Basically come up with a job that never been before in FF yet, something fresh.
Printable View
Basically come up with a job that never been before in FF yet, something fresh.
I just want a new dual wield class using single handed axes...
Okay I will try so bare with me
------------------------ Hexer ---------
As a healer
Job would wield a voodoo doll or a plushy
Abilitys for attack would be like
Hex mark: on target
then stab doll to do damage to the thing,
For healing and support you place hex marks on players of your team to heal them with the doll
Ultimate ability could be Neitherstorm or Witchs howl that drains life from all enemys around and feeds it to players
An actual caster, please. Not borderline physical ranged like SMN, not part melee like RDM. Just a caster that hardcasts please. It could be Geomancer, Puppetmaster, Venomancer/Warlock/Green Mage/Whatever, so long as it's an actual caster.
i just want a new gathering class that deals in animal drops, i do not want to spend all day killing a million gaja just to get 2 hides or killing a million ornery karakul just to get 5 fleece
oh i was suppose to say something i wa nt not make one up lol ops
Well seeing npcs say seven hells and all that...
the void doesnt really sound like hell to me so
I want a class whos powers come from hell or death
Blitz baller, or geomancer
Garlean Gunblader. Gaius' fighting style, but with dual gunblades. Varro couldn't even replicate Gaius' fighting style with the Emerald Weapon properly without giving it several extra arms. So I can imagine the WoL being able to do it with at least two garlean gunblades.
I want something that uses the scouting armour, but I want it to be more spy themed. I realize that Ninja already has those elements, but I want something that's more western?
It's so hard to think of something that is more than just a rogue, but isn't quite a ninja that would also at the same time fit in well in the FF universe. Ninja really already has such a heavy grip on the spy/assassin themes. The one idea I do have is more of a magical spy, but I don't know how that'd work since SE is trying to homogenize the classes.
Originally, I wanted Geomancer, or Chemist as a Healer, because we really needed a New healer.
But now that we have one:Sage...IDK
Im kind of Happy. I think we should be done with making any new jobs, and just focus on BALANCE.
Id take that over another new Job
Golemancer. Its a class that exists only in the lore. It comes from Ancient Ampador. They imbued their beautifully sculpted soul kin with light magick and set them up as guardians all over Ancient Ampador. Those same golems were used to counter Mcach's Voidsent and were able to successfully induce a stalemate with them for a time thanks to that and their newly formed White Magicks.
You guys remember the Sin Eaters from the First and those that were slowly turning into Sin Eaters, including the WoL, right?
Well, like how Reapers use voidsent to give themselves a new form of power, what if whatever Sin Eater light that remains bound to the WoL's aether was used to temporarily give life to their own set of golems based off of the Light Warden bosses from the First?
Basically, we would create our own Sin Eater Golems based off the Light Wardens to do our bidding.
Well, that's as far as this idea has gone in my head so far. xD
Merchant, uses scales. Use the power of wealth and commerce to buff your allies, and to attack and debuff your enemies.
I've said this before.., and seeingbhow the OP originally alluded to something new, not something old..,
Dynamis Leaning/Based Classes..,
<Likely very light Armored jobs, if any armor at all due to enhancing themselves, or their forms with Dynamis. if cloth was "armor", then ____ is "cloth">
Caster:Space based attacks, or Transparent/Hued ranged attacks.
<Since the main casters dealt with Pull/Rescue, Aetherial Manipulation(BLM) and RDMs melee gapcloser.>
One that pulls enemies closer(not as BLU), Or concentrates them, with Hardcasts that lead into ogcd dodges.., kinda like a Healer Slidecast openness with movement that allows avoidance per the hardcasts(like Dualcast, but benefiting other aspects, not casting time related)
[just a potential idea, as a new caster doesn't have to fall into this idea of a Hardcasting Job, with a low recast that allows for movement and ogcds like healers..,]
Dynamis enhanced "Scouting" Armored Class..,: a class/job melee with the intent of weakening mobs/debuff/dot/cc, within melee range, With variable dynamis modes, like armoring with it/damage increase.
Can't say if a Dynamis Ranged could work in a logically illogical way.., but if needs be a Healer like Chemist could work.[but I doubt it's chances as ALC issues, but a Phys Ranged Support makes sense. specially I'd their Ranged tool is largely grenade/pot/Syringe Launcher-gun. but to each their imagination.]
Healer could have a Hint of dynamis, but it'd need make sense how it's largely healing.., Unless Hybrid Healers return, with AST/Dynamis Healer being Hybrid/Mixed healers again.
Offering a good regen of sorts, be they party/solo buffs[doesn't have to be health], or generating shields[that build in strength, that then expire into a heal.., otherwise if hit, block as much as they have strengthened/stacked overtime. prepreshield?]
[can't bother thinking beyond what I imagine classes to divide.., Like 4 tanks that don't have differences between Sustain/Dmg. or Healers going back to three types. allowing for future variability/less same-ishness. 2maim/strike/Scout, 4 PhysRanged Support/Selfish?. 3 Casters with their twist of gap/CC closers, and SMN the odd one out with their unique movement shifts and lack of hardcasting.]
I just want mystic knight, a melee caster that does damage through elemental spells they cast on their weapons. Could have cast bars for big fast combos or some massive explosive single attacks, I don't know, it could be amazing though. In FFV they use regular swords but could be a dual wield class too, as long as the core idea is maintained.
I want an actual ranger/hunter/sniper job. Take bow from bard and let it use a harp weapon. Gosh this is one of the biggest annoyances I have with the job variety right now. Bowless bard could even be moved to scouting armor.
Other than that, I want stuff that this game likely can't handle, or the devs supposedly can't think of creative ways to implement.
Beastmaster (pet job)
DoT job (not summoner, I LIKE the design of new summoner, it just needs to be fleshed out to actually feel like a max level job at max level)
A healer that actually heals by DPSing (kardia does not count, kardia is literally just a focused fairy)
From there, I just want less homegenizing. I want healers to actually feel different from each other. I don't want to feel like a WHM with carpal tunnel when I play AST, I don't want to feel like a less clunky but weaker SCH when I play SGE.
It'd be pretty sweet if we got a melee caster to shake things up. A class that uses Runeblades preferably.
We'd basically be able to pool from a few or several different elements depending on how it's designed.
Real Bard as a healer or support based caster dps with harps as main weapon, keep the DoT focus but let a Ranger job have the archery proc system. Maybe in my dreams lol
As a real one though I want to see Geomancer. It’s been teased in Astrologian sidequests, but then they pull the lame-ass ‘oh it’s just Astrologian with a different name lol not a REAL job’. Seems pretty disrespectful to people who enjoyed previous FF iterations of the class lol. ‘Remember this cool job that used to exist? Here’s why you can literally never have it!’…wow, thanks Yoshi lol. Instead we’ll get a gamut of ffxiv-exclusive-edgy-dark-void jobs like Reaper for the rest of the game’s lifespan since he’s ‘not adding any more classic ff jobs to XIV’. Which leaves the option as making a weird ‘ffxiv style’ iteration of Geomancer that takes the name and nothing else lol. Perhaps merge it with another class it never should’ve been merged with. Cannoneer Geomancer? Mystic Knight Geomancer? Bleh
I want Geomancer to use bells as a weapon and some kind of terrain based effects. Let me put down some bubbles that buff allies, debuff enemies, hurt them, w/e. Different bubbles could correspond to different terrain effects for damage output. Also I want to hit the enemy over the head with a bell lol
Honestly at this point something different than what we have. I know it's vague, but every job is so homogenized we need something to shake up the monotony of it all. I guarantee you we will get a job that has to maintain a buff or bufs and fill a bar or bars. We need something different desperately.
Actually, the talk of shamans got me thinking, D&D shamans are more spirit based than elemental based like WoW shamans, which is more akin to Guild Wars ritualists, which is one of my favorite classes of an online game I've ever come across (mesmer too, but I know mesmer would NOT have a life in 14 because Square is very anti-anything that goes against 2 min burst window).
I know this game can't handle pets very well, but I wonder how well it'd be able to handle something like a ritualist. The ritualist summons stationary spirits that have an affect on an area. Some of them attack or heal a target over and over, others cause a passive effect while they're active, others cause an effect when they die/expire. The AI doesn't have to worry about moving and casting.
The rub would be would the ritualist job be a healer or dps or """support""" (like bard and dancer), because in Guild Wars it can do either very well.
https://wiki.guildwars.com/wiki/Ritualist
https://wiki.guildwars.com/wiki/List...tualist_skills
In a way, this could be an answer for both the necromancer and pet jobs that various people want.
Chemist (Or Salve-Maker), as a non-magic based healer. There even exists a basic healing skill for them, that's exclusively used by NPCs mostly in instanced duties called Aqua Vitae. And we've received two instances of tease for such... One with the little Miqo'te girl in the First and the Ameliance custom deliveries...
And also a ranged tank using a Gunshield. Take a combination of some skills from Rhitahtyn from Cape Westwind and the lvl 89 dungeon and Varis from Memoria Misera for a base skillset.
beastmaster from ff11. in CLL the final boss, Leon, is a beastmaster. he has a one handed axe and a shield. that would be cool!
The producer mentioned visiting Vana'diel.
Boom.....tons of new jobs, content, SE gets to finally kill XI and a FFXI remake in one swoop.
FF is known to reuse and recycle........That would be the ultimate Final Fantasy reused asset cheese. I aint complaining.....
The problem is that FFXI and FFXIV are not just two different games, but two different genres of games with different mechanics and systems. I'd love an FFXI remake myself but if it's in FFXIV then I don't expect it to be the same as the original in any way. Eureka is the closest thing to FFXI in FFXIV and in reality, it's not really close in any terms. Just NMs and xp loss upon death.
The problem I see from the suggestions that we take the Bard out of the Archer and make an Archer-specific class is that you're just making 2 uninteresting classes.
As much as I've always thought the concept of Barcher was confused, a bow-themed class that is just based in archery has nothing else to do except "bow harder", which the bard class already does in addition to its core song mechanic. What would a class that only revolves around the bow add to make up for losing a chunk of its mechanics that would be fun to do or be thematically/mechanically/visually interesting?
At least they gave Machinist the tools from FFVI so you're doing more than "shoot gun, but different this time".
As of now, Ninja is the only job that doesn't share its gear with anyone so if they feel that they need to, I'd like a Scouting job and for the devs to spend more of their time balancing out what we have now, fixing the problems, and making things more interesting and that's harder if they add more jobs every time.
Though I don't know what else could be a dex-based melee that doesn't use knives.
I disagree that is an actual issue, since it can apply to literally any class really.
‘What does Warrior do over Marauder do but axe more angrily’
‘What else can White Mages do except conjure harder’
‘What else can Thaumaturge do but cast harder’ (that’s literally the only distinction between Thaumaturge and Black Mage from a gameplay perspective there are no other additions)
Etc lol.
A ‘Hunter/Archer’ style job would have plenty of options to draw from in and out of ff lore. Animal companions like FFV, a more d&d style ‘nature warden’ style, traps and snares which again is a more ‘archetypal’ Hunter thing.
I think it’s pretty unfair to just throw away Bard as a ‘uninteresting class’. To you and Yoshi-P, sure. But there are clearly of people who enjoy support oriented classes, and the whole ‘musical Mage’ style it has is more than enough to base an identity around. I mean, it worked in FFXI and nobody complained there that all it did was sing lol. By this logic no job should ever exist unless it’s a hybrid of two pre-existing ones.
I’m not saying this as if it’s a thing that will ever actually happen though. Fact is it’s flat out too much work for them to handle separating the two into different classes, so we’re stuck with what we have whether we like it or not lol
Painter / artist - paintbrush or pencil and eraser, attacks either drain color from target or covers in crazy vibrant hues. Decent summons that is either a marble golem or a pencil sketched version of targeted mob, cant zone. Bonus points if character looks smug and self important, but nobody else clearly sees what they are expressing.
crazy suggestion: a dps with a sword, an old scool one.
combo it with magic on the left hand or whatever but this always felt like a void to be filled for me
two one-handed axes
another hard casting mage with like 'normal' casttimes xD
physical weapons in combination with magic always feels intruiging to me... old scool magic, not ninja xD
I want to see them to actually remove some of the current jobs from FFXIV, and it even makes good sense...
For trade in... more diversity to the remaining jobs than what we got now more time invested in developing some of these old jobs... pretty much any job has a copy job or basically is the same, but a few that is actually unique.
Something from the MMO, Dofus.
Treasure Hunter
Enutrofs are treasure hunters who are completely smitten with gil, and who can run like chocobos at the sight of a vault of treasure. They're experts at slowing their enemies down; they can also bore them to tears - just before beating them over the head with a shovel when the time comes!
What worked in FFXI won’t necessarily also work in FFXIV. The gameplay is completely different.
The other thing that makes me think you might not be played FFXI is that everyone played a hybrid job. You had a subjob that gave you (as long as you had it leveled) all of the abilities of another job at half your main job’s level, minus the 2hr abilities. Back when I played, most Rangers would sub Thief, which gave much more impactful abilities than Ranger had on its own. Though I’m sure much has changed since 2008.
My whole point is that Archer/Ranger/Hunter type classes don’t typically get much in the way of varied abilities like other jobs do. It’s just “more powerful arrow”, “more accurate arrow”, or “more arrows”. At least Black Mage has spells of different elements and stance-changes. Some games throw in a pet, which judging from what happened to SMN, SCH, and MCH pets, won’t happen ever again unless for a limited job.
Bard was treasured in FFXI because it gave a lot of buffs, but it was rarer since it didn’t have much going for it except “put song on melees”, “run to mages and put song on them”, and “put song on everyone when we’re kneeling in between fights”. That type of gameplay won’t work at all in FFXIV where everything is faster paced and everyone is more mobile.
Even back then I don’t remember many people flocking to play it though everyone wanted one in their group. I ceased to really see Bards anymore at lower level content when Corsair came out and did much of the same thing except the mechanic was more fun for the mindless grind and it could also shoot guns.
Like I said before, I found Barcher confusing when it first came out, but I can see why they did it. In the gameplay they were going for, neither really stands out on its own.