Yeah they should make 3 more dps classes so we can hear them moan about their queues.
Apparently the only interesting classes should do damage, and tanks and healers take to much effort so why bother.
I don't care what they decide to use as long as it's a tank and a healer.
EDIT:
If I had to pick though;
Dancer for healer, just to piss off my ex.
Rune Fencer, or Rune Knight for tank.
I would hope if they do decide to do Dancer they choose to design the outfits separately, and take inspiration from Bartz's DNC outfit from Dissidia:I don't care much for the 'Dancer' idea floating around, popular though it may be. It seems like a recipe for disaster given that a lot of the gear and animations would likely be designed with feminine aesthetics in mind. So far, the developers have also expressed discomfort when it comes to designing gear that shows off the male form so I do not have faith that it would be handled well for those of us who would want DNC gear to be masculine and tastefully suggestive.
Might be plain, but it's relatively masculine in my opinion.
Last edited by ErryK; 02-15-2018 at 05:04 PM.
♥ Baby, tell me, what's your motive? ♥
Dancer, Runefencer, Blue Mage is mine.
If any of these would work, i don't know. Maybe Dancer.
I'm still hoping for my dream job combination of RUN tank and a GEO healer. As long as RUN is even remotely fun, and it keeps the general aesthetic FFXI's RUN had(At least something similar. Dare I say, even better? I think FFXIV could do something fantastic with it.), I'd make it my main tank job. Idc how "worthless" it would be compared to the other tank jobs. I say GEO healer because after thinking about it awhile, I really like the idea of what it could possibly be and I'm unsure what else could be the healer other then DNC, and I really don't want DNC to be a healer, heh.
I really need to remind myself to refrain from clicking-on and skimming through job threads like these.
Some of these ideas/concepts are just groan-inducing with how little thought goes into how the game's roles are currently designed and balanced, and how much work would go into redesigning things just for one job to be included just the right way somebody wants.
Danceer for life
It's already been said in various threads. It's harder to come up with unique roles for tanks and healers that don't upset the balance of the current ones first. Logically speaking most people gravitate towards dps jobs because they're easier to play and people like to do more damage. Realistically we will get 1 tank and 1 healer more than likely if they can figure a way to give them unique skills in which to do their jobs. Any MMO you see will have more DPS to heals/tank ratio, it's just how it is.
It's actually easier to figure unique roles for tanks and healer than it is for DPS. Tanks and healers have damage, damage mitigation, support and healing to work with. DPS have only damage and support.It's already been said in various threads. It's harder to come up with unique roles for tanks and healers that don't upset the balance of the current ones first. Logically speaking most people gravitate towards dps jobs because they're easier to play and people like to do more damage. Realistically we will get 1 tank and 1 healer more than likely if they can figure a way to give them unique skills in which to do their jobs. Any MMO you see will have more DPS to heals/tank ratio, it's just how it is.
Let's use math as example. If you use any number from 0 to 9 to fit in for them, how many unique combinations there are?!
For DPS, there's 100. For tanks/healers, 10 000.
When limiting something to only one aspect, you LOSE out on possible aspects that would make the class unique, NOT gain.
However, I agree that people WILL flock to DPS classes more than tank and healers because they just like seeing the big numbers. That is in no way an excuse to not make more tanks and healers for those that DO want them. And you know, everyone, not only DPS, can get burned out on a playstyle. Especially when for healers, ALL THREE playstyles are very similar with only a small unique chunk to it per class. Having healers burn out and stop healing just cause there's nothing to kill off the monotony is bad. Adding more DPS will draw even more people away from tanking and healing, too. Because unlike DPS -> Tank/Healer, Tank/Healer -> DPS is very much likely if a new 'cool' class will come for the player. I don't have to look far for example. I always preferred to play a healer through new content before, because that was what I felt most at ease with. Now, I prefer a red mage. Unless I'll be in a pre-made party, I'm more likely to queue as a DPS for whatever content. Unless I want a fast queue for some reason, that is. Why?! Because I have capped all healers. I have capped paladin and I don't care enough about tanking to level Warrior/Dark Knight. I just do it through beast tribe quests on the side while I don't have any other class at those levels I want to get that experience. I would instantly start leveling a new healer and new tank if they came up, whatever they'd start, and leave the DPS till after I capped that healer and got the tank to ~60 at least (or capped if I'd like it). And chances are I'd start queuing on the healer just to have some fun with it even after reaching the cap.
That's why developers that are blinded by what's "most popular" kill their own games and why giving all the most popular, unique jobs to DPS is making the matter worse.
I think what's being asked here isn't a class that pulls concepts from different jobs (which is traditionally what a RDM is) but a job that could actually exist and queue in two or more roles of the holy trinity here.
Like, I can queue to leveling as a tank with this job, then turn around a act as a healer in trials.
RDM's Vercure is powerful, but one good heal can't cover a savage raid party. RDM hasn't the VIT gear, nor any proper defensive cooldowns to tank one, either. RDM is just a caster DPS with a sword, not a proper hybrid.
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