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  1. #41
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    whatever they go with rdm as far as roles are concerned, im pretty sure that they will have to integrate it with a unique playstyle if anything thats what everybody whether it be tank, dps or healer are asking for. And RDM under either of these roles should do just that.
    if a tank though, i hope they take inspiration from dragon ages arcane warrior mage spec,
    (0)

  2. #42
    Player
    Radacci's Avatar
    Join Date
    Aug 2012
    Location
    Gridania
    Posts
    1,699
    Character
    Austen Bloodspatter
    World
    Omega
    Main Class
    Lancer Lv 80
    Quote Originally Posted by Legion88 View Post
    His focus on support and CC with mediocore dps and stack depending bursts, more like WAR with his stack mechanic just as caster. I didn't work it out it was just an idea.
    so basically it's useless for all content.
    sorry but there's no such thing as support or CC roles, in XIV. most jobs have support skills, every job has debuffs and buffs. CC is useless, as there's no content that needs it; you have tank pull mobs, and then you burst them down. Also CC don't work on anything in end-game content.

    i look at it like this:
    3 tanks
    3 healers
    3 dex jobs
    2 str jobs
    2 int jobs
    so we'll get at least a str and int job - RDM being int, SAM being str.
    i think it's more for balancing gear, so you don't have too many jobs fighting over the same gear.
    (3)
    Last edited by Radacci; 10-24-2016 at 12:32 AM.

  3. #43
    Player
    Simurg's Avatar
    Join Date
    Sep 2016
    Location
    Gridania
    Posts
    2
    Character
    San Wolfrider
    World
    Shiva
    Main Class
    Black Mage Lv 60
    Quote Originally Posted by jack891 View Post
    Would love a mage that uses combos similar to the melees, not dot management, 1 button spamming or proc based, actual combos. If they did this and maybe made it a psychic i might consider playing a mage
    Well what you want is pretty much lvl 60 blm.
    (0)

  4. #44
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Radacci View Post
    i think it's more for balancing gear, so you don't have too many jobs fighting over the same gear.
    Uhm...to be fair here, NIN and BRD/MCH only have gear competition in the accessories - same with DRG and MNK. Their entire left side gear including belt is separate. Note that content like the 24 man raids don't even drop accessories, so it only becomes relevant in normal dungeons (where people rarely ever need the gear) and the first raiding turn (where accessories typically drop). I'm not entirely sure that these two cases are enough of a factor to make them base their new jobs main attributes on them, but we'll see.
    (0)

  5. #45
    Player
    Katana190's Avatar
    Join Date
    Nov 2013
    Posts
    299
    Character
    Katana Azurite
    World
    Phantom
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Zojha View Post
    Uhm...to be fair here, NIN and BRD/MCH only have gear competition in the accessories - same with DRG and MNK. Their entire left side gear including belt is separate. Note that content like the 24 man raids don't even drop accessories, so it only becomes relevant in normal dungeons (where people rarely ever need the gear) and the first raiding turn (where accessories typically drop). I'm not entirely sure that these two cases are enough of a factor to make them base their new jobs main attributes on them, but we'll see.
    Quote Originally Posted by Radacci View Post
    so basically it's useless for all content.
    sorry but there's no such thing as support or CC roles, in XIV. most jobs have support skills, every job has debuffs and buffs. CC is useless, as there's no content that needs it; you have tank pull mobs, and then you burst them down. Also CC don't work on anything in end-game content.

    i look at it like this:
    3 tanks
    3 healers
    3 dex jobs
    2 str jobs
    2 int jobs
    so we'll get at least a str and int job - RDM being int, SAM being str.
    i think it's more for balancing gear, so you don't have too many jobs fighting over the same gear.

    I'm going to get shot for this... I see it this way. 3 tanks, 3 healers, 3 melee, 4 ranged... *runs away*

    Edit: I do think it's due for a new DoM DPS.. I really do, but I don't think we'll see it in 4.0. I can however see it 100% being a thing in 5.0, New DoM DPS and Gunsword DPS. Providing we get a Tank and/or healer in 4.0, there NEEDS to be more then 1 DPS in 5.0.

    Edit 2: RDM could be a DoM Melee DPS, idk I'm not a game designer. Then it would satisfy that 4th Melee slot, use Casting gear and obviously have a combination of spells and combo's, being a true hybrid but you'd couldn't just do 1 to play optimally, you would do your spells and combo's! idk.
    (2)
    Last edited by Katana190; 10-24-2016 at 01:48 AM.

  6. #46
    Player
    AnaviAnael's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,030
    Character
    Anavi Anael
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    I know I'm probably in the minority, but I'd love to see Geomancer implemented as another caster DPS.
    (1)

  7. #47
    Player
    Kazrah's Avatar
    Join Date
    Jan 2015
    Posts
    1,464
    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    Quote Originally Posted by AnaviAnael View Post
    I know I'm probably in the minority, but I'd love to see Geomancer implemented as another caster DPS.
    So I might've had an vague idea about this one in this concept draft I did a while back....

    GEOMANCER
    *
    Origin
    * for what the bell tolls
    *** reports from outer la noscea of recent major kobold activity
    *** player told to investigate, finds one kobold holding an odd bell
    *** kobold tries to attack the player, surrenders the bell in defeat
    *** player picks up the bell, finds a soul crystal
    *** upon picking up the soul crystal, player hears "Hear...me..." in their head
    * to the specialists
    *** kobold: "it spoke, talked, uttered, spoke to you, didn't it?"
    *** kobolds explain of an old tale of an outsider who could manipulate elements
    *** "ring, chime, ding, ring, and it comes to you"
    * trials of the beast tribes
    *** questline to go through how the beast tribes manipulate elemental power
    *** wood (sylphs), earth (kobolds), water (sahagin), then fire (amal'jaa)
    *** questline in a garlean outpost grants metal
    Role
    * support-type caster
    Mechanics
    * changing of phases
    *** use of an elemental spell puts the caster in an elemental phase
    *** each elemental phase increase the damage of a particular element
    *** order of wood->fire->earth->metal->water->wood
    *** spells will be either colored or identified with their element
    Outfitting
    * caster gear, int-type
    * bell as the weapon
    Abilities
    * wood spells (wood phase: increase damage of next fire spell by 10%)
    *** seedling (50/3 secs, 18 sec duration, 25y range)
    *** leafstorm (150, 5y radius, 25y range, 3 sec cast)
    * fire spells (fire phase: increase damage of next earth spell by 10%)
    *** spark (150+50 for each elemental periodic effect on target, 25y range, 2.5 sec cast)
    *** lava pool (40/3 secs, 30 sec duration, 5y radius, 25y range, 3 sec cast)
    * earth spells
    *** earthen spire (200, 25y range, 2.5 sec cast)
    *** quake (250+stun, 3 sec duration, 5y radius, 25y range, 2.5 sec cast)
    * metal spells
    *** magnetize (120+35/3 secs, 18 sec duration, 25y range)
    *** artificer's embrace (120, heal for all damage dealt, 5y radius, 25y range, 3 sec cast)
    * water spells
    *** recede (140, removes dots, restores 25% MP per dot removed, 25y range, 2.5 sec cast)
    ** *avalanche (120, slow/heavy, 20 sec duration, 5y radius, 25y range, 3 sec cast)
    * cycle (2.5 sec recast)
    *** switch to the next elemental phase
    *** if no phase is active, wood phase is activated
    * elemental serenity (20 sec duration, 120 sec cd)
    *** increase all damage dealt by 10%
    *** spells now receive an elemental phase bonus regardless of order casted
    * LIMIT BREAK: Calamity
    *** cast visual: massive mountain erupts from the ground around the center target
    *** attack visual: mountain cracks and explosively shatters
    (0)

  8. #48
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Going by the number of "Tanks, Healers, Melee, Ranged" AND "VIT, STR, DEX, MND, INT" users, I'd agree to different ideas.
    Personally, looking at how tanks use both VIT and STR now, I'd like to see more along these lines, to give INT, MND, and DEX materia a purpose. (We also lack a class that directly does more dmg with more PIE)

    If we had RDM, make it use both INT and MND, even if they are limited to a single role. (In this case, lets say healer, let their primary stats be MND/INT for heals, just like tanks. Though some people might not like that for RDM specifically.)(Additionally, I'd more so rather RDM be able to take up all 3 roles, with PIE as the primary stat, and then using the other stats as secondaries for their role.)

    I'm also in favor of combos we dont have, despite how some people think its blasphemy to have those missing combinations. Such a ranged/caster tanks, or Melee healers. (Usually almost all forms of DPS are considered and used at some point eventually, due to the larger number of DPS classes to tank/healer ratio. But there's a few ideas still untouched slightly.)
    (0)

  9. #49
    Player Rennies's Avatar
    Join Date
    Feb 2016
    Location
    Limmies
    Posts
    611
    Character
    Keisero Starborn
    World
    Faerie
    Main Class
    Astrologian Lv 90
    PIE shouldn't actually even be a main stat IMO.
    (1)

  10. #50
    Player
    Naunet's Avatar
    Join Date
    Aug 2013
    Posts
    3,004
    Character
    Mide Uyagir
    World
    Coeurl
    Main Class
    Astrologian Lv 90
    The problem with making classes that are different combinations of stats is...

    All the main attributes are basically the exact same thing with different names: they all increase potency of attacks. Vitality and Piety are the only exceptions to this. Adding in new classes with different combinations of stats wouldn't really provide variety in terms of design and only serve to increase loot bloat on bosses. Think about it - how is Strength functionally different from Dexterity? Or Intelligence? They're not. They're useful for X, Y, and Z classes to increase damage and useless to everyone else.

    In order to get variety in classes via stats, you need to base it off stats that all classes can use that actually do different things, which either means making Crit, Skill/Spellspeed, and the others more relevant, or revamping the main attributes entirely. To see an example, we can look at WildStar's stats. Assault Power and Support Power are the "raw throughput" stats - either increasing damage for assault abilities or increasing damage/healing for support abilities. The other stats - Multihit, Crit, Crit Severity, Vigor, Intensity, etc - are pretty much all useful to all classes in varying combinations and priorities.

    I'm probably getting way off-topic, but the mention of new classes and different combos of main attributes just stirred a thought. xD
    (2)

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