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  1. #1
    Player
    Acelyn's Avatar
    Join Date
    Jul 2018
    Location
    Ul-dah
    Posts
    124
    Character
    Acelyn Abattoir
    World
    Lamia
    Main Class
    Red Mage Lv 100

    My idea for an archer alt job, the ranger

    I've always been a fan of archer characters in games and my time with bard in this game has been up and down, i chose archer as my first dps but then it abruptly switched to the bowmage so I dropped it for smn, then when SB hit i picked it up again and felt it was almost perfect...until the song beggars piped up, so I dropped it again for rdm, to backup dps this time, it's a fun job but I came across players who treat the brd as a mp tank or gripe if a song isnt up for a split second, so I thought what would I want....

    A ranger, an archer with no songs, pretty much a selfish physical ranged dps

    but I would set it up so it borrows a bit from the old hw bard/rdm/sam camp, it would hit harder than bard but lose some of the mobility, making it have light attacks that let you move freely like a bard and build "targeting" gauges that unlock your main strikes but the heavier strikes would come with cast times, albeit short ones just to add another layer of skill and plant you down when it's time to cause some pain, it wouldnt get status effect attacks to offset its higher damage and mobility

    And for story you could fit a ranger in quite easily, just make it slightly darker/distanced than bard, since bard sings to build up their comrades you could play it out that the ranger was an archer on its way to be a bard but during a battle gone wrong they lost their comrades, with no one to listen and the goal now being surviving and being alone they had to find a new way to fight, which lead to their mobile-striker technique.

    I know people here don't like the idea of selfish dps but i'm not a hardcore meta addicted player and really enjoy just zoning out and going through content and think more jobs should be given that free range, plus this would be balanced out by the bubbly helpful bard anyway
    (2)

  2. #2
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Maybe in the future they can add a Hunter/Ranger type job but to make it less redundant/alt to Bard, its main weapon can be a Crossbow, which is classic FF weapon that isn't currently in the game outside of Limit Breaks. Maybe it can specialize in setting traps/snares, and they can have various kinds of bolts to add status effects or exploding rounds etc.
    (1)

  3. #3
    Player
    GrenGarm's Avatar
    Join Date
    Nov 2018
    Posts
    91
    Character
    Babou Theocelot
    World
    Cactuar
    Main Class
    Machinist Lv 73
    I don't see why they would add such a job when BRD exists. Making them different enough with the same exact weapon would be too difficult.

    A crossbow is kind of pushing it. I'd really like to see a ranged support class that uses throwing weapons. I think that would be different enough. Heck, it might even be Dancer.
    (0)

  4. #4
    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 GrenGarm View Post
    I'd really like to see a ranged support class that uses throwing weapons. I think that would be different enough.
    Been thinking about this myself, theres plenty of weapon options but no signature jobs for them.
    I considered something like 'hunter' but I dont think it would have a very unique or intetesting identity to it.

    Instead, base it off Hope from XIII, he uses a boomerang and is most adept with Ravager, Medic and Synergist.
    Synergist would suit the ranged DPS party support role, or it could use magic to bolster its attacks as Ravager.
    Perhaps go the Psychic route from X-2, and have a mechanism where you 'launch' your boomerang/chakram/blaster edge then psychicly control its movements as the weapon combo.
    (0)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,884
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Seraphor View Post
    Been thinking about this myself, theres plenty of weapon options but no signature jobs for them.
    I considered something like 'hunter' but I dont think it would have a very unique or interesting identity to it.

    Instead, base it off Hope from XIII, he uses a boomerang and is most adept with Ravager, Medic and Synergist.
    Synergist would suit the ranged DPS party support role, or it could use magic to bolster its attacks as Ravager.
    Perhaps go the Psychic route from X-2, and have a mechanism where you 'launch' your boomerang/chakram/blaster edge then psychicly control its movements as the weapon combo.
    I'd been playing around with the idea within Beastmaster or Wildling designs. The Beastmaster would use a seperable Ogre Blade, one of those dual-sided swords each with curved blades, thrown like a boomerang fan. The Wildling would use a "thorn", a living (length-transforming/splitting) spear that can be separated into smaller parts, ranging the aesthetic of weapon-play from very nearly that of a lance (though seemingly far more agile) to a mid-length spear in one hand and a short-spear in the other, to a flurry of daggers, with additional "thorns" (or, small lengths thereof) growable and spendable.
    (0)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,884
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by GrenGarm View Post
    I don't see why they would add such a job when BRD exists. Making them different enough with the same exact weapon would be too difficult.

    A crossbow is kind of pushing it. I'd really like to see a ranged support class that uses throwing weapons. I think that would be different enough. Heck, it might even be Dancer.
    It's not Bard that makes the task difficult; it's the lack of mechanics supported by the game. Most status effects in this game outside of DV and DR were gutted past level 50 in instanced play, and once they were useless for instanced play they became "superfluous" to play "in general" and were mostly purged from open-world play, too, come Stormblood.

    It means that the only diversifying point--for any job, not just branched ones--they really have available is going to eventually come down to their job gauge graphic, whether gauge is generated by time, auto-attacks, or manual actions, their percent oGCD, the burst-lull gap, and whether their CDs sync to per-90 or per-120.

    For the time being, though, available mechanics could include
    - converting the Straight Shot maintenance into an actual mechanic with due gamble value (job gauge),
    - a similar way to generate Haste, perhaps per shot in a way that tapers value while proportionately ramping effect fade rate (job gauge),
    - providing a charged draw mechanic optional with each hit that spends critical strike and increases maximum draw to increase further expenditure (also job gauge; Crit, Haste, and Multiplier, essentially, where the last is balanced against the first two)
    - special ammo, special shots, aimed shots (mouse to some circled/highlight-able component of the enemy body within LoS to generate an effect based on target)
    - between the above, balancing sniper-like and quicker shots around windows of oGCDs and Hawkeye.
    (0)

  7. #7
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Seraphor View Post
    Been thinking about this myself, theres plenty of weapon options but no signature jobs for them.
    The jobs that come to mind that aren't implemented are Gambler from the main line games, and Juggler/Trickster from FFTA2, both of which cover similar ground without having the Gambler's Slot mechanic. Darts, Cards, and Dice are the most ideal options for weapons that aren't already taken. Ranger's a tough one to add when most of its typical weapon options are taken away from it, and Boomerangs are kind of an odd fit. I could see them as a sub-weapon for a melee class for sure but not the main one. It would be more likely for Beast Master to incorporate some Ranger thematic elements into its design instead, mostly to help support the Capture mechanic they'd get as exclusive side content similar to the current Blue Mage, though hopefully with a full job to go with it.

    Quote Originally Posted by Shurrikhan View Post
    For the time being, though, available mechanics could include
    - converting the Straight Shot maintenance into an actual mechanic with due gamble value (job gauge),
    - a similar way to generate Haste, perhaps per shot in a way that tapers value while proportionately ramping effect fade rate (job gauge),
    - providing a charged draw mechanic optional with each hit that spends critical strike and increases maximum draw to increase further expenditure (also job gauge; Crit, Haste, and Multiplier, essentially, where the last is balanced against the first two)
    - special ammo, special shots, aimed shots (mouse to some circled/highlight-able component of the enemy body within LoS to generate an effect based on target)
    - between the above, balancing sniper-like and quicker shots around windows of oGCDs and Hawkeye.
    On the subject of Gambler, I could see them getting a Dice Score & Slot gauge. Dice would fill the Score Gauge at a random rate, and the slot Gauge would simply track any slot-based oGCDs. This wouldn't be pure RNG either. It would be similar to NIN's Mudras, but the key difference of this implementation of Slots is the Slots could spin at a controlled, predictable rate instead of being completely random, giving you a new option every second or so (Similar to the Pick A Card ability in League of Legends, for people who know that). SE could let the player manipulate it via the Gambler's GCDs in addition to one or two contextual oGCDs, that would act similarly to the proposed consolidated combos in another thread.

    I doubt they'll be able to implement it cleanly, however. I have reservations on it, but I think including a 'cheating fate' aspect where you're fixing outcomes to be in your favor at minimal risk suits a Gambler job perfectly.
    (0)
    Last edited by Grimoire-M; 12-20-2018 at 08:28 AM.

  8. #8
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Like Time Mage, i think Gambler is already wrapped up with Astrologian.
    (0)

  9. #9
    Player
    Acelyn's Avatar
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    Jul 2018
    Location
    Ul-dah
    Posts
    124
    Character
    Acelyn Abattoir
    World
    Lamia
    Main Class
    Red Mage Lv 100
    After reading all these I saw alot of info and weird ideas(especially the hope from ff13 idea, such a terrible character, no offense)

    the weapon change could work, a crossbow that could fire bolts that would trigger different bonuses for the job is a great idea, one friend even mentioned giving the class kunai or some other throwing type weapon, my main reasoning for the job though is that after playing red mage and loving it more than i should i realized that physical ranged jobs dont have a variant of that aka simplicity and minimal support, rdm is an emergency rez and thats mainly if things have gone very wrong other than that, you're a straight dps with no fluff.

    also after the reveal of blue mage its obvious the dev team is being careful with new jobs and a fork from another job would be an easy way to add a new one without building from the ground up.

    but like i said before aside from tanks and healers which clearly need more jobs for choice, physical range has an open slot for a more free form non support oriented job and it would work because mch and brd are so similar, at this point its easy to spot how many open spots there are for jobs to fill and i wish the team would focus more on the casual to midcore level players than the slim meta/super hardcore ones, all jobs when optimized and played well can reach the goal so why not expand them out
    (0)

  10. #10
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Hope being a terrible character is neither here or there, there's simply not many unique identities for throwing weapons.

    We have Amarant from IX, who is more monk, and Yuffie from VII, who is clearly a ninja.
    Other than that there's the 'blaster edge' from VIII, but again there's no role or job tited to that.

    People are calling the new gunblade job "Soldier", but I'd more more inclinded to believe it'll be 'Commando' as this is actually a role and not a title. So I dont think 'Synergist' or 'Ravager' depending on the direction of the job is too much of a stretch.
    (0)

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