Yep. My point isn’t that they’ll run out of ideas. It’s just there are only so many you can add when the game is likely on its tail end.
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Yep. My point isn’t that they’ll run out of ideas. It’s just there are only so many you can add when the game is likely on its tail end.
It not actually ending yet as Yoshi-P already confirmed a Season 2 storyline after they finall finish Season 1 storyline in assumed 6.0 - 6.3 MSQ. Where that storyline leads is in unknown territory since it maybe a new story unrelated to Zodiark/Ascians.
Season 1 is finally concluding but we still got a Season 2 storyline to go through and that maybe another 3 to 4 expansions to cover after 6.0.
My bets are on a new Healer (GEO or CHM being the likely ones) and a new Maiming or Scouting wearing job (I'm hoping for Mystic Knight for the former as we need more battlemages, but it is pretty unlikely even if the job was implemented)
I'm also expecting any 6.0 jobs to have no Job quests beyond the initial one and the Level 80 one, as SHB has both the role quests and a single quest at 80that seems to be a farewell to their casts. But mayhap the MSQ can serve to provide the lore on these jobs in their place?
I think, based on the pacing of things, it’s unlikely that they’ll be adding jobs that entire time. We already know they’re done with races barring maybe wrapping up the unfinished two we have. This is probably the case with jobs too. Exactly how many jobs are people expecting? It already has twenty if we get four per role, not counting Limited. XI only got up to 22, and balance wasn’t quite as much a thing there so it was likely much less effort to add them. At best with XI as a comparison for total number you’re looking at one more melee DPS, not five+ unless they stop caring about the balance between roles. Which if that happens who knows what we will get.
https://www.youtube.com/watch?v=M6AXC4s-KYc
The post was a JP post so not many people notice it unless they been following the JP postings.
If we're lucky the Job role quests for 6.0 may end up being about all Jobs and Class NPCs working together for a common goal for each Job Role quest focusing on defeating a Lieutenant of the Job Role quest Antagonist with the Finale Job Role Quest, after a player complete all 4 Job role Quests, when all Class and Job NPCs join together for a final battle against this Main Antagonist of the 6.0 Job Role Quest storyline to be the grand finale of the Season 1 Job/Class Quest Storyline.
Of course they can add special dialogue options exclusive to players who have completed X class/Job Quests and/or potential ability to choose which Job/Class NPC they encounter specific point of Job Role Quests. For example for Tank 6.0 job Role quest, during the final battle the WoL is knocked down a bit and is about to be finished by the 6.0 Tank Role Antagonist but before that the Player is given a choice on which Job NPC/Class NPC that saves him or her being Solkzagyl and Aldis with the other Paladin and Gladiator NPCs (if players complete lvl 80 Paladin Job quest), Curious Gorge and Dorgono along side the other warrior job and Marauder class NPCs (complete lvl 80 warrior quest), Fray, Rielle, Myste, and Sidurgu along side other Dark Knights that wander the world (complete lvl 80 Dark knight quest), Radovan and Sophie with a squad of gunbreakers from the Resistance and newly joined Gunbreakers who are adventurers (complete lvl 80 gunbreaker quest), or All of them (only for players that complete all Tank Job lvl 80 quests)
OH I see that wasn't them saying season 2, just that they're ending the Hy-Zodi Arc and that there'd be story after that but we knew that. Just that the main story of FF14 is winding down and they'll likely move to a similar gear that XI took where the story focuses on world building and exploring the lore.
So a 4th healer and a 5th melee?
I would say a 4th caster is much more likely than a 5th melee since they group the roles based on main stat allocation for parties rather than adding a job just to give someone a maiming set. Since they have all the melee grouped into one melee role, not melee + sets.
Posts like this make me think people are convinced we are going to have 4 tanks, 10 melee, 3 caster, 3 ranged physical and 4 healers just to round out melee sets.
It is uncertain currently if Season 2 storyline may cover individual storylines per expansion like FF11 or be a continuous new storyline that requires multiple expansions to finish like current Season 1 storyline which took 2.0 to 6.X MSQ to finish. They can simply introduce a new Antagonist that require multiple expansions to defeat just like how Zodiark/Ascians took multiple expansions to finally be defeated in expected time of 6.0 to 6.3 MSQ.
Season 1 storyline is a Multi-expansion storyline since it required multiple expansions to cover the entire story about Hydaelyn/WoL versus Zodiark/Ascians.
Also, a Season 2 storyline does not always mean continuing where Season 1 ended but can sometimes be a new storyline that simply has the Main Character from Season 1 storyline as the Main character thus acting as a sequel with a new story without needing to make a new separate game to cover this new storyline.
Of course that is just my opinion about how to define a New Season for a storyline.
But it doesn’t change the fact that those sets aren’t how they separate the roles. Since the only impact that even has one the game is gear sets in 5 mans. They really aren’t going to round out the melee sets to have umpteen melee classes just because they haven’t consolidated them yet.
The thing is, you could just as easily split the DPS roles into melee/ranged as you could melee/phys-ranged/mag-ranged.
Which puts us at 4/6 rather than 4/3/3.
While I think there's more scope for more casters than melee, I think there's probably more scope for melee than physical ranged.
In that I honestly can't think of another physical ranged job that I think will work in XIV.
So then do you leave it at 4/3/4 with the addition of a new caster?
Or do you bump it up to 6/6 with two more melee?
Or, my preference, you don't pay the role split too much attention, add a new caster, and maybe a new melee as well, maybe two more of each once we get a few more expansions out, and who cares if it comes out at 6/3/5?
But of course, the physical ranged mains will complain.
Exactly. Regardless of personal feelings on anything else, SE explicitly acknowledges the five roles. If anything was getting combined based on the role quests it would be physical jobs, so we’d need to double up on Casters. Since I doubt that’ll happen we are looking at balancing the five roles currently there.
As far as new ranged physical goes there’s plenty of options.
Ball-And-Chain would be my Ranged choice. Make that !#% the Viking.
Physical Ranged seems to be more of projectile weapons. They could do a sling I suppose? But that’s a bit different. Or some sort of shot put kind of thing. Spears have reach too but they’re still melee, and the kind of range being talked about makes really long reach hard to pull off well.
either hammer or whip sword weapon.
and give me melee healer yoshi
While there are 5 roles, fight design is built around only 4 roles: Tanks/Healers/Melee/Ranged. Casters and Ranged are treated as the same role for fight design with LB and cast times being the primary differences between the 2.
If you look at things from that perspective the game has 4 Tanks, 3 Healers, 4 Melee and 6(!) Ranged.
Personally I think there are only to more options for ranged weapons, Crossbows and Whips.
Crossbows could be too similar to Bards Bows, but of course they won't just base the entire job around the weapon, so it'll have further identity to distance it from Bard. What that identity is I have no idea, they'll have to be very creative. Perhaps they can somehow rope Time Mage into a non-mage job, like they did with XII's Job system.
Personally I'd rather see Whips as they're more unique, however I can see it coming with difficulty in animating several different models of Whip. So... I think this may be used for a Beast Tamer limited job, seeing as it'll only have a couple weapon options anyway.
^whip could work for something like middle range.
not 25y long (mch, brd etc) but not melee either. basically a job with 15y range focus, thats something new at least.
And we got Dancer as a Ranged DPS, not Melee, because they said the role had too few numbers, only Bard and Machinist. If they saw ranged vs melee as the key distinction that statement wouldn’t make sense.
While melee vs ranged certainly matters, in terms of balancing jobs there isn’t any evidence of that. Each expansion we have gotten a ranged DPS, and if things continue that’s the case for the next one too.
Honestly this is a big part of why I think they should change up the system a bit. Sixth role or five slots per party.
Can’t figure out how to edit on my phone, kind of frustrating. As far as weapons go, most likely they’d just look at what job they want to add and find a way to add a weapon for it, as opposed to worrying about the weapon first. TA2 has a couple other weapon options after all.
With regards to Time Mage/Whips, the former was still a mage job in XII, and the latter is probably still seen as a melee weapon. It has reach but full on range is... a bit more impractical than I expect from them.
I can still see melee mage working out, especially since the main stats are just there for aesthetics now (especially with acc lock) and Mystic Knight would be the perfect opportunity with Battlemages if it had Maiming Gear (look at all the knightly models used for said gear :P). that way we can have a second Job for Maiming Gear and a 6th Caster all in one.
Personally I think a fifth party slot is more likely than a sixth role this late in the game. But neither is terribly likely overall. A sixth role of melee caster would certainly be my preference though. It would be hard to get it even with the others without making it nigh constant from here on out though.
Yep. Or just hybrid melee that has elements of other roles but still needs a melee spot to perform optimally.
Nin has more and more ranged aspects, and tcj immobility is mildly akin to a cast bar with more penalty
I hope beastmaster with hand axe and whip is implemented and like summoner different creature can be caught as "skins" but balance is maintained by keeping the abilities potencies and functionality the same with just different flavor text dependent on the monster class
But i mean they can do that. If they couldnt there wouldnt be any glamours at all, and model building is easier if the assets are already present in the game in enemy form
And im certainly still hoping myself that more egia glamours release garrang it.
Which they certainly can do.
Will do is a different thing, thus my use of the word hope. Its probs unlikely they will put that much effort and work forward. But i hope they do.
I'm not sure a whip is that much of a "ranged" weapon, in reality. Crossbow could work for a hunter / beastmaster.
While Machinist has a gun, a proper rifle job is not out of the question, either some heavy rifle, or some sniper job. I was playing Xenoblade Chronicles lately, seeing how a character is a healer with a heavy rifle that sometimes dashes into melee to hit enemies with the rifle grip. It can be made quite separate than a MCH gun.
I mean, they made books into weapons for ACN/SCH/SMN, they can do whatever they want in that respect. Could be a slingshot, could be a very long pole with a rusty spoon taped at the end of it; they can be quite creative.
Whips have been regarded as ranged weapons in the past by way of working from the back row. You could easily have them reach any range. That's kinda the point of them, they can be very long, hit things further away, but coil up small. If you can get a clear shot with a bullet/arrow/chakram why not a whip?
I've had this debate before, but I seriously doubt we'll get another DPS job that uses any kind of gun.
Not only does MCH's ranged of weapons and machines pretty much cover every type of gun already, but there's nothing else unique they can add to guns to build an entire job around. Jobs are more than just their weapon.
Possibly Chemist as a healer could use a gun or some kind of firearm, but that's about it.
A slingshot would be... odd. They'd have to make it pretty big to be able to make various unique models of it. But it would be unique I'll give you that.
Any kind of polearm would be less 'ranged' than a Whip, so...
I still stand by if you can point at it in FF and it’s not covered by Machinist it’s fair game. Which leaves quite a lot, guns and otherwise, as an open option for a ranged DPS. It’s not the largest field, but I would say it’s in a better position than another melee DPS or Tank.
I'm certain one will be a healer. What that is, nobody knows. Might even just be 1 job.
Personally I'd love a melee healer with a hammer and a ranged physical DPS that uses STR and DRG armor.. Maybe tossing javelins.
But I'm certain neither of those will come to pass.
We know that 6.0 Trailer is currently in the works now so the Jobs are most likely already finalized but there has been a sword job theme that has slowly risen through time in Fantasy style games being the Illusionary or Shockwave Range sword slash user jobs.
It has always interested me because it takes a potential melee weapon for most games and apply a range combat ability for it.
Current each type of melee job has a 1 or 2 skills that use this concept but none actually focus on the actually potential.
Red Mage has only recently gotten its first sword illusion Range slash attack to act as a off-skill when players don't want to spend their energy on the Red Mage Melee Combo called Reprise. This does open Red Mage up to have a pure range sword combo attack following Reprise but there is a chance they may not expand into this option so it can keep Red Mage melee combo as the focus for the energy system it has.
In a sense they could even apply this to Mystic Knight/Spellblade/etc whatever it is called due to having multiple names in the FF series if they don't take the Tank route or Melee Mage route Mystic Knight is often known for in other FF games but instead take the Physical Range route new to the Job's concept. Thus introducing a Physical Range attack with sword illusion slash as the main focus while having the Spellblade attacks as the off-combo magical attacks such as Firaga Blade, Blizzara Blade, and etc Blade.
In what universe is this even remotely true? You could argue that parties are expected to have at least 2 ranged to go along with two tanks and two healers but there is absolutely nothing about ex/savage that requires or even encourages the use of two melee. Double melee is not even that prevalent in raids especially these days when SMN and BLM make an awesome double caster pair.
I can see Chemist coming in as a possible healer in the next expansion. The jobs I would like are:
Green Mage / Geomancer = Healer
Bo Staff user = Melee DPS
Chemist = Physical Ranged DPS (Let's mix some explosive concoctions :P )
Arithmetician = Magical Ranged DPS (Could be interesting)
Look at how mechanics are divided up in many of those fights. Often there often are mechanics that have 4 close positions (suitable for the 2 tanks and 2 melee) and 4 far positions (suitable for the 2 healers and 2 ranged).
Double Caster is an anomaly due to how much Summoner and Black Mage both currently outperform the Melee dps. Black Mage ends up being given a melee position so they do not need to move as much.Quote:
Double melee is not even that prevalent in raids especially these days when SMN and BLM make an awesome double caster pair.
my money still on either a whip like weapon, a talisman onmyoji style or a hammer (nero use it as boss in praetorium dungeon and thats waay back in ARR era)
Fights aren't really built around having 2 melee. I think internally the design is that Savage/Extremes are doable within having any combination of 2, 1, 1 as far as DPS rolls. It just works out that mechanics allow for the double melee or "fake" melee spot because otherwise it'd ruin someone. Let's be fair even considering that mechanics still often ruins melee where its a mild inconvenience at worst for a caster or phys ranged.