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  1. #41
    Player
    Nihonnick's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    126
    Character
    Aria Meliora
    World
    Kujata
    Main Class
    Astrologian Lv 90
    New jobs nee new classes. Tired of the same weapons for to many things.
    Need Guns, Daggers, Katana, Great Katana, Scythes, Great Swords, Hand Axe, Rapier, etc etc.

    Variety in Weapons is more important then simply adding more jobs using the same rehashed skills with a 5 extra thrown in.

    Also like to see more classes like Archanist, where a melee became a Healer.
    (0)

  2. #42
    Player
    Lucke's Avatar
    Join Date
    Nov 2012
    Posts
    1,661
    Character
    Lucke Arrayo
    World
    Hyperion
    Main Class
    Gunbreaker Lv 80
    Since Yoshi said Musketeer will be one of (if not) the first new classes, I would assume that Corsair and Ranger will be the jobs that branch off that.

    For unconfirmed jobs, I'd like:
    Ninja - Dual Wield
    PUP - another pet class
    Berserker - Tank
    Geomancer - Enhanced spells based on location (Blizzard spells are stronger in Coerthas. Earth/Fire spells stronger in Thanalan, Wind/Water stronger in La Noscea)
    Necromancer - Could branch off THM and really matches the story.
    Medic - a DPS Healer hybrid (can branch off LNC since lore states that LNC go through at least SOME CNJ training), least healing capability of the 3 healers but has the best survivability and does more DPS than SCH/WHM.
    (0)

  3. #43
    Player
    Lord_Zlatan's Avatar
    Join Date
    Oct 2013
    Location
    Ul' Dah
    Posts
    1,188
    Character
    Zlatan Tarrant
    World
    Famfrit
    Main Class
    Red Mage Lv 70
    Quote Originally Posted by Lucke View Post
    Geomancer - Enhanced spells based on location (Blizzard spells are stronger in Coerthas. Earth/Fire spells stronger in Thanalan, Wind/Water stronger in La Noscea)
    you can go a bit further with this. The geomancer gets abilities that only work on certain terrain (grass, sand, rock, etc.) The effects of which cannot be resisted (mostly). This can actually make positioning for fights (dungeons esp) more important. rather than having the tank just roll up and face them away, you need to make sure that if you want them slowed, you have them standing on rock (for example). You want group haste? Cant cast until we all get in the water. It can be annoying as hell sometimes (remember FFT?) but the effects can be dominant (risk/reward).

    Id also like to see a boss fight where you need to constantly kite it onto different terrain so the GEO can keep adding debuffs to it.
    (1)

  4. #44
    Player
    Aicasia's Avatar
    Join Date
    Aug 2013
    Posts
    148
    Character
    Aicasia Corazon
    World
    Ultros
    Main Class
    Pugilist Lv 50
    Dancer, though I'm afraid to see it in this game.

    Basically what I'm saying is I don't trust them.
    (0)

  5. #45
    Player
    Scorpius's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    95
    Character
    Rioc O'donnaile
    World
    Tonberry
    Main Class
    Archer Lv 60
    I want Sam (miss my Sam from XI), Nin or Beastmaster.
    Muskateer would be interesting.

    One thing tho.. Why is everyone under the impression that new jobs must stem from current classes?

    I don't see why new classes cant be introduced, and jobs stemming from them..

    An example could be (roughly): Sam class introduced, Ninja and/or Ronin stemms from that.
    Hunter introduced, Beastmaster stems from that...
    Something along those lines.
    Muskateer could be a new class with new jobs branching from it..

    just my 2c...
    (0)

  6. #46
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Aicasia View Post
    Dancer, though I'm afraid to see it in this game.

    Basically what I'm saying is I don't trust them.
    Mm. I watch this and then remember that we're only allowed 27 skills, many of which are dull passives and all of them built in the same system (2 of this type attack, 2 AoE heals, or a DoT/buff combo and a main combo) as the other jobs within the role.

    That's not to say that I'm especially impressed by the ability to stand around casting from an enormous list of spells, trading blows, but I'm not sure the ease of balacing of abilities in the current setup was worth the loss of the larger number of abilities, and the feeling of having personal favorites among them (assuming the others aren't pushed out of the class thereafter due to huge imbalance). That said, that minimalization does at least fit our... minimal world, I guess.

    For me the larger combat problems haven't changed across XI or especially XIV 1.0-1.23. The AI is commonly bland, and there are few underlying systems. You somehow can't interrupt enemies by dropping a 60-ton meteor on them unless it is specifically a stun ability, you can't confuse enemies by dodging behind them, quickly trading off threat, etc, nor beat them into an angry stupor them without a Berserk spell. You can't soak an enemy in water for extra lightning effectiveness. And in FFXIV you can't even break from combo enough to coordinate multi-enemy attacks (Disembowel on the Bard's target, separate from DRG's main target, without spending the extra 5 seconds), nor is there really any reason to do them. You either single-target, or you AoE. There are shades of strategy because there are only three statuses the game really uses: alive, offensively debuffed (marked for dying), and dead.
    (0)

  7. #47
    Player
    Tyro's Avatar
    Join Date
    Jul 2011
    Posts
    85
    Character
    Tyro Liadon
    World
    Sargatanas
    Main Class
    Thaumaturge Lv 50
    Ninja and Darknight are possible fresh additions after Musketeer. Almost all gear can be shared among 2 jobs. WHM and SCH share "of healing", BLM and SMN share "of casting", WAR and PLD share "heavy" and "of fending". DRG, MNK and BRD have nothing to share with. Probably DRK, NIN and MSK will share equipment with those respectively.
    (0)

  8. #48
    Player
    Lucke's Avatar
    Join Date
    Nov 2012
    Posts
    1,661
    Character
    Lucke Arrayo
    World
    Hyperion
    Main Class
    Gunbreaker Lv 80
    DRK "could" be a tank too.
    (0)

  9. #49
    Player
    NefGP's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    632
    Character
    Dante Goldenpaws
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Mettaur View Post
    Well I would eventually want all the jobs in FFXI to return. Aside from those I would like Viking!
    As much as I'd like that the armory system won't let it happen. Both SMN & SCH are utter crap compared to their XI counterparts, and BLU simply just will not work since it's traditionally a sword user and so unless they added a new sword type would go off GLA's skills and then what....3, maybe 4 spells given from job quests instead of learning magic from enemies? That's exciting... (Same goes for RDM).

    THF won't be much good in terms of loot, but could still be handy for hate management and could share a base class with DNC.

    PUP might work if they add a sub-section to the armory chest for the automaton. BST would have to be entirely jug-pet based which kinda sucks since regular mobs are complete trash and being able to charm dungeon/raid enemies would just be ridiculously OP.

    NIN should be OK if it uses MP rather than tools though I have no idea what the base class would be. Not too sure about SAM either, since we don't have skillchains in this game and MNK already has the whole combo theme going on, plus they gave Meditate to LNC (unless they made SAM LNC's second job)

    I don't see too many issues with COR other than Quickdraw. Then again, BRD is utterly gimp as a support class in this and is yet another example of half-arsed design/job confusion.

    DRK could be OK if they base it off MRD but make it much more offensive based. They really should have saved ACN's spells for that job though, would make loads more sense (again though, unless they built a new class around it it wouldn't have the same style it did in XI using melee & magic)


    Anyhoo you ppl get the point... armory system blows for creativity and should have just been scrapped for a more traditional job system (or at least kept it the way it was in 1.0) and just let us change jobs on the fly using the soul crystals instead of weapons; at least that way we could actually use more than 1 weapon type on each job.
    (0)

  10. #50
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by NefGP View Post
    <snip>
    While I agree with much of this, I don't think any of this points at a flaw in the armory system itself, but simply its execution.

    (I also have to disagree with Bard being half-assed. Its songs are still highly useful, and the cost of damage (which means we do need to have some actual damage capabilities to diminish) makes support an actual choice rather than a passive that one must repeatedly cast.)

    The main things that seem problematic to me are simply what the developers think a game ought to include, or, better put for ARR, to be confined to. We can't learn abilities from the open world or from mixing old abilities or from items or side-quests, because... that might be imbalanced O.o. And then that might be harder to deal with. And it would suggest a need for an actual, intriguing world in an MMO, which they have avoided. It would likely also require that our enemies have AI beyond the occasional encounter script and ability make-up. Can't have that. ["Hate management"? What hate management is there for Thief to aid? Without a Monk or QS-less BLM on the boss, I can just auto-attack for half an encounter and hold threat as a tank. We can't exactly redirect special abilities either, moving healer-only shots onto Manawall-ed BLMs.]

    The "armory system" as it is is crap, but the idea that I could pick up a sword and start learning how to use it, and that their would be pieces of learning that I could cross-over into other classes, each weapon and uses befitting it giving opportunities to learn more, is kinda... awesome. Sadly, it's only moved further and further from that concept over the course of the game's development.
    (0)

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