Agreed. Sadly, I haven't much to say you haven't already said. To me, the chaotic trance that comprises Bahamut should be due to the more essential or focused primal uses proceeding it, via the combination in those elements. At that point you have synergy/harmony vs. chaotics, where either can look really goddamn awesome.
I'd be fine with that. I'm in no rush to see Beastmaster, and would honestly rather not see it at all than see something painfully shallow. In that time, we might be able to build up a few more ranged classes, leveling out that melee portion of the job-base. tl;dr: I'm already sad enough that RDM isn't a true hybrid melee/ranged/caster. He just looks like a ASTBLM to me with a thrown in, little-to-no synergy plunge/repel.
I'm not opposed to it, either, necessarily, but I don't actually see why that would necessitate it either. SCH and SMN already each have unique AF-consuming actions. And if we can already add or remove effects just based on being in PvP, why would it be conceptually (I can't argue code here, as I don't have theirs to look at anyways) impossible to have one job add or subtract an effect or condition from a given action or buff or nerf another one (e.g. giving Spur an AF cost). Job traits seem like the only thing holding it back, as SMNs would otherwise have more means of AF generation.
That's what I'm saying though. We already know that SAM is going to have significant ani-lock that we're going to "have to be careful in using". That's been in the live letters. I'm just saying that as long as there's something to balance that out, that won't make the job, or even the idea of including ani-locks, conceptually flawed -- which, my best guess, will be an immediate heated complaint before people get used to it. As long as there's still enough control given, the ani-lock is irrelevant. (Similar to a sprinting caster staying in an AoE for longer before darting out. His being a caster doesn't utterly screw him over, because there's something to balance it.)



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