I'm curious to know what everyone's perfect job would be, whether it's a specific mechanic or aesthetic or a current job altered in some way, ignoring any preconceptions of what a job should or should not be (balance aside). What's yours?
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I'm curious to know what everyone's perfect job would be, whether it's a specific mechanic or aesthetic or a current job altered in some way, ignoring any preconceptions of what a job should or should not be (balance aside). What's yours?
this thread won't get noticed much here, i advise putting it in general or the individual roles
also might I suggest providing an example
Hmm... I mean, crazy super out there things? I'd like some sort of barrier mage tank, preferably called Sage as that seems like something that would feel kind of fitting and be neat to explore. Alternatively a more proper Summoner (call it Evoker/Illusionist/whatever), and the idea I have for that is basically summoning little stationary elemental sprites which you then fuse to create a burst summon. It's kind of based off of WoW Shaman Totems way back when mixed with Melia from Xenoblade in terms of where my rough headspace was.
Well my first answer is "blue mage, using monster skills balanced for group play", but the devs seem to both actively hate and punish you for ever liking that.
I'd love to see some of the more wild stuff like chocobo knight as a real-boy class (dont freak out folks, it's just animation-based with your FC chocobo, not some crazy new mounted combat mechanic across the board), could rock maiming gear so DRG finally has some competition. perhaps with charging attacks that reposition you or put you on the opposite side of the mob--charging through the monster, flank to flank/rear to front depending where you start, center of those positions, or perhaps just executing a line attack to a position you mark/place like an AoE skill for ease of coding/positioning--with chocobo magics for utility (choco cure, barrier, etc) or AoE/finishers (choco fire, meteor)
Mime/Mimic could be a fun limited job: pick and choose actions (but not traits!) from any and every combat job to build-your-own class--specifically designed for unsynched/solo content, rather than BLU's wishy-washy "we say it's for field content but in practice it's duty/trial content with no matchmaking allowed".
Eh, doing Blue Mage that way would be... not really super feasible. It isn't just about balance of the skills themselves (they're a huge hodgepodge so it would be a lot of work to actually create something resembling a normal job) but about how acquisition of the skills isn't reliable either. While I think they could just toss the job into Duty Finder as is it would cause a lot of problems.
I'd definitely like to see them do more with Maiming Gear though, it's kind of weird that Dragoons are the only ones who use it. But given Ninja and Scouting Gear it's just kind of the norm with Melee DPS to have things kind of oddly split up that way.
Gunner, already had my wish but they took away my bullets!!!
acquisition could just as easily be tied to job quests (like literally everyone else), or make more use of BLU's already implemented "you must have X, Y and Z actions learned to do the next job quest" mechanic to enforce whatever 'mandatory' skills are required by level, or even have it as a check for the duty finder like with level, ilevel (and probably job crystal, c'mon people), etc. something, ANYTHING would be better than the current design of "i hope you have 3/7/23 people at gunpoint, or half your kit is barred to you forever--please feel free to kill yourself in any of the fire/physical/healing flavors we have given you, and enjoy the... extra weekly tomestones and nothing else". Skill-wise, a lot of the hodgepodge currently comes from the class using the removed-two-expansions-ago element system (which is why we have eight flavors of "220 potency cone aoe") and assortment of apply-three-times-and-they're-gone-forever status effects (if the enemy wasn't completely immune in the first place, making that a waste of hotbar space). The majority of them could be pared down or chosen from more iconic skills in ff14 (not everything needs to be historically accurate to the wider series, make them EORZEAN blue mages) and made more unique individually rather than the wide-but-shallow approach right now. it would also be incredibly easy to rationalize in the class' lore as "BLU's use monster aether, but as a human being there are sometimes unexpected side-effects(such as not applying vuln stacks/broken status/DoT every time an enemy is hit with it, or why it's potency is weaker/stronger than the base creature's)"
I'll stop ranting now.
and to be fair, me and friends were assuming DNC would get scouting gear so things were more evenly distributed back in ShB's announcement of it, but here we are.
If you tied it to job quests and levels then you're breaking a part of what makes Blue Mage what it is. And if the abilities are not legitimate enemy abilities (even the totems are pushing it to me) then it's also a big issue, which means completely reworking them from what enemies use isn't fitting the job either. So far the answers people have either hit balance really hard (just toss Blue Mages into there without changing things, maybe add some restrictions in terms of what they can use) or result in losing what makes the job what it is (that it uses legitimate monster magic).
And I really don't get why Ninja got its own special fancy armor category either. Personally feel they should rebalance the armor categories, but given how they make armor by piecemeal and such it's kind of irrelevant. Healer and Caster after all share armor just with recolors pretty often, same goes for Scouting and Aiming. I guess it matters for the sake of loot distribution, but I don't see any way to fit it when Melee DPS uses three different categories while the other four roles are all unified in the same armor.
Blue already breaks that stuff itself, the spells we currently learn as blu function differently to the spells that the actual monsters cast (see chirp for example or devour, there a fair few that are different). Blu is the most flexible job in the final fantasy franchise, and has had vastly different identities depending on which game it is in, wether that means learning spells from items and not monsters like ff8, or using cats and catfood to cast the magic like in bravely second, or eating monsters to gain skills like in ff9. There is many ways that it could have been done in ffxiv, the problem was they were too tunnel visioned into how it was in FFXI. Much like how there is a different blu identity for most games its in, ffxiv blu could have had its own identity and learning technique as well, and it would be just as consistent as long as the skills used were monster abilities, and it could have been a regular job. They've made it into it own side content now, and if they actually add something fun to do on it then that'll be great, but hiding behind lore and identity is a flimsy shield when it doesnt hold up to any sort of scruitiny.
Who knows what the future will bring for BLU, I for one hope we get a best of both worlds approach with an "endgame blu" and a "limited blu" so both sides are happy, however who know, all I do know is they'll have to do something to engage people, if current morbol mount aquisition rates are anything to go by, only 0.01% of the playerbase have engaged with blu, and most of that is from japan, if you go off of cute justice its 5%, but thats a minion you can get without even doing anything on blu except get it to 60 which takes like 20 mins from 50.
If that's what tickles your fancy then so be it, but it doesn't have to be crazy super out there.Quote:
Hmm... I mean, crazy super out there things?
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Well my first answer is "blue mage, using monster skills balanced for group play", but the devs seem to both actively hate and punish you for ever liking that.
Don't care what anyone else thinks here, just what you would most like to see and maybe how you'd go about it. This is an idea thread, go nuts. Seeing some cool stuff so far. :DQuote:
Eh, doing Blue Mage that way would be... not really super feasible.
Yes it could! I was also thinking of a Mime but more on-the-fly copying other people than planning your spells ahead of time. That's a very interesting way to go though, I imagine you could create some crazy combos!Quote:
Mime/Mimic could be a fun limited job: pick and choose actions (but not traits!) from any and every combat job to build-your-own class--specifically designed for unsynched/solo content, rather than BLU's wishy-washy "we say it's for field content but in practice it's duty/trial content with no matchmaking allowed".
Maybe later, will see how this goes. ^^Quote:
this thread won't get noticed much here, i advise putting it in general or the individual roles
also might I suggest providing an example
SCH before SE decided they hated healers. https://images-na.ssl-images-amazon....F7FFL._AC_.jpg
In terms of doing it's job? it's fine. In terms of things to do, it's waaaaaaay more boring and clunky. Fairy is a joke, does almost no healing, have to weave in abilities just to either have a massive delay at best, or have her outright not use them at worst. During the vast amount of downtime you're given as a healer, all you do is spam broil and refresh a single dot once every 30 seconds, once in awhile you may weave in an energy drain. That's the TL;DR version, and not in a big mood to go on a giant rant right now, can contact me on discord if you want to know more
necromancer
Reaver tank...scythe and claw as weapons. The job would gain greater damage after using specific cooldowns(ie torment, gains stacks depending on damage received, which would be dumped by vindication). It would be even better if the job was tied to the void since we haven’t had much from it
I want a Necromancer that is a Hybrid of Melee Combat, Pet Spam Barriers ( Meat Shields) and Healing, so basically a DPS Healer, that protects team members via summoning all kinds of undeads, spirits n demons, and heals the party by dealing constantly damage, or sacrificing their summons to perform blood magic rituals that heal, cure and revive allies.
Which use curses of all sorts to debuff n weaken their enemies over time, while it strengthens their summons, so longer they can feast on cursed targets.
Slicing themself through their victims with their deadly war scythes with the lethal cleaves they can do with then, able to hit multiple targets at once to collect the blood from enemies needed to perform Blood Magic, while reaping the souls of defeated enemies to strenthen und buff themself, to eventually turn themsdlf temporarely into Demons, or inbto Lich Form, where Demon Form gives you shortly a big dps/heal boost, while Lich Form gives you a big defense boost and anbles your shortly to spam control significantly more minions that will help tanking as offtanks as long they r there taking in the damage as meat shields for your team.
An other dream would be as part of fixing the Summoner/Scholar by a big redesign of both of them, the actual real implemention of a Green Mage as DoT DPS Magic Class tht functions also as Buffer/Debuffer, so practically a Magic Support DPS with high focus on DoTs
Time mage as a caster dps focused on dot and channeling . A bit akin to the affliction warlock in wow
TBH, just fine-tuning bard would like be enough for me. But, basically, it's like making job's play-styles less terrible in the long term would just make them all the best jobs for me
It used to exists, it was called Scholar.
(I'm not even exagerrating, to me, it really was almost perfect).
Geomancer but only if it was a DPS.
Mystic Knight (which sadly won''t happen since it fringes on red mage) as its been in the past would also have been good.
So I had two Ideas since I started playing. One was Mystic Knight, and the other is a variable range Job that focuses on close range combat, ((The current observation is a "Reverse Red Mage", but before we had red mage I liked the idea of a class whose positionals relied on how far they were from the target, More later))
So while I was browsing the internet, I was reminded of FF Type Zero, and relevantly the character Seven, who fights with a Whip Sword and has a set of attacks which are elemental strikes with her whip, making her a Mystic Knight ((If I recall, the attacks are rather boring, just coloured energy covering the weapon as she extends it up and brings it down like a long straight sword rather than making use of the whip aspect, but the idea is still good.)) So a Job that uses a whip to fight at Melee+ range with elemental weapon strikes. That sounds cool to me.
Geomancer as a caster.
There have been some wildly good mock ups made and they would be a blast to play.
I'd like to see
Mascot (support Healer) - does cheering like caitsith in 7
Trainer (pet tank class) - the pet is the tank, you give the pet commands and that's how you fight
Chemist - (healer or ranged DPS) - alchemy in combat. Science is fun and explosive
Psychic - (caster DPS) - mind melting is always a fun time.
A melee dps (emphasis on a dps, not a ranged attacker standing close or a tank!) with absolutely no positional requirements whatsoever.
I would love a job that uses a two handed sword and is a dps a bit like dark knight in black desert online. Would also love a job that uses a serpent blade or a whip sword. A time mage like geomancer that also uses earth based spells would be really cool.
A well thought out and designed Martial Arts job.
I'd just love something playable that also uses the maiming gear set
I kinda want a job that’s a pure musical Bard instead of an hybrid that leans too far away from the ‘bard’ parts. I want to smack enemies around with poetry and heal people with a song. Maybe it could be like Harpist? Minstrel? Music Mage? Though I guess that’d be more
of a nightmare job for most lol.
I also think a ‘Psychic’ job would be really cool, one revolving around the players using their minds to manipulate the world around them. Maybe it could tie in with Echo? It would be hard to explain how a ‘Psychic’ job was different from any standard FFXIV mage, since all magic in FFXIV is predicated upon the caster using their mind to manipulate the world around them (by using aether as a catalyst)
Rune Knight that plays like Gabranth from Dissidia. Build gauge to enter EX mode and dual wield with devastating attacks. You also build up your runes while doing your rotation to unleash devastating Quickenings up to a max of lvl.4, i.e. Pyroclasm, Fulminating Darkness, etc. It will also share the same gear as the maiming set.
I'd love to see the musketeer job realized as it's own job
a frontline healer wielding a mace and buckler who builds resources for its ogcd healing with its melee combo while also having a basic ranged nuke it can fire when mechanics force it away from the boss.
A Waterbender
A tank job that has a nice raid buff alignment (which isn't DRK or WAR), doesn't have OGCD hell in its offensive uptime (which isn't GNB), and doesn't feel like I'm failing the rotation the moment any sort of mechanic happens (which isn't PLD).
Maybe a Garlean Tech-Hammer wielder, like the armour Nero has.
I mean other people have heard me go on about it before, but I just want to see a truly unique healer. Someone so far removed from what you'd typically expect that the devs can just go wild.
Shadowbringers homogenized a lot of the healer actions, fine. But I would argue there's still room for each of the healers to have their own "niche" and healing style while still containing the basic tools required for their role, like making WHM a heavy GCD healer for beginners, and AST as the time-bending HoT specialist. It's kinda disheartening to have AST when its main healing style is "I can borrow the gimmicks of the other healers! ... but only one of them per fight, so I'm just here as filler so the Duty Finder doesn't put two barrier healers in one group."
But the same people who complain about that homogenization will then turn around and say "I want to see Time Mage" or "I want to see Chemist", without proposing more than the bare minimums to check the boxes or even suggesting what sets them apart from playing the healers we already have. At best they mention one sub skill for Regen/Adloquium/Aspected Benefic, and then rename the same clone skills every healer has. They propose an aesthetic, but at the same time that they complain about the devs' ability to balance the jobs, they give them carte blanche to pull the rest of the kit out of the aether, which they will inevitably complain about not fitting their unmentioned standards.
One archetype I've mentioned wanting to see as a unique example is a battle healer, someone whose attacks are an important element of their healing style. It doesn't have to be "hit enemy to heal ally" exactly (the imbalance of which, I'm sure, is what turns a lot of people off the idea), but could be as simple as "hit enemy to generate a secondary resource used for oGCD heals", for instance.
In the past I've suggested Necromancer as a possibility for this -- a dark, sacrificial healer who uses Drain spells to attack, stores the excess health gained as a "resource" and sends it off to allies in oGCDs, with Urianger's version of Death as an execution skill. While that title has been a controversial choice for a handful of reasons, I've recently been flipped onto the idea of a (Meracydian) Witch Doctor as a lore-friendly alternative that could use... essentially the exact same framework, aesthetic and skills, really. Leech blood from enemies to pour into potions, for instance, or siphon your own health to power up the next spell you cast for some risk-reward factor. Could be a good way to trim some of the excess from other healers and make room for more thematic tools, like AST's Synastry they never use, which would be a far more useful and multifaceted cooldown in the hands of someone who self-heals on every attack.
Gunner Job, yea we have MCH but every since its rework im starting to loath its unstructured spam fest they call a job.
A Spell-blade Job would be my choice. I'm thinking it would have a caster/melee feel to it, where you swap between different elemental stances. These stances would give access to spells, for the caster side, and change your melee combos to that element. What would be really cool would be to combine multiple elements to add two, three or even four debuffs to an enemy, and would be balanced with needing to skills like NIN does. The amount of cool-looking animations and raid potential with the debuffing. I don't know if the elemental combining thing could work because it would be too similar to NIN, but it could work if they were elemental incantations.
A more streamlined Dragoon. It's a bit heavy on the skills for optimal rotation and would appreciate not having to keep track of so many things over the course of a battle. Other than that, it's my perfect job.
Separating Bard into a pure Archer DPS and a melee short-range buff+DPS class would be cool too.