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  1. #31
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by H4ZM4T View Post
    I'm kinda liking the beast tamer or beast master idea, but maybe also a job like Gau from ff3(6) where you can learn enemies abilities, and on top of that you can control a beaat as a pet. Not sure what weapon (maybe axe?) but whatever one would do that would be sweet.
    Clearly the weapon would be a whip (XD) giving it medium-range attacks.

    Could be a combination of Dancer/Orator, with the ability to charm enemies for a few seconds at a time.
    The dancer side of things could apply debuffs, and it could be the counter to BRD/MCH with their buffing songs and pet-like turrets.
    (0)

  2. #32
    Player
    Shiroe's Avatar
    Join Date
    Apr 2014
    Posts
    871
    Character
    Ohlala Chica
    World
    Zodiark
    Main Class
    Alchemist Lv 100
    yes, a whip as new wepon / dps class..and do S&M cosplay glamour xD
    (0)

  3. #33
    Player
    H4ZM4T's Avatar
    Join Date
    Mar 2018
    Posts
    7
    Character
    Malakai Highwind
    World
    Ultros
    Main Class
    Dragoon Lv 53
    Quote Originally Posted by Seraphor View Post
    Clearly the weapon would be a whip (XD) giving it medium-range attacks.

    Could be a combination of Dancer/Orator, with the ability to charm enemies for a few seconds at a time.
    The dancer side of things could apply debuffs, and it could be the counter to BRD/MCH with their buffing songs and pet-like turrets.
    Yeah could be whip. I don't really dig a whip but I guess it makes sense. I like the idea of mid range.

    However I'm not crazy about charming beasts temporarily. I feel the game has a good companion system and it wouldn't be difficult to have a job tame a pet permanently, with also being able to use the pet in dungeons and raids.

    As for the beast tamer's abilities, like I said I think it would be cool if there was a learn ability and as you fought certain enemies and defeated them you'd learn their attacks. Would still have to be a certain level so you couldn't just go and learn them all in advance.
    (0)

  4. #34
    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 Wayfinder3 View Post
    ---
    At this point we basically covered all the basic style of Jobs for their combat gameplay. the major issue now is how to make unique gameplay through mechanics of the Jobs.

    For example, the Modern "Assassin" Job (Sword/Gun Job) can be a melee focused Job with the basic combos focusing on the Sword (keeping the basic positioning for combos) and then have the Gun focus on Ranged OGCD skills.

    Now at this point it comes to question how to provided a unqiue mechanic for this Sword/Gun combo gameplay style. For a Modern Assassin, the mechanic may focus on building 'Marks" on a target through the basic combos (with positioning stacking 2 Marks, 3 Marks with higher level passive, but 1 if not in the right position) then the Gun skills act as the "Execution"/"Assassination" Skill that does more damage based on how many "Marks" are on the Target or special debuffs (stack amount based on marks) that acts as separate debuffs from the other Job's debuff but stacks with their effects (acting as the Utility side of the Job).

    This would follow a concept of a Assassin marking their targets before personally executing/assassinating them with a deadly blow or striking a very vital spot making their target vulnerable to damage.

    On a side note, SE really needs to make the debuff of each job separate from each other because it really push certain jobs out of place because the "Job" provided the same debuff as the other "job" already in the party thus their debuff will never stack with each other but override each other instead. This is one reason why SAM has issue fitting in outside their high DPS because several Jobs that already play important roles in groups already provide the same Slash Damage increase Debuff that overrides the SAM Slash Damage increase debuff.
    (0)
    Last edited by EdwinLi; 03-23-2018 at 02:44 AM.

  5. #35
    Player
    Aiya's Avatar
    Join Date
    Mar 2015
    Location
    Limsa Lominsa
    Posts
    3
    Character
    Ai Ya
    World
    Coeurl
    Main Class
    Machinist Lv 70
    A hammer for a viking class would be kind of cool.
    (1)

  6. #36
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by EdwinLi View Post
    On a side note, SE really needs to make the debuff of each job separate from each other because it really push certain jobs out of place because the "Job" provided the same debuff as the other "job" already in the party thus their debuff will never stack with each other but override each other instead. This is one reason why SAM has issue fitting in outside their high DPS because several Jobs that already play important roles in groups already provide the same Slash Damage increase Debuff that overrides the SAM Slash Damage increase debuff.
    I actually really disagree with this part, at least in the respect that how we see this presently -- e.g. 3 slashing sources (WAR, NIN, SAM, in order of ease of contribution). As long as there are enough sources, it simply turns into a matter of coordination, rather than a matter of composition. WAR is not balanced around the fact that it can apply slashing to the other tank and any SAM or NIN as well; it's simply balanced as a tank among tanks, with its intended advantages. That means that it is advantaged, and even mandatory, until someone else can provide the debuff. Having these redundancies removes that.

    Of course, if every vuln strike only affected the player who applied it, that would likewise solve the compositional fixation. But... I like there to be at least a bit of checklisting, and where Slashing is at right now feels right in that regard. I'd argue that given both affecting INT back in HW, DRK's Delirium should have outrighted copied Dragon Kick so that it could at least add Bootshine uses rather than pushing out Monk outright, but we're past that period. The only job made absurdly uniquely strong by its vuln strike now is DRG in a double-ranged comp. The rest is totally sane, and does at least adds a sense of interconnected coordination (such as upon add spawns in decent numbers or HP) where personal vuln strikes could not.
    (0)

  7. #37
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by EdwinLi View Post
    At this point we basically covered all the basic style of Jobs for their combat gameplay. the major issue now is how to make unique gameplay through mechanics of the Jobs.

    For example, the Modern "Assassin" .
    So Witch Hunter from that Warhammer MMO
    (0)

  8. #38
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kabooa View Post
    So Witch Hunter from that Warhammer MMO
    That was the first thing to come to mind for me as well. I'd prefer a more traditional job or something wholly unique and lore-driven within XIV, or even particular to 5.0 or 6.0, etc., therein, but the concept for that job was decently enjoyable, so I've certainly nothing against it.
    (0)

  9. #39
    Player
    Shiroe's Avatar
    Join Date
    Apr 2014
    Posts
    871
    Character
    Ohlala Chica
    World
    Zodiark
    Main Class
    Alchemist Lv 100
    "whip melee"

    whip dps can dance almost like a ranged around the boss (can pull / push itself from enemies and from or to other players too,.. besides pulling players to itself (rescue)... , "the pull too / push from" one of its trademarks..)

    + gives a bleeding vun (dot that increases target vun by 2-3%,.. but itself does not have high dps, but is very mobike fir a melee), another trademark

    (will not be in the meta, due too its lowest dps, but still loved due to the constant 2-3% buff)

    even if personal dps low, fun to play wirh its flexible pull/ push feeling (and you dont need to do great dps numbers if you party is good / ok, thx to the 2-3% part buff...)
    (0)
    Last edited by Shiroe; 03-23-2018 at 10:55 PM.

  10. #40
    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 Shurrikhan View Post
    That was the first thing to come to mind for me as well. I'd prefer a more traditional job or something wholly unique and lore-driven within XIV, or even particular to 5.0 or 6.0, etc., therein, but the concept for that job was decently enjoyable, so I've certainly nothing against it.
    Ya but the down side of making a Sword/Gun job work is that it rather a tricky Job to make right due to the Sword and Gun nature. Not many games bother to make a Sword/Gun Job though we have a NPC that does use a "Sword/Gun" comabt style but he use a Axe/Gun instead and his ingame combat is set to Gladiator by default (like many weapon user types that don't have a Job) since there is no "Sword/Gun" Job battle style in this game being Rostnsthal from the MCH job storyline.

    Still Yoshi-P did say he wanted to introduce new Jobs unique to FF14 eventually back in 3.X so all options are open.
    (1)
    Last edited by EdwinLi; 03-24-2018 at 01:25 AM.

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