samurai, red mage, time mage, Mace wielder, gunblade wielder
I'm sorry but how can the company that created them "fuck [them] up"?
Everyone just keeps going on-and-on about how this job needs to fits their vision because that is how they are suppose to be and blah-de-blah-de-blah but at the end of the day, they are SE's creations, it's SE's choice on what they will be and if they want to add a twist to it so it can be balanced in an MMORPG (not a single-player game), that is their choice, just as it is your choice not to play as that class/job.
Pah this company has several projects. This dev team assigned here however is adhering to their vision, you are simply playing it. This same company is also responsible for excellence in Lieu of BDFF and FF Explorers. Here it's just a mish mash of jaded archaic ideas that likes to take elements from other MMO's. The only decent part of this MMO is the story content.I'm sorry but how can the company that created them "fuck [them] up"?
Everyone just keeps going on-and-on about how this job needs to fits their vision because that is how they are suppose to be and blah-de-blah-de-blah but at the end of the day, they are SE's creations, it's SE's choice on what they will be and if they want to add a twist to it so it can be balanced in an MMORPG (not a single-player game), that is their choice, just as it is your choice not to play as that class/job.
And don't talk to me about balance. Considering this dev team still hasn't figured out how to find a definitive balance for the Tank classes.
If you enjoy playing classes that are mostly by novelty name then that's fine. Won't stop me from grumping about it occasionally.
Balance between classes is a different beast from balance as in "this class can't have insta-kill spells or completely shut down a boss mob because it's gonna be broken as hell". You're right that they've done a lousy job with tanks, though that's a result of them clinging to a design philosophy and approach that is not panning out rather than a show of ineptitude.Pah this company has several projects. This dev team assigned here however is adhering to their vision, you are simply playing it. This same company is also responsible for excellence in Lieu of BDFF and FF Explorers. Here it's just a mish mash of jaded archaic ideas that likes to take elements from other MMO's. The only decent part of this MMO is the story content.
And don't talk to me about balance. Considering this dev team still hasn't figured out how to find a definitive balance for the Tank classes.
This said, you have to understand concessions need to be made for certain concepts to cross over from single-player RPGs to an MMO. You can get away with designing a class that is complete garbage in a single-player RPG because if you like it, you'll use it and no one will care because how you clear the game doesn't affect anyone other than you (hence the 4 white mage runs in the original Final Fantasy). If you do that in an MMO you'll be treated like a leper because everyone treats weak classes as something that'll diminish chances of success, which in group play is (justifiably) unacceptable. That's how we ended up with 6 hero classes in FFXI and the other 17 jobs were chopped liver.
* 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)
Red mage!!!!!!!!! The only reason is started out as an arcanist is because its the closets thing possible to a red mage. Just give me a red mage who can heal, cast attack magic and uses a sword and i'll be fine.
Thankyou. We can complain about whichever class you like until we're blue in the face, but it's a certainty that Square considered multiple versions of everything they've done, shot down methods we've since come up with for genuine reasons, and implemented what they felt was best way they could come up with while adhering to the needs of the game.Everyone just keeps going on-and-on about how this job needs to fits their vision because that is how they are suppose to be and blah-de-blah-de-blah but at the end of the day it's SE's choice on what they will be and if they want to add a twist to it so it can be balanced that is their choice.
Having gone through all that they're not going to bend and redesign anything simply because a portion of the fanbase, who haven't had to do all this work, disagree with them.
Now can we please get back to discussing how new jobs could potentially work?
I was talking with my FC, and we agreed that with the introduction of the dark knight, we should have a dark healer. So, welcome the Necromancer healer (Don't boo me yet).
The main difference between this and the other healers would be that "Re-Animate" doesn't just bring the character back with a state of weakness to be forgotten about. Instead, it brings back the player as an undead version of themselves with the debuff "Certain Death". While in this state, the Necromancer must use offensive spells to heal the player by x% of their maximum HP within 15 seconds. If they heal the required amount, the debuff falls off; if they don't heal enough, the player dies again. In Lieu of "weakness", the player would return at full strength, but have a stackable debuff Deterioration which increases the amount of HP the Necromancer has to restore upon reanimation. Deterioration falls off if the player hasn't been re-animated in the past 5 minutes (or upon party wipe).
The Necromancer would also have 3 sacrificial moves on a long, shared cooldown (10 minutes?).
Ritualistic Sacrifice - Sacrifices own HP for a high potency single target heal (Potency is reduced as the Necromancer's HP is reduced to prevent this from being too overpowered)
Ceremonial Sacrifice - Sacrifices own HP for a medium potency Party-wide heal (Again, potency reduced based on remaining HP)
Dark Sacrifice - Sacrifices own HP for a party wide damage buff (10% for 15 seconds, maybe?)
Lastly, I thought for the LB3, the Necromancer would open a gate from where the souls of the undead would be brought into the world of the living and their energies would rejuvenate the party
Hopefully this idea doesn't get TOO negative of a response. And remember, void mages could always be the DPS alternative for this!
That... sounds awesome. I dunno about the self sacrificial moves; it is a healer after all, so it's not much of a sacrifice. Perhaps a long-lasting reduction of max health instead; or accompanied by a self-heal debuff?
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