ambitious) and shared 'side content', so Masked Carnivale would have to be open to both BLU and Beastmaster, rather than Beastmaster getting it's own or even no 'arena' type content.
For actual jobs though, we need a Caster, a Phys Ranged and a Scouting melee.
Caster: Geomancer will always be a pipe dream, but an eastern themed mage would suffice, something along the lines of Onmyoji or Ascetic, so long as it has access to water spells, it's good with me.
Phys Ranged: Would prefer something more unique, so not another bow class. Some evolution of 'Blitzballer' would be awesome, but preferably with a unique XIV spin that isn't quite as goofy.
Melee: As 'existing' jobs are unlikely, it would have to be based around a weapon class with an original lore-base. I think 'thief swords' ala Zidane could work for Scouting, different enough from Ninja and Dragoon, and then the lore itself could set it apart in terms of job mechanics. It could be based around Dynamis, and use Zidane's 'Dyne' skills.
I mean obviously I don't want the current system we have of everyone rotating around the crappy 2 minute burst, just expressing what I'd like to see. I am vehemently against the idea of limited jobs and I'm surprised other people aren't. Sure is fun having such a noteworthy job like BLU being relegated to meme status that can't be used in relevant content!
People seem to also think having BLU (and beastmaster by extension) as normal jobs means they don't get the interesting side stuff, these two things aren't mutually exclusive. Other issues like "they'll just be carbon copies of other jobs" isn't even a fair argument against them, that's more of an issue with the core design of the game and SE's baffling decision to stick by it. If that's the argument, people should instead be arguing for no new jobs at all tbh because every new job is pretty much guaranteed to be more of what we have now.
Idk the idea of defending the concept of limited jobs is mind-boggling to me, limited jobs are at their core a slap in the face of people who wanted those jobs.
There's nothing wrong with having jobs as a different form of content. BLU has been some of the most fun I've had in this game, especially raiding. It plays so much different to the other jobs. Just because it can't be used in 'current endgame' content, despite the fact that it CAN be used in all other previous content that is in no way dead.
It's a very narrow minded view of the game, to relegate yourself to only the most recent duties instead of 10 years of viable content. Not everything can be 'endgame', in fact it's healthy to diverge into different forms of content, that's what 'side content' is there for, and BLU is the best kind of side content we've ever had, better than adding another Gold Saucer minigame to get stale in a couple of hours, limited jobs actually use the combat system.
Know how much mileage I've got out of Dancer, Reaper and Sage? Nothing. I leveled them up and forgot them, because I don't main them, same will be true of any new jobs we get in 7.0 I imagine if they don't usurp WAR and MCH for me. BLU on the other hand, tons of mileage, because it's an entirely different way of playing.
A limited job can still do all that as an actual job. The stance you're taking just comes across as narrow-minded to me as well, considering people aren't really running old content for the thrill of it (there's usually a goal, such as glams or mounts), BLU could still have achievement runs and such. It can still have its side content. When I talk about relevant content, I mean entire expansion, this isn't just about a raiding thing.
What I would most like wouldn't fit with this game design as buff/debuff gameplay is so limited. I would love to see a chronomancer/time mage as a class with hastes, slows, demi, and such, but pretty much the whole FFT time mage spell pool is incompatable with this game's style.
For a class that would fit, Corsair or Pirate using the scouting gear set, possibly a bit like a dps gunblade with saber attacks for their main rotation building up charges or a meter for burst damage with a multibarreled pistol.
Would love to see a beastmaster class probably as a limited class where you go around taming monsters from various field and dungeon areas and your only actual abilities are a basic whip strike, tame, and the melee role abilities. Everything else is dependent on what monsters you call to the field from your menagerie. Especially if they could figure out a way to let you call multiple monsters to the field at once.
A gambler class would be neat for a ranged class borrowing some from the juggler class of the tactics games, thrown cards for weapons, RNG based abilities though not sure how you would balance them especially with the current design philosophy of classes. High card does single target damage, procs a pair for more single target, flush for a cone shaped multitarget unlocks a straight for an inline one, double or nothing gives you a chance during burst to double up your throw or fumble it. Every main ability you use procs a random card and when you have five of them the hand it makes a super ability that can be unleashed, probably have to borrow AST's draw though so you can try for a better hand.