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  1. #171
    Player
    TroubadourAura's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    9
    Character
    The Troubadour
    World
    Jenova
    Main Class
    Dancer Lv 90
    I'm not even gonna lie...I've seen so many cool Chemist support/healer concept ideas that float around the general forums/healer forums, that would be kind of awesome to see fleshed out into an actual job.

    Blue Mage has also had my interest for a while because it seems like it would be one of the more incredibly intricate jobs to implement.
    (2)

  2. #172
    Player

    Join Date
    Nov 2016
    Posts
    226
    I badly want beastmaster (DPS) in which I'm fine if they just recycle the mounts or mobs to make it easy as long as we can swap to our beast of choice out of the types offered. They can even follow Summoner's formula. Bear, Dodo, Goobbue (tank pet). Coeurl, Chocobo, Ziz (melee DPS). Wyvern, Opo-opo, Sabotender (ranged DPS).
    (3)

  3. #173
    Player
    Narthice's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    76
    Character
    Narthice Lazuly
    World
    Durandal
    Main Class
    Red Mage Lv 63
    I would like to see the "Quistis" class (Blue Mage) and it better use a whip, we have way too many sword classes IMO.

    Belmont's Seal of Approval
    (2)

  4. #174
    Player
    Drakkaelus's Avatar
    Join Date
    Feb 2015
    Posts
    129
    Character
    Drakkaelus Grimkaiser
    World
    Coeurl
    Main Class
    Paladin Lv 90
    Quote Originally Posted by silentwindfr View Post

    and i have said it before (a long time ago) add more tank, will not make more people play tank... people that want to play dps will play dps.
    So...just never add any more jobs then? Since the numbers won't change one way or the other?

    Some weird logic going on in this community.
    (2)

  5. #175
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    That was yoshi's thoughts in not adding a tank or healer this patch, if I remember.

    TBH I don't think they even have the staff to create more than one job next patch. They have to repeat content so much it makes me wonder if I should stick around. I have way too many hopes placed on Eureka as something to do than is healthy, and if it fails I will be legit out of things I want to do that I haven't done multiple times in HW.
    (0)

  6. #176
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,993
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Drakkaelus View Post
    So...just never add any more jobs then? Since the numbers won't change one way or the other?

    Some weird logic going on in this community.
    Even if we're not getting new tanks, we can still easily lose existing tanks to:
    - Inability to find a tank job that excites them
    - Failure to balance as to retain competitiveness for the tank job that excites them

    New tank jobs can still help with the prior. (Even if they may sometimes exacerbate the latter...)

    But, on the whole, I have to agree with silentwind. To any meaningful increase to the attractiveness of tanks, the paradigm of what it means to tank (or, to heal or dps) has to change. Many, many (relatively poor) DPS players feel that they are free of group responsibilities or performance benchmarks as long as they're playing DPS, and prefer that lower-stress method of gaming. As long as they're wholly permitted to maintain that illusion, that's a sizable portion of players that aren't going to touch tanks for fear of actually having to... do things.

    You can more noticeably show that DPS really do have to expend just as much effort to perform well. You can make tanks appear less increasedly stressful. You can force DPS to participate in more responsibilities. Any of these. But something would have to change or become newly pronounced to shock that player group into reassessment.

    Sadly that's just one reason, though. Aesthetics, button-flow, toolkit cohesion, character fantasy, (non-relative) parse-mania and the like are all further reasons one may stick wholly to DPS, and only a couple of those are solvable with new jobs, either.
    (4)

  7. #177
    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 Shurrikhan View Post
    Many, many (relatively poor) DPS players feel that they are free of group responsibilities or performance benchmarks as long as they're playing DPS, and prefer that lower-stress method of gaming. As long as they're wholly permitted to maintain that illusion, that's a sizable portion of players that aren't going to touch tanks for fear of actually having to... do things.
    I wouldn't say this is the main reason for the lack of tank and healer players so much as just the stigmas associated with those roles, especially in regard to tanks. In this game, I've heard and seen so many cases of good tanks who are genuinely horrible people, bad tanks (mostly playing warriors) who are too obsessed with how much damage they're doing, and people trying tank classes for the first time only to wind up in tears because of how much crap they were getting from other players. As for healers, I've had friends who played healers in statics only to be kicked from them because their DPS was five or ten percent lower than whatever ludicrous amount those statics wanted from them.

    What makes matters worse is that it's all caused by those "many, many (relatively poor) DPS players", which makes me think that if there's ever a mount exclusive to any DPS job, it should look like a paper snowflake.
    (0)

  8. #178
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,431
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    IDK, honestly think it depends on how well they balance the 3 tanks and healers we have right now. I mean look at DRK, its sitting in almost identical spot PLD was sitting at during HW. Perhaps they may even only create 1 new job that is a dps job in the next expansion and focus on more content next expansion.

    There are alot of jobs right now. And if tanks and healers are balanced going into 5.0, that only puts more salt in the wound to add another tank and healer job in the mix.
    (1)

  9. #179
    Player
    Tanama's Avatar
    Join Date
    Aug 2012
    Location
    Phorampa Wildwood, Valeria
    Posts
    626
    Character
    Jenity Dionysus
    World
    Hyperion
    Main Class
    Archer Lv 80
    Quote Originally Posted by TroubadourAura View Post
    I'm not even gonna lie...I've seen so many cool Chemist support/healer concept ideas that float around the general forums/healer forums, that would be kind of awesome to see fleshed out into an actual job.
    Me too! I want Chemist over everything offered at the moment. The scene is already set for them in Hydaelyn.

    Quote Originally Posted by Bahati View Post
    I badly want beastmaster (DPS) in which I'm fine if they just recycle the mounts or mobs to make it easy as long as we can swap to our beast of choice out of the types offered. They can even follow Summoner's formula. Bear, Dodo, Goobbue (tank pet). Coeurl, Chocobo, Ziz (melee DPS). Wyvern, Opo-opo, Sabotender (ranged DPS).
    Seeing the tiger animations out in Yanxia makes me wish there was a Beastmaster or some sort of beast morphing job. The same goes for most of the other wild beasts in the game.
    (0)

  10. #180
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,993
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kazrah View Post
    I wouldn't say this is the main reason for the lack of tank and healer players so much as just the stigmas associated with those roles, especially in regard to tanks. In this game, I've heard and seen so many cases of good tanks who are genuinely horrible people, bad tanks (mostly playing warriors) who are too obsessed with how much damage they're doing, and people trying tank classes for the first time only to wind up in tears because of how much crap they were getting from other players. As for healers, I've had friends who played healers in statics only to be kicked from them because their DPS was five or ten percent lower than whatever ludicrous amount those statics wanted from them.

    What makes matters worse is that it's all caused by those "many, many (relatively poor) DPS players", which makes me think that if there's ever a mount exclusive to any DPS job, it should look like a paper snowflake.
    I never said it was the main reason, only a "sizeable portion"; I listed 5 other reasons that already compete with it just below my mentioning it. But the perceived stress of the tanking role is consistently the lead reason given on player and especially official pulls, closely followed only by an even more ambiguous "too boring".

    But yes, the stigma has ended up cutting in both directions. Many people expect more from tanks than DPS because their performance is visible. Did they allow for the conventional large pull? <Check> Did they survive it? <Check> Were they in tank stance only as long as would seem needed? <Check> To be fair, they could be messing up their rotation right and left, but we wouldn't be able to see it behind all those mobs or the massive boss, in most cases -- only the stance buff, their HP bar, and the frequency of healing required to keep him or her up in place of the healer's name.

    All jobs in this game could benefit hugely from a context-realistic Proving Ground of sorts, or even a challenge series of Guildhests that can by their end rival or even exceed Savage difficulty, but just in small and therefore manageable doses each time. Heck, just imagine being able to use one of the Azys Lla nodes to create a "virtual" dungeon where actually decent AI assist you in a way that allows for a bit of skipping around to key challenges, and without being quite limited to the pathing of a squadron, etc. Includes reminders to sprint, reveals where mobs spawn, recommends reaching up to a given point to tank all or whatever portion you can handle, allows you to rewind, and has scrolling text and cooldown indicators for your teammates' abilities. Voila; you now have a feel for when to pop what, and have the guidelines under your belt.
    (2)
    Last edited by Shurrikhan; 02-19-2018 at 08:34 AM.

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