I've given SE a pass on a lot of things because of the amount of time spent on developing ARR. This is where it was nearing the breaking point for me.
This said, I don't think the whole of ACN (all 18 abilities) need a complete remake. For example, Bio and Bio II could have become HoTs under the effect of the SCH crystal. Bane could have become a way to spread HoTs to other party members. Sacred Soil could have become the "alternate" version of Shadow Flare. When Yoshida talked about SCH being focused on healing over time, that's what I was expecting, not a singular HoT cast via the Fairy and a bunch of shields.
* 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)
That would have left sch with hardly any dps abilities
At this point though, WHM would require Geomancer to strip away nearly all its dps abilities, and all three would likely be scratching their heads wondering why they only have significantly fewer abilities than every other job in the game. ...Would have to nuke AST dps too... And with healer off-role participation being so demolished, tanks would probably use tank stance even more sparingly.
I'm all for making SCH more different from its counterpart, but stripping away SCH dps to make an already high-control healer even better tooled in its healing does not sound like the solution. (Admittedly even the loss of Bio I and Bio II would not 'utterly condemn' SCH dps outside of raid settings, and their further improved control may then make them the dedicated main healer -- but that kind of re-balance would then need to be made on every healer job, not just the dual-job SCH.) It won't change that if you want their to be any variance in damage taken rates there will be downtime during which dedicated healing output is mostly wasted. I like being able to contribute during periods of less intensive healing. I don't like to be a role that essentially exists/acts only two-thirds or less of the time with almost nothing else to offer. I like to be a SCH/WHM/AST, with every tool they have at their disposal, non-healing included. If not dps, then support.
Take all this with a grain of salt though. To be honest, I'd probably have a lot more ideas for how to pull off a uniquely SCH skillset if the ACN skillset and its contribution to SMN didn't already seem to come so far out of left field. What little lore it has (a certain NPC's obsession with tactics, etc.) doesn't actually seem to fit its abilities, and connects only to the vague lore of SCH (especially via Japanese ability names), hardly if at all to SMN. That makes it really hard to form ideas on for me. I know how I would like ARC to split for the most part, given some revisions to how XIV handles job-splitting, but ACN/SCH...
That doesn't make sense.
It's like splitting PLD into 1 job that holds aggro, and 1 job that does dps..
We already have that.
I like the idea, but I think it would be more likely that if SE introduced the "ranger" class, Wanderer's Minuet would probably be renamed and given to it (and taken away from Bard), and the Bard's abilities reworked around that. Bard DPS would then be set to be about the same as a ranger who's not using WM, but bard would have the buff songs. Ranger would then be able to turn on their WM and outdps the Bard, and Bard would have more utility.
Tl;DR: Wanderer's Minuet is here to stay, and I don't think that any ranged class/job will be allowed to do the same dps on the move as other jobs do when not moving ever again, because of balance issues (SE thinks that being forced to move as a ranged DPS should lower your DPS, no exceptions).
--Erim Nelhah
Member of The Cimmerian Aurora <TCA>, Gilgamesh
Level 80 DNC Main
Dancer is a physical hybrid melee/range class, not a true ranged class. I love it.
Not necessarily. ACN happens to be built around DPS, so making the transition to healer would require certain abilities changing to better-fit that role via the SCH crystal. Conversely, CNJ is built as a healing class, so the GEO crystal would likely change Cure, Cure II and Cure III into Water I, II and III. GEO would get Aero III and Stone III, and could be designed around a natural flow between water, air and earth (headcannon would call this the "Geomancer's Parable"). The wrench in the gearworks would be, incidentally, Cleric Stance.
Correct on both accounts. SCH would still have Ruin I/II and Miasma I/II from its parent class. And who's to say the job abilities (remember that Sacred Soil is no longer a lv50 job skill but a skill you'd gain from learning Shadow Flare) wouldn't include maybe 1 DPS skill? Broil would have been a good candidate to replace Sacred Soil as the lv50 quest reward.I'm all for making SCH more different from its counterpart, but stripping away SCH dps to make an already high-control healer even better tooled in its healing does not sound like the solution. (Admittedly even the loss of Bio I and Bio II would not 'utterly condemn' SCH dps outside of raid settings, and their further improved control may then make them the dedicated main healer -- but that kind of re-balance would then need to be made on every healer job, not just the dual-job SCH.)
You still would. Your DPS relative to the DPS would just be less.It won't change that if you want their to be any variance in damage taken rates there will be downtime during which dedicated healing output is mostly wasted. I like being able to contribute during periods of less intensive healing.
The intent is not to kill off SCH DPS, but to reduce it while also making the job crystals bring about a bigger change to gameplay. This way one job crystal becomes a sort of extension to the parent class, while the other changes aspects of the parent class to become its own thing. I admit it's easier to do this with caster jobs than it is to do with melee since you can recycle casting animations. Melee jobs would likely require brand new animations and more.
Not if you were to tie enmity and survivability directly to the tank stance and adjust post-30 scaling to make it required to stay in tank stance to hold the mob and live through its attacks. Note: this would require some ability reshuffling, such as making PLD get Shield Oath at lv30.And with healer off-role participation being so demolished, tanks would probably use tank stance even more sparingly.
Last edited by Duelle; 09-10-2015 at 04:30 PM.
* 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)
You'd have to give a citation on that because the current SCH has no resemblance of HoT Healing (Which was given to WHM again who has emphasis on hp restoration, which breaks down into HoTs). And even then it'd all have to come into place thematically and composition wise (WHM already fills that meta, unless you want them to be the shield oriented healer instead of a job whose lore is centered around planning ahead and military tactics). I'd also take everything that yoshida says with a grain of salt, since not all of them either comes to pass or as we expected (such as MCH ammo usage and the two ranged classes in general).
Lustrate is the level 50 job skill. Shadowflare is a level 50 class skill, sacred soil is a level 45 job skill. This sort of approach would take a lot more work on a job whose already functioning well in the current set up.
You still would. Your DPS relative to the DPS would just be less.
Job crystals in a sense act as the "second half" of the class that it's being added onto in the way they add onto it. Like you said, it'd require changes to the class abilities to make each job crystal more feasible, but if we're going that route, is it necessary to force a job into that soul crystal anyway compared to giving them a new slate to work with? In regards to scholar there's a plethora of redesigning and balancing just to make it work (and in this case, for the sake of doing so since SCHs are pretty well off at the moment)
That'd actually sounds really really boring from a tank perspective outside of a raid environment. Not to mention if the enemies are that strong, then dps/healers would die if they even got breathed on.
The end question is what sort of role do you want the job crystals to be. I see it as something that just adds onto the class to complete it, rather than a "promotion" system of sorts that some MMOs have. Branching would work a lot better if it was done eariler in the levleing process (at say, 15) to diverse the abilities some more, rather than changing existing skills this late into the game.
Last edited by RiceisNice; 09-10-2015 at 10:36 PM.
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It was shortly after SCH was revealed that Yoshida talked about SCH being focused in healing over time over raw/burst healing like WHM.
This aside, I'm not sure why people think that Regen and Medica II's HoT somehow give WHM a monopoly on HoTs. Resto druids put WHM to shame in the HoT department; they were also known for manipulating HoTs by making them stack or detonate into burst heals as needed.
Whoops, got the skills mixed up.Lustrate is the level 50 job skill. Shadowflare is a level 50 class skill, sacred soil is a level 45 job skill. This sort of approach would take a lot more work on a job whose already functioning well in the current set up.
Depends on how well the jobs mesh with the parent class. I wouldn't dream of sticking, say, oracle/mystic on pugilist or conjurer because that'd make no sense. The base classes in-game are somewhat open to second jobs concept-wise (mechanics-wise is another story).Job crystals in a sense act as the "second half" of the class that it's being added onto in the way they add onto it. Like you said, it'd require changes to the class abilities to make each job crystal more feasible, but if we're going that route, is it necessary to force a job into that soul crystal anyway compared to giving them a new slate to work with? In regards to scholar there's a plethora of redesigning and balancing just to make it work (and in this case, for the sake of doing so since SCHs are pretty well off at the moment)
Going back to the topic of the thread, if you had told me ARC was going to split into two jobs three years ago, my first thought would be "one will probably be longbow that stands still and aims, the other will be mobile and use a shortbow". My suggested approach could have worked for ARC by making the BRD crystal add cast times where appropriate and replace Swiftsong and Windbite with appropriately-themed songs/skills. Conversely, Ranger would be an extension of ARC as it was designed in ARR and go from there. Maybe BRD having the benefit of additional range while RNG would have to stand closer to the mob. And thus the crystal helps define the job while also dealing with the sameness that would have otherwise made itself known.
I won't deny it would have required more work and balancing. But class design is such an important part of gameplay that I say it would be worth it.
* 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)
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