The only reason you all want Inquisitors as a job is because they have nice racks.
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The only reason you all want Inquisitors as a job is because they have nice racks.
While the pun is a bit of a stretch, there's no need to burn me at the stake.
Joking aside, I am using a bit of light-hearted fun to give a nod to the very dark connotations that come with the concept of Inquisitors and Inquisitions; namely that of torture, mass executions and other horrible acts all done in the name of ferreting out "heresy". When Inquisitors or Inquisitions are broached in modern media, even this game, they are always portrayed as either abjectly negative or comical zealotry. Neither of those things are positive traits that mesh well with portraying a heroic figure. The negative connotations clash with being the "good guy" of the story, so Inquisitor as a job for the player (the hero) just doesn't work so well conceptually.
Why not a hammer-wielding Judge tank a la Tactics Advance/XII? With Penalty Card-based cooldowns/debuffs? The trick would be making sure their attack animations are different from Warrior.
They already have established the idea of the Inquisition and Inquisitors in the game though with Heavensward and it portrayed them as bad in the case of the main story or comical in their zealotry with the Hildebrand side-quests.
As for cavalier, that sort of implies being on horseback or part of a calvary.
Templar is sort of okay in the sense that it has been used before in the Ivalice based games of the series but conceptually it falls into the same mold as Paladin.
Warden works in a general sense as it denotes a person who keeps/protects something or someone that has been established as their ward. It's flexible enough that it could be made to fit many different takes on a tank class.
If you wanted something like judge but not judge, you could maybe use Justicar.
Me searching more about Vikings in FF games bumped into finding the job is in Mobius.
Interesting concept art and screenshots: dual wielding some crystalline rock clubs. I certainly could get behind a Viking tank dual wielding clubs and/or hammers in this game.
https://mobius.gamepedia.com/media/m...px-Viking.jpeg
https://mobiusfinalfantasy.files.wor...8546782905.png
I want someone who uses maces or hammers. Why is this game so anti hammertime?
The pally already feels wrong as sword n board instead of mace and shield as it is.
I want a true machinist. FFXIV machinist is just a gunner with a turret system. mehhh. Thats so minimal..and boring.
Imagine a tank with an axe. Monster gets to far away. Axe morphs into a rifle. Now imagine that tank taking heavy hits later, so they turn that axe into a shield.(doesnt have to be an axe btw..morphing and having lots of cool mechanical stuff is all i care about.) They could also use a hammer instead of an axe and it could maybe become a place-able, usable, Gatling gun.
I don't see how it is wrong at all, sword and shield fits exactly to the origins of the idea of the Paladin.
If you go back to the origin of Paladin as a title, they were the inner cadre of knights for Charlemagne and were known to carry swords. They were highly romanticized with tales written about their deeds, much like Arthurian legend. The most notable of the Paladins, Roland, even carried a famous sword that may have a familiar name to fans of the FF series, Durandal.
Later when the idea of Paladin was formulated in modern Western fantasy, it pulled a great deal of inspiration from the knight in shining armor trope with Arthurian legend being the biggest source of inspiration. The whole idea of Paladins being able to heal, such as the ability Lay On Hands from D&D, comes directly from Arthurian legend in which Galahad is able to heal King Pelles by touching his wound. As is common knowledge, or at least I hope, the sword was the iconic weapon of the Knights of the Round Table in Arthurian legend.
Even from a purely historical perspective, swords we're seen as weapons of nobility due to the cost of making one compared to other arms and so they became associated with those of higher societal standing and becoming a symbol of knighthood.
I agree that Paladins were seen as Sword using as well, but I wanted to mention D&D/inspired by D&D games went with Hammer on PLD, in order to help it stand out from looking like a typical Knight, AND due to some cases of Hammers being seen as the better "Undead Killing Weapon".
But outside of D&D they use swords as much as any knight like class does.
EDIT: meant to say Hammer instead of mace.
I'm intimately familiar with D&D, I used to play it when I was young starting with the original version all the way up through AD&D 2nd ed. I've also kept abreast of all the versions since but not actually played.
That was the Cleric class and not Paladin that was originally associated with and limited to maces and blunt weapons. Clerics were originally the "anti-undead" class as is evident by their most iconic class ability "Turn Undead".
https://en.m.wikipedia.org/wiki/Cler...s_%26_Dragons)
People tend to mix up paladin and cleric in fantasy, very very often. Paladin is a lot more knight-like, cleric is more like a battle priest. Mace is typical for clerics, not paladins.
Im not suggesting you're not familiar with it, I assumed u were if anything, I was just adding on to what you said.
Ironically the "Healer of the West" is mostly Clerics of D&D style, and healers of the east are most commonly "Priests", FF/DQ style.
Im also not suggesting PLD is limited to maces, as they can equip swords just as often, if not more often. But outside of actual D&D, in spin off board games, that arent role playing, so much as... idk what other term to use, but tabletop, they use iconic images of classes, and PLD most commonly is portrayed as Hammer wielding in full platemail, with warrior having the sword, and barbarian having the axe. (They still have clerics using maces, and chainmail)
Sometimes the PLD loses its undead killer status so the cleric can have it, and end up being a weaker warrior with lay on hands. (all depends on the tabletop and video game) and D&D knock-offs do this commonly as well.
Within official D&D editions, you can literally equip anything anyways, as long as you accept the penalty. (w/e it may be)
I should make an edit that I do tend to imagine Hammers, Maces, and Clubs all within the same category, despite being pretty darn different. SO I technically imagine Hammer before Mace for PLDs, but tend to just label all 3 categories into 1 label. (Mace) Thats my mistake more than anything.
I'm ready for Blue Mage or Beastmaster as the new tank!
On the idea of "pet" based tank class why not Puppetmaster? One of the automation frames from FFXI was a PLD.
It would also be a way for players to spend loads of gil on not only performance upgrade parts but also shell parts that altered its appearance.
Because it's an entirely unappealing concept and you want something that actually has a cool-factor to it.
Yes, putting a high price tag on a tank is such an intelligent idea...Quote:
It would also be a way for players to spend loads of gil on not only performance upgrade parts but also shell parts that altered its appearance.
You keep saying this, but so far I've yet to hear anyone else decidedly condemn its prospects.
It's XI iteration left much to be desired, but that hardly speaks to the potential of a pet class capable of tooling out different avatars, making use of devices through them, salvaging them, etc., etc. Pretty much everything beyond the secondary aesthetic entity is up for grab; the pets don't technically even need to be their own unit, let alone perform autonomously, be limited to the cesspool that is current SMN pet movement speeds, or require terrain-click movement.
It's been a long slow road in pet finesse that SE has been walking (crawling?) with subtle adjustments to SCH/SMN pets , then small mechanic additions like MCH turrents, Demi-Bahamut, and even Earthly Star.
I suspect they're moving towards a point where they're ready to add more pet(esque) jobs, it's just a question of how long until they get there, they're not there yet (but imo some minor QoL fixes for egis/faeries/bahamut is all that's missing)
will it be by 5.0 or later is the question,
If by 5.0, then I'd put Puppeteer(HLR?), Beastmaster(TNK), (both pet-themed-esque jobs) and a Gunblade(DPS) user are my picks for 3 jobs likeliest for 5.0.
And I say 'pet-esque' because it's all just a facade for resource management and gates for unique actions anyway. Redmage not being a trinity breaking job didn't destroy their identity, so neither do pet jobs need to have the literal Egi/Faerie elements like being on the enmity table, and UI widgets allow plenty of options in how the pet aspect can be implemented.
People spent 15mil on a single piece of gear just to use as a glamour. The price tag argument is moot.
The game itself is lacking things for players to actually spend gil on resulting in most players with any decent amount of playtime amassing a large surplus of it.
The way PUP played in ffxi wasn't stellar however most PUP players enjoyed the aspect of having a customizable pet. Given one of the pet roles in FFXI was a tank there is at least some groundwork there if they use it rather than taking jobs that were never designed as a tank in previous games and trying to turn them into one. However they will need to overhaul the pet interface to make it really viable which I would hope they are doing already due to player complaints on existing pets.
Sword Saint (Pure caster tank)
https://s-media-cache-ak0.pinimg.com...ed38995759.jpg
Inb4 people see Saint and get triggered cause "..but paladin though.."
Blah blah blah mock build w.e
The least played job in FFXI, lolpup replaced loldrg.
Name a single piece of media where a character was a "puppetmaster" and was one of the most popular characters in that form of media.
None of that is something that's unique to Puppetmaster. Beastmaster can fulfill those same kinds of things while also being widely more appealing in every way as well as being an actual staple of Final Fantasy games (Not to mentioned name dropped specifically by Yoshida as something he'd want to do down the road as another pet job).Quote:
that hardly speaks to the potential of a pet class capable of tooling out different avatars, making use of devices through them, salvaging them, etc., etc.
There are a lot of flaws when it comes to this concept. Tanks are required to move too much to reliably be casters without exceptions allowing them to cast while moving. Which changes them from casters to just regular jobs who have wait timers on their abilities. Secondly they need instant abilities for many things like aggro generation meaning they would have to have a collection of skills that are instant cast. Thirdly, if they're magic casters, there's significant problems if they only do magic damage. Fourthly, 2 out of the 3 tanks are already magic leaning, making a third is more redundant.
These are not equivalent and you know it. And not everyone bought glamour for 15mil. Tying strength and progression to how big your pocketbook is the stupidest idea from any standpoint. It just opens up this supposed tank to being subpar because the VAST majority of people wouldn't she'll out the money. It's bad enough seeing tanks in crap gear in dungeons, basing additional performance on more of that is just asinine.
The solution to this isn't to force jobs to shell out tons of money. It's not even a serious problem in the first place.Quote:
The game itself is lacking things for players to actually spend gil on resulting in most players with any decent amount of playtime amassing a large surplus of it.
Yes, all 12 of them.../sarcasm.Quote:
most PUP players enjoyed the aspect of having a customizable pet.
http://www.playonline.com/ff11us/gui.../imgs/jb01.jpg
Any pet job can have customizable pets, it's nothing restricted to only puppetmaster. Such a mechanic can easily be implemented onto a pet job that actually has more appeal.
I have been waiting YEARS now for them to add Blue Mage, and now it looks like I have to wait two more years just for a chance for them to finally add it. At this point I couldn't care less if it ends up as a tank class, just add the damn job already rawr! ~/o/
I want to see a shielding type class, not a shield like in the case of Paladin, but a shielding class that is able to generate their own damage mitigation somehow with their combos. It would be like a magical warrior.
Again... this is not XI. What designs therein failed there obviously will not be redone here...
Although portion of mains has decreased (due in part to the more than doubled character count), Kankuro in the Naruto dueling games.
Pet attacks as an extension of the caster (e.g. nonautonomous pets), while perhaps not absolutely unique to puppetmaster (someone could always come up with a new job that does the same, after all), certainly won't be found on any reasonable Beastmaster. I also wonder how you'd be salvaging your living pets... Or redevicing them on the fly... So that's at least 2 out of the 4... Hmm.
Again, I've no stake in this. I'm just not sure why you're fixated against any combination of synergetic mechanics if under the name puppetmaster. I see the likely prospects of Beastmaster and Puppetmaster as quite distinct, honestly, so I just can't really determine what your stake against it is. A more renowned should come first; okay, sure. By all means, toss names to the hungry crowds. But why deny any possible iteration of a concept unilaterally? Because it was done poorly in one of its four iterations? Because it appeared in one fewer main title than Beastmaster? Why the enmity?
Down the line, what works works. History lessons don't suddenly make XIV Ninjas tanks; why neglect everything a job concept can do in a new iteration?
Starting from an already failed concept/design defies logic and sitting there saying "We can do it right this time", while optimistic, doesn't make good business sense. They have a better chance of picking something that actually has a popular foundation or theme, than with going with something that already wasn't popular and trying to turn it into something maybe popular.
I highly doubt this claim. Kankuro is far from being anywhere near a highly popular character in the Naruto series as a whole. Be more specific, which games specifically. Where's the evidence of this claim. Show me a credible tier list, or credible usage statistics.Quote:
Although portion of mains has decreased (due in part to the more than doubled character count), Kankuro in the Naruto dueling games.
Even then, fighting games are a pretty poor example where the competitive nature of the games means people play characters who are the strongest regardless of who or what they are. Being a puppetmaster certainly hasn't done Carl or Relius from the Blazblue series any favors as they're consistently pretty unpopular for example.
Except that this is absolutely something a beastmaster could have because just about every pet based job in an MMO has something exactly like this, with the overwhelming majority of those pet based jobs being some kind of beastmaster-esque (I.e. person + beast/animal). Combination attacks would still 100% fall within the purview of beastmaster.Quote:
Pet attacks as an extension of the caster (e.g. nonautonomous pets), while perhaps not absolutely unique to puppetmaster (someone could always come up with a new job that does the same, after all), certainly won't be found on any reasonable Beastmaster.
There's this neat thing called magic in the game, which can be used to do all kinds of things like augment your pet through your spiritual/magical link you have with them. Give the beastmaster pets simple armor that can be obtained that changes their stats and abilities, this fulfills the same exact function as swapping out parts of a puppet. Changing things in the middle of combat? Simply switch pets on the fly. You may not be able to "salvage" a living pet (Whatever that entails) but you can certainly do far more interesting subsystems if they wanted to go crazy in implementing a pet breeding system.Quote:
I also wonder how you'd be salvaging your living pets... Or redevicing them on the fly... So that's at least 2 out of the 4... Hmm.
So that's 0 out of 4 so far.
Because it's simply put, a bad idea. It'd be a severe waste of development time and resources when there are a plethora of other options that are significantly better concepts to pick. The puppetmaster archetype as a whole, irregardless of FFXI, is entirely unpopular. They need to pick things that would actually have widespread allure. A puppetmaster simply doesn't have that.Quote:
I'm just not sure why you're fixated against any combination of synergetic mechanics if under the name puppetmaster.
In no reality should Puppetmaster come to this game before Beastmaster. So by suggesting it as the "next" tank job while the game still sees a lack of Beastmaster is preposterous. It's nowhere near a staple Final Fantasy job, it's nowhere near a popular concept as a whole. They're better off doing something more unique and original than trying to put in Puppetmaster into this game, plain and simple.Quote:
A more renowned should come first; okay, sure.
Yoshida has already said the next pet job he'd like to do is Beastmaster, on stage at the last Japanese Fan Festival. He also said it wouldn't be something he'd do until much later, jokingly saying maybe in 10 years. It'll likely be a long time before we see a new pet job in the game anyways. He's also specifically said before that Puppetmaster isn't even being considered for inclusion to the game.
I mean, here's also a snippet from the recent Chinese Fan Fest as well:
Even that seems to imply they'd be more likely to just implement a monster collection system rather than an actual job.Quote:
They hear lots of demands on having a beast/monster tamer type of job, but it's difficult when they consider FFXIV's battle system. However, they do think that having some sort of system where you can collect monsters is interesting, so they will take it back to the devs to discuss it.
http://suptg.thisisnotatrueending.co...3512309731.jpg
This is pretty much what I want.
Something like this is fine too, but basically something that holds a heavy gun like this:
https://1.bp.blogspot.com/-dP_mDDawS...25289%2529.jpg
Why are there only female characters using big guns ? :(
I want this :
http://www.e-monsite.com/photos/nick...16_falcon1.jpg
Honestly how would Viking be different from Warrior? Warrior already has berserk, uses storm themes for attacks, and has a resource tide to battle fury/ adrenaline. As for my own suggestions for Tank jobs (what ever that's worth).
Defender/ Crusader: theme - Warhammer Warpriest
Templar: theme - FFT Spear & Shield, various sources
Mystic Knight/ Rune Fencer/ Necromancer: theme - Guild Wars Dervish/ FFXI Dragoon, Stance changes pet actions DPS adds DoTs, Tank Adds Hot/ support
Soldier: theme - FFVII/ FF Dirge of Cerberus/ FFVIII, augmented troops/ Gun Blades (because something needs to pull in DPS from RDM and SAM)
Ha, as someone of Swedish/Norwegian descent, Warrior lore-wise has only a passing resemblance to a Viking. Warrior has Storm themed attacks because it comes from Marauders which are based out of Limsa Lominsa which is an oceanic/sea-faring island nation. Vikings would undoubtedly have a shield and use a 1-handed weapon. Even Thor's Mjollnir is traditionally depicted as being wielded with a single hand. As for Berserkers, their legend also specifically makes reference to shields, depicting that they would work themselves into such a froth and frenzy going into battle that they would actually gnaw on their shields in anticipation. This actually grew out of Germanic traditional hunters' magic which evolved to a sort of Nordic Bushido equivalent.
2 handed weapons weren't common with Vikings, shields were. A hammer and shield job would be awesome. If nothing else to give us a more offense-oriented shield tank, and another Blunt-damage job.
Also pls god no gunblades lol. Or tanks with guns (how one can find the idea of a tank, who is almost always up close and personal with the boss, fiddling about with a big cannon to be anything other than hilarious escapes me) or pet job tanks... SE already struggles hard enough balancing SMN and SCH around their pets in their respective roles, I'm not sure I want that cancer to spread over to tank-world.
I'd actually really like a Viking tank job with hammer + shield, using the shield to complement his hammer for offensive abilities unlike PLD. It'd be nice to have a tank besides PLD who also uses a shield. And we still have no hammer job, and still only one blunt-type job in the entire game, so... Yeah, it'd be the perfect choice. I could totally see this job having some battle-shout abilities to buff everyone around him, and even as an AoE enmity generator. And on top of that, if they want to make them look as fancy as the other tanks, they could give them some thunder abilities with their hammer just like Thor. As a fan of norse mythology and Viking stuff myself, I might definitely switch mains if they ever release such a job and make it really fun to play.
I also remember the Viking job being a thing in Final Fantasy III. I believe it's the only "main" FF with this job but it was really nice. I remember it being very tanky, having a taunt ability and using hammers and axes.
FF3 did have a Viking job and it was an excellent tank. It could even be setup to dual wield shields. The only thing it suffered from is that Tank jobs generally had very little use in single player offline RPGs which leads to players using various DPS jobs or classes on these games as tanks simply because they are less squishy than others due to being able to equip medium or heavy armor.
As for ranged tanks I don't see how this could work and not seem out of place in FFXIV unless either the job is designed as an immobile fortress or has some kind of melee weapon implemented as well. A gunblade would offer both melee and ranged options in a single package although the only garlean I can recall that gave the image of being a tank using one was the first boss in the aetherchemical factory who used a 2 handed gunblade I believe the game called a bastardbluss.
The Final Fantasy Viking (not used a lot but still used in some games) is usually a hammer/club wielding fighter with high HP and thunder magics. I would expect it to dual wield blunt weapons (already giving the job a distinct basic combo rotation) and it would have a range of thunder themed magic abilities derived from their worshiping of Thor.
I personally would not expect them to use mana, but instead to use some fancy thunder gauge.
At the end of the day, only a bad designer would create something that is not as distinct from War as PLD and DRK are.
Gota agree that a 1h Hammer/mace weilding Tank class sounds like a nice fit (especially what I've read of the old FF Viking class posted so far) can see its "Job Gauge" being used for Thunder-based moves (A long range "Aether" hammer toss that stuns comes to mind) could even have a move that "pulls" non-large/boss mobs to it for a reverse gap-closer & easy mob grouping.
It would be nice to have another class using a shield & be Blunt for better MNK pairing, if 2 1h hammers are a must make it cause by the OT stance that "visually" repaces the shield with a copy of the main hand weapon (i've seen games temp-change shields on classes a few times, White Knight Chronicles had a stance u had to "learn" that if used removed the stats & use of the equiped shield & gave u a vusual 2nd 1h sword copy, that really stats wise just added 50% more dmg per attack and changed only a few attack animations)
Onion Knight
https://s-media-cache-ak0.pinimg.com...er-concept.jpg
Disclaimer: I think that SE should redesign this class so it fits in XIV better. This iteration should be about as unique as bard, but im out of creativity on this one. As it stands ONI is no diffrent from RDM.
Maybe the gauge is some sort of Mastery system for weapons it can use in battle.