No jobs started at 70 in 5.0 either, in 6.0 we'll have 2 jobs that started at 70 so those jobs will have quests for level 70 to 80, and probably a cap quest at 90.
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Oddly enough, when I try and envision it, it usually comes out looking like a Caster?
Maybe they have a hand cannon that basically gives their ponderous attacks a cast bar.
Or have some rifles or whatever for most of their attacks, then a stance they go into where they brace themselves and not move in exchange for being able to use the cannon for mega damage.
Perhaps they can summon a legit cannon, and need to be near it to use certain skills and their gameplay isn't too dissimilar from BLM trying to not move and stay in their Laylines.
Maybe the cannoneer will be like FF11's Corsair and mainly focus on being a party buffing support ranged DPS... but they also have a frickin pistol with 6 barrels.
In FF5 it was about mixing effects together similar to chemist, where you mixed things in your cannon and got a random effect. The FF14 version would probably be something like different moves proc different effects for the cannon, and firing it does something different depending on what you stacked inside it.
Extra gunpowder + caltrops = bleed effect
Caltrops + aether crystal dust = persistent AoE damage like Salted Earth
Extra gunpowder + aether crystal dust = big single target hit
Etc (this was just a quick concept mock up)
But yeah, the sky's the limit.
There's a lot they could do.
Like, you're right. It is a silly idea and it makes me giggle too~
But I also legit want it : )
Wouldnt mind a dual wielder (swords) job. I like swords in these games, and have always enjoyed when DW is available :)
I'm thinking more of maybe a combination of the Flintlock and Cannoneer from FFTA2. Cannoneer was a Bangaa job that used a hand cannon that was mainly a ranged DPS that had I think a couple support skills. It's skills seemed to be based on loading specialized ammo or shells. Flintlock was a Moogle job that used a handcannon that I recall being more ranged support and used skills that seemed based on charging magical energy into the handcannon before firing it.
I feel there should be more limited jobs in the same vein as blue mage.
Playing through the Ivalice raids again on an alt I noticed they actually do sort of show Gabranth off (having previously thought we never got to see him anywhere near action) and he's got his FFXII stance going on. I fully expect Judge to be added eventually, either as a Tank or Maiming DPS
Of course, but then you have advocates of, say, those three other jobs pissed that what they consider a job less able to capitalize on that thematic space had denied opportunity for their, in their opinion, better choice.
Granted, this is a just-for-fun thread, but since it is a thematic space that appeals to me, the question of which job(s) ought fill it seems worthwhile to me.
Cannoneer sounds great. Essentially plant-and-cast like black mage but with lots of bombs/specialized shot options/traps would be neat. Similar to GW2s Engineer (well certain aspects anyway).
It’s not really a new job, but I’d really like to see actual status effects brought back with actual usage. Not “needed” to clear content, but things like blind, slow, haste actually being more used and more impactful. I get why they removed protect and stone skin, but that was at the very least something interesting to do and added some consideration on whether we bring a healer to deep dungeon/treasure hunting or not.
Like, Blind need not last very long, but it should give a huge drop in accuracy to the point that, say, a monk could throw blind at the boss to possibly deny a tank buster.
So yeah, give us real, useful buffs and debuffs.
…then give me a job (like mystic knight) that actually works with them. Basically like how Blu spells have interactions.
I don't think a Ranged Physical class with cast times for attacks is out of the question, people just didn't want existing classes to be changed into that which was why Bowmage was not particularly well received...
As for status effects, the big problem is they rather easily become a must-have... There's a reason why every buff and debuff has fairly similar levels of effect, and somewhat low ones... Like 5% damage or 10% crit... It's to stop one class from having the most powerful buff and becoming something that every raid would "need" to have...
Berserker. There's only two two hander melee DPS and going around with a big weapon would be a lot of fun! Outside of WAR and DNK there's no job that really fits that "I have a big thing and I am gonna crush things" fantasy.
I NEED Geomancer to be a magic DPS. Please please please
Hope this isn’t a hot take (assuming it all goes well in EW) we don’t need more jobs they are getting too difficult to balance and make each unique soon we’ll have 30 jobs with one mech each
if they add a musketeer/corsair/canoneer npc and dont put them in that empty guild in limsa, we riot
But this is exactly why adding more is fine. The jobs are completely designed so that each revolves around one specific mechanic. So adding one more is basically just about finding an idea for a job-specific mechanic, and adding all the standard fluff around it. And then adjust the numbers.
They will never go back to the good old "complexity" anymore.
Ah, totally true.
I hadn't considered what kind of design space any of these would take up.
That's not a hot take, but the Devs have expressed they'd like to add more jobs and this is a thread about what we'd like to see those jobs be.
I would like a whimsical version of Puppetmaster, preferably as a DPS job (and not a limited job).
I would also like a job that uses a whip.
1) Beastmaster as a limited class. Story quests involve other Beastmasters across Eorzea and other parts of the world. Papaga and Lyon are ones you can meet.
Weapon of choice is like other beastmaster: one-handed axe and shield. You will don in Scouting armor cuz with the introduction of reaper, Scouting set looks lonely.
Your job is to collect beasts, train them up, and pitch them against other Beastmaster in the glory of combat. Aka, pokemon-style, but you fight together with your beasts.
PvP-wise, you have some sort of tournament where you pvp with other players and their beasts.
Group-content wise, you are similar to Blue Mage in the aspect that you can take any role. You can have your pet be tank, heal or DPS, but you cannot change their role in combat. Obviously, they have HP bar, unlike other "stance-users", so pet management is a thing. You have a few skill to protect your pet from the harm away, including teleporting them back to your position. So if you are safe from the mechanic, so does your pet.
2) Minion Master. Can be a DPS ranged class or a healer class, up to what SE has in mind. Limited class is fine too, but it would become something like the Beastmaster above, so I prefer to have them differently.
Weapon of choice is... uh, cane? No. Staff? No. Book? Too many already. Baton? We already have BLU for that. Maybe Ver-rapier, perish the thought. I prefer something blunt, so a one-handed tinker hammer would be cool
Minion Master is another "stance-user", which use Minion to fight (kinda like Lulu's normal attack in FF10). Their minion can be glammed with the appearance of the minions you have.
Playstyle-wise, unlike Summoner, Minion Master melee to build gauge, and use the gauge for the minion to execute different attacks that build another gauge where the master can use to deal even more damage with his hammer. Or whatever floats SE's boat. My idea is kinda dry.
Mystic Knight
Tank/dps/support hybrid that gets some of the role skills from those.
Weapons not sure if it would be 1hd and shield or 2hd. There are already two tanks that use 2hd, maybe a 1 hand only similar to GNB.
Has 2 runes, has defensive combo, offensive combo. How the runes work, whether tied to being defensive or offensive or should just be generic and flexible would need testing to determine what is most balanced.
Runes get spent on skills based on particular elements that have offensive, defensive or support leaning.
Defensive rune spenders: Ice element is a personal shield, Earth is an aoe damage reduction area.
Offensive rune spenders: Lightning is a single target hit, Fire is an aoe either single hit or DoT area not sure which would be better, DoT areas are pretty limited currently.
Support spenders: Water is a heal on self or another, Wind is an evasion bonus on self or another.
When used on self the effects are stronger and may have extra effects, eg the Wind spender may also boost skill + attack speed, Water may boost all further healing by +10% for say 30secs, Earth damages and ups your defenses in the AoE. Resulting in a playstyle that mixes rune spending for perhaps for single or dual rune spending depending on if it is smooth or clunky to implement. So offensive could be to use the Wind + Lightning for single target attack that boosts your attacks speed etc and does a single target nuke, Earth + Fire for aoe (creates an area of magma?! and grants volcanic shield that reflects damage). Ice + Water is shield that will Heal over time as long as it holds (may be an aoe skill that shield and heals players in 15m radius?!). May be able to do something where using six runes unlocks the dual rune bonuses so they arent just useable over and over and may be limited in use. Would need to be careful so bars dont get bloated.
Runes when consumed generate magic points that are spent on some OGCD skills, also they can be directly converted to MP for a higher return than generated through using elemental skills.
It might create a situation where the job is not great at any particular role, but could be useful for flex role filling, or general play.
I want to see Beast Master as a real job and Puppet Master
I've been trying to design a puppet master class but...cant think of any good tools to base it around.
I suspect the first thing you'd have to design is a solid movement system for said puppets, and perhaps to classify them by the sort of movement available to them, such as between automatons (more typical "pets") and "true" puppets (which require direct movement control from/by the Puppeteer).
Ideally, rather than defaulting to the current templates, look at control schemes that would feel particularly fitting and intuitive, even if not necessarily as direct or responsive as most (so long as those schemes would have commensurate unique opportunities). For instance, perhaps you'd have a puppet that you move directly in place of your own WASD movement but with which you could instantly swap places (or to just beyond each other's place, in their direction, to make up for the uptime of the swap animation itself). It's not direct, and will feel perhaps a bit more "convoluted" at times, but something that has unique advantages in many cases, that could be very appealing, especially if given as one of multiple choices. Add to that the puppet moving always at Sprint speed, potentially having movement-inclusive attacks, or being able to catch enemies in wires between you and it, etc., and that relatively simple core could make for a pretty fun overall take.
A dps Berserker/a job that uses a war hammer or dual axes.
Green Mage/Elementalist/Spell Blade as a DoT-based DPS class with debuffs.
To be fair, that has far less to do with job count than it does their approach to job design itself. Look at any MOBA or Hero-Shooter -- despite their massive rosters, their characters are rarely differentiated only by a single mechanic, instead each feeling fairly distinct.
XIV just happens to be really bad at making use of more than a small section of its total thematic capital or potential for interactions, probably because they tend to take the same template-first-and-gimmicks-after approach to each job.
The movement system is similar to Summoner's egi's in that the Puppet moves in close for attacks while the puppeteer stands at a distance. The main gimmick is that the puppet can be augmented and customized for any type of role. Tank, DPS, or Healer depending on what is needed. Similar to the Crystal Exarch's jack of all trades class alignment. However the Puppet Master needs a tool that correlates with the puppet theme. If the Puppet is Tanking or Healing the majority of DPS relies on the player. If the puppet is DPSing then the Puppet Master relies on supporting it from afar. With the pets losing their ability to be attacked since Stormblood the appeal of a PPM class dies down however since despite the puppet being the main offense the master will still be targeted. Hence the need for a means of defense. In FFXI that was cestuses and gauntlets for hand to hand combat. However in FFXIV Pugilist/Monk have taken that form of combat.
Still wish for a Beast Master class, doesn't even need to have an actual pet but make use of summoning monsters that aid you in various. From support to offensive etc
I can imagine using a behemoth to summon a meteor for big aoe damage to manticore/cerberus type that give you a gap closer etc.
And it wouldn't just be summoning, you would have your own weapon rotation then weaving into summoning pets.
Only thing thinking would not have many delays on pets appearance, like a gap closer should be instant etc
SMN is 99% model recycling too now.
And why would it be limited to dodos and opos when the Beastmasters of Bozja have things like Gryphons, Manticores, Dawon, etc?
If BLU can get primal spells, there is no way Beastmaster is going to be limited to boring monsters. The dev team knows the importance of making things look cool (except the team behind scholar and bard apparently :P)
Why would we tame Dawon? He is an actual character, not some random beast.
Yeah sure, Beastmaster might get a behemoth here and there, but most of its kit is going to be boring, common enemies.
What you are envisioning is almost assuredly not what we will get. Just look at BLU's kit--through level 50 it's just common enemy spells.
Sounds like people want a beastmaster job based on the job in FFXI where they would temporarily tame a monster or use a consumbable petfood item to summon one. These were pretty much just common monsters. I don't recall them being able to tame NMs or HNMs. The named BST pets I can remember seeing all came from petfood summons.
Given the feeling that SE appears to be trying to move away from pet jobs it makes me think if BST were added it would probably upset most of the people asking for it as it would end up being more like the Animist job that basically used animal based or themed spells like sheep count, 100% wool, catnip, tail wag, chocobo rush, toadsong, etc...
Blood Mage, Damage version of paladin [eg: my shock trooper], blue mage full class, flying class, a class with proper pets
That, and frankly I don't find the common enemy designs *so* appealing that I would want to collect, name, or train them. Which is what would constitute some 90% of a beastmaster job, most likely, with only the rare possibility of NMs.
A beastmaster based *completely* on NMs? That I could probably get behind. But I just don't see it happening.