Results 1 to 10 of 625

Hybrid View

  1. #1
    Player
    Shippuu's Avatar
    Join Date
    Mar 2013
    Posts
    628
    Character
    Shippuu Nammuu
    World
    Balmung
    Main Class
    Marauder Lv 60
    Quote Originally Posted by EdwinLi View Post
    What we need to make Tank Jobs more creative is not to keep Slapping all Sword Users into tank job for that "Ooooo!!! ahhhhh!! I am a Knight in Shiny Armor of the group that takes damage for the team" but to give more choices in Weapons that can be used to inspire new gameplay mechanics.

    For example, a Two-handed Hammer as a Tank Job's weapon can go for a more debuff type Tank with this Hammer Job combos debuffing enemies so they perform less damage on the tank or their target. It would also introduce a blunt damage Tank Job with skills focused on smashing and breaking enemy's defense and attacks through debuffs.
    The weapon type does not dictate in any way what kind of abilities and attacks a job can have. A Samurai is very different than a Knight. Your idea of a hammer wielder has less uniqueness to me than a Samurai which has a very distinct look to it. A Samurai could be just as debuff focused as some guy with a big warhammer if they wanted to.

    You also need to consider they're usually adding jobs that fulfill Final Fantasy iconic jobs. There is no iconic (nor requested) job that uses hammers, and most that can use hammers in some form are even more unimaginative than what you're trying to call SAM. If they throw in a new tank that deals blunt damage it throws off a lot of synergy the game already has. Keeping the tanks as slashing damage is actually a smart move from a design standpoint and helps with SE's focus on making every combination viable.
    (2)

  2. #2
    Player
    EdwinLi's Avatar
    Join Date
    Aug 2013
    Posts
    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Shippuu View Post
    Keeping the tanks as slashing damage is actually a smart move from a design standpoint and helps with SE's focus on making every combination viable.
    That is not a smart move because it limits them on what they can have as a Tank to a small margin of classes that can only use swords or axes or whatever weapon that cause slash damage only. This synergy you call it is nothing more than a limit so they don't have to go outside the norm they just setup. It also has a limit to how many veriation they can have before it is just a repeat of the samething with just slight change such as how Dark Knight ended up being a damage mitigation Job like Paladin while warrior remains it own gameplay as a HP focused Tank.

    Hammer also has been used by 2 well known Jobs being Berserker and Viking in FF games
    (5)
    Last edited by EdwinLi; 04-25-2016 at 03:11 PM.

  3. #3
    Player
    Shippuu's Avatar
    Join Date
    Mar 2013
    Posts
    628
    Character
    Shippuu Nammuu
    World
    Balmung
    Main Class
    Marauder Lv 60
    Quote Originally Posted by EdwinLi View Post
    That is not a smart move because it limits them on what they can have as a Tank to a small margin of classes that can only use swords or axes or whatever weapon that cause slash damage only. This synergy you call it is nothing more than a limit so they don't have to go outside the norm they just setup. It also has a limit to how many veriation they can have before it is just a repeat of the samething with just slight change such as how Dark Knight ended up being a damage mitigation Job like Paladin while warrior remains it own gameplay as a HP focused Tank.

    Hammer also has been used by 2 well known Jobs being Berserker and Viking in FF games
    Sure it's limiting, but the game isn't going to add tank jobs all the time. One per expansion is still something like 1 every 2 years. There's plenty of options for slashing damage before "running out". Sometimes limits have to be in place to ease development.

    And Viking and Berserker? Lmao. You mean both those things they combined into what we have as a Warrior? Didn't you also say you didn't want tanks to just be "Knights in shiny armor!", but you'd want Viking and Berserker that look exactly like what we have with Warrior right now? And both of those are totally more requested/popular than Samurai, right...?
    (2)

  4. #4
    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 Shippuu View Post
    The weapon type does not dictate in any way what kind of abilities and attacks a job can have. A Samurai is very different than a Knight. Your idea of a hammer wielder has less uniqueness to me than a Samurai which has a very distinct look to it. A Samurai could be just as debuff focused as some guy with a big warhammer if they wanted to.
    A hammer tank can have a very distinct look, too (really, mystic knight or templar would work with a mace/hammer). Not to mention weapon variety would be a good thing in the long run. It's tiring to see every tank job wielding slashing weapons. We should also remember that some people might want to use those slashing weapons to top DPS meters instead of holding aggro.
    If they throw in a new tank that deals blunt damage it throws off a lot of synergy the game already has. Keeping the tanks as slashing damage is actually a smart move from a design standpoint and helps with SE's focus on making every combination viable.
    If you mean the slashing/blunt debuff thing, that's actually one of the things that should go for the sake of trying to even out tank DPS and removing the notion of certain class comps not working well (see: MNK/DRK in a raid comp). Even if you weren't to remove those debuffs, a tank being able to apply a blunt debuff wouldn't exactly break anything. If anything it'd probably be similar to the WAR/NIN synergy we see now.
    (2)
    * 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)