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  1. #1
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,489
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    A lot of players already discussed viable ways a gun-wielding healer (Chemist) could function in FFXIV, back to before the game even went live. It's not terribly unlikely or infeasible, just that I think many players will get angry if the gun class finally gets released with only a healer job branching from it.

    This is why I am actually more curious when the developers will follow through with their plans for each class to have a 2nd job. I actually also found it a bit strange that Rogue released with just Ninja and no 2nd job the way Arcanist did (okay, not "strange" but I was disappointed). Obviously not until after an expansion and possible level cap increase where jobs can get more abilities to set them apart.

    Quote Originally Posted by Kuwagami View Post
    However, on a more recent interview (can't find the link, will update if I find it again, maybe it was in the live letter at E3), Yoshida announced that the gunner class would be a support, the very first support class in the game and that by that time there would be more supports coming.
    I would appreciate anything you find. I kind of wonder what happens to low-man (4 people) content when you throw a pure-support slot into the mix.
    (0)

  2. #2
    Player
    Kuwagami's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    4,330
    Character
    Kuwagami Tarynke
    World
    Cerberus
    Main Class
    Red Mage Lv 78
    Quote Originally Posted by Cidel View Post
    This is why I am actually more curious when the developers will follow through with their plans for each class to have a 2nd job. I actually also found it a bit strange that Rogue released with just Ninja and no 2nd job the way Arcanist did (okay, not "strange" but I was disappointed). Obviously not until after an expansion and possible level cap increase where jobs can get more abilities to set them apart.
    explained here

    Still unable to find the part about the gunner class though >< Still searching.

    Support though would be possible if the team goes to 5 men (raid being either 9 or 10), with a few tweaks to adapt previous content
    (0)

  3. #3
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Kuwagami View Post
    explained here

    Still unable to find the part about the gunner class though >< Still searching.

    Support though would be possible if the team goes to 5 men (raid being either 9 or 10), with a few tweaks to adapt previous content
    I'm not understanding why they would want to make DPS queues even worse than they currently are. Depending on what they equate to "support" you'd also have the lack of "appeal => small number of players" issue, which in turn would basically hold parties and raids hostage to the whims of "support". Again. It's disappointing to see that SE has not learned from the messes in FFXI.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  4. #4
    Player
    Kuwagami's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    4,330
    Character
    Kuwagami Tarynke
    World
    Cerberus
    Main Class
    Red Mage Lv 78
    Quote Originally Posted by Duelle View Post
    I'm not understanding why they would want to make DPS queues even worse than they currently are. Depending on what they equate to "support" you'd also have the lack of "appeal => small number of players" issue, which in turn would basically hold parties and raids hostage to the whims of "support". Again. It's disappointing to see that SE has not learned from the messes in FFXI.
    DPS queues won't be worse if they add DPS classes, the same way that tanks or healers won't magically flow if they add more tank & healer classes. It may be the case for like a few weeks, and then all is back to the pre-adding state. Also, having support classes won't be worse than having tanks imo. still waiting for ages to get them in.
    (1)

  5. #5
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Kuwagami View Post
    DPS queues won't be worse if they add DPS classes, the same way that tanks or healers won't magically flow if they add more tank & healer classes. It may be the case for like a few weeks, and then all is back to the pre-adding state. Also, having support classes won't be worse than having tanks imo. still waiting for ages to get them in.
    They'd be messing with population spread between 3 roles to 4 roles, on top of that the fact that "support" in general is less-populated due to lack of appeal. That delays groups on two fronts. Firstly because those "support" jobs are taking up spots that could be given to DPS, and secondly because if few people want to play "support" you have groups lacking a role.

    Tanking and healing have always had greater appeal than "support" because the two aforementioned roles have more going on than spam buffs/debuffs. You can rope people in using aesthetics or class concept but then you'd have a considerable burnout rate. As I said, it's easy to see the problems this sort of thing causes (also hence why in the last decade "support" was phased out in favor of giving "support" aspects to tanks, heals and DPS). We have a combat model that works, so why try to reinvent the wheel?
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)