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  1. #281
    Player
    EdwinLi's Avatar
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    Aug 2013
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    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by MirronTulaxia View Post
    Your stance, plainly put, reeks of bias really. You don't want Astrologian, Gunbreaker, or anything else to count as a new job because you see that as somehow diminishing "Assassin's" non-existent chances. Yes, multiple jobs took a bit of time to get to a more solidified role. No, that does not mean that Astrologian in any meaningful way is an old job. When you can point to the bulk of its moveset and show how it ties in to Oran from FFT then you would have an argument. Show me Benefic, Malefic, Synastry, so on and so forth. You can't. I can do that with the bulk of the jobs in this game, the ones who can't? Basically the ones that I'm saying were made up whole cloth for this game. You can look at the history of White Mage and show where most of its skillset might have come from. XIV has made new jobs. Plain and simple. Beyond the scope of changing things so it fits into a new system. If you define a job by a name and nothing else then your stance for what constitutes a job is extremely shallow, and lacking in critical reasoning. When you call Astrologian an old job? That's what you're doing.
    I am not arguing why Modern Assassin Job should exist with my comment. I am Arguing about that Astrologian and Gunbreaker did exist in past FF games even if they did not look like they do in FF14 today. Not to be rude nor offend you but the only one who is currently thinking I am trying to justify introducing Modern Assassin job using Astrologian and Gunbreaker is you.

    As I said our opinion of what can and cannot be considered a new Job in the FF seres varies because, in my opinion, you based what is a new job in FF series by their skill and how they are designed currently rather than how they are designed in the past before FF?? Game and the influence these past versions had on current versions of the Job today.



    I based the idea of a new job in FF series based on their history no matter how small they started out in FF series because their origins is what leads to their identity in current and future FF games as these game expand and add more to these jobs.

    As I said before, Astrologian did exists before FF14 but it was basically in its infancy stage being the only thing that existed was the name and character identity it was linked to being Orran from FFtactics. It is from there we see the origins of Astrologian job in FF game series as this is where Astrologian Job earned the first recongnition in the FF series then it finally got expanded on by introducing the new skills in FF14 which some skills became inflenced by Orran's lore in past FF games being the Tarot cards mechanic. Yes, Orran himself never had these skills that FF14 has for the job and only had Celestial Stasis but he is the first character to introduce the Astrologian Job by name and introduce the signature skill Celestial Stasis into the FF series. As FF seires continue the Astrologian Job can be expanded even more in the future in other FF games adding things into the Job identity that not even FF14 added into it.

    Same with Gunbreaker Job being originally Squall Job in FF8. It did not have the name Gunbreaker yet back then but it was unique to Squall/Seifer when FF8 was introduced and was commonly referred as Squall job or Gunblade Job until FF14 gave it a name to go by being Gunbreaker. The identity of Gunbreaker Job get expanded even more into Lightning as she introduced the more Gun function version of Gunblades with her gameplay and take on the Gunblade Job. We then see its return in FF14 with the lore of being the original version of Gunblades and Garlean version being a separate copy in the opinions of the NPCs. We can see both influence of Squall/Seifer/Lightning when the skills were designed such as Squall/Seifer combat melee skills with the Gunblade and having Lightning's offensive gun function replaced to fire the defensive Light Barrier Ammos. We can expect future FF games to expand on this more that not even FF14 current may not be able to thus adding more History to the what was once called the "Squall Job" and potential skills the job can do as FF series expands on it in both future expansions of FF14 (still got a new set of Expansions of storyline in 7.0 and beyond after Season 1 ends in 6.0 to 6.3) and future FF games that introduce new characters that uses the Gunblade.

    Dark Knight, as another example, did not begin as we know it with Cecil but instead did start out its life in infancy with Leon. Leon gave the Dark Knight Job its very existance into the FF game being the first character to have the Dark Knight Job in FF2 and then the dark knight obtain its job skill identity in FF4 with Cecil take on the Dark Knight and introducing the iconic skill Darkness.

    The past history of the Jobs are important no matter how small they are in the past because they are what builds these jobs into what they are today and influence their design. You can discard any past iterations of these jobs all you want simply because they do not have the skill kits they have today but you cannot discard how heavily influenced they are by these past iterations even if they started out with only a name, or without a name in certain cases, a character it was once exclusive to, and a few skills.


    Quote Originally Posted by Seraphor View Post
    You say the game is missing these 'basic jobs', but they are missing specifically because they are too basic. It's the same reason we don't have Thief or Archer as 'jobs'. Thief doesn't have enough unique identity to make it a full job in FFXIV. It worked in past games because all jobs needed in those games was one unique skill. That's why it was amalgamated into Ninja.
    Same with Archer, shooting arrows isn't enough on its own, so it was bundled in with Bard, because both their weapons use 'strings' with a similar aesthetic.
    Astrologian too, combines Astrologer, Gambler and Time Mage. Although I'm sure they could have come up with a full job concept for Time Mage as a DPS, Astro as a healer probably needed more going for it so they took parts from Time Mage, and after all, Orran's Astrologer was basically a special Time Mage, like how 'Magus' is typically a special Black Mage.
    Going a bit less obvious now, we have Warrior, who combines classic Warrior with Berserker and Viking.
    Plus Scholar, which uses the namesake of a job from FFIII, but is essentially an Orator with a fairy as a pet.
    All of the concepts that went into these jobs, were not enough to stand on their own, so they found homes in job combinations.
    I say the Job's history is important no matter how small it is. Certain jobs did start out as simply altered or slightly better versions of X or Y job but will later become more unique through several iterations in other FF games. It usually begins with a Job name and/or character they associate with then expands into what we know the Job as today through the additions and alterations of the Job in multiple FF games by the additions of new skills unique to the job and through their lore in those FF games that originally never existed in past FF games.

    Leon from FF2, for example, is the one who created the Dark knight name and iconic appearance with his armor in his arts for the FF series but due to how he was in FF2 with his skill sets certain amount of people do not event recognize him as the OG Dark Knight and will default to Cecil because Cecil established the iconic Dark Knight identity with Darkness. When hearing the name Leon, they often default to Squall Leonhart instead due to his name being Leonhart as well and due to how Squall established the Gunblade Job identity into FF series.

    Everything has a origin no matter how small it is and through that origin they build on top of it by adding lore, skills, and appearance additions we know them as today and in future iterations though multiple FF games.
    (0)
    Last edited by EdwinLi; 06-20-2020 at 12:36 AM.

  2. #282
    Player
    Jirah's Avatar
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    Aug 2017
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    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    so far the two that interest me are Necromancer and Oracle due to having unique concepts. Spellsword or Mystic knight seems too familiar to Red mage...buuut as RDM is far more focused on caster crap, MYS could be more focused on melee with caster finisers a inverse RDm if u will
    (0)

  3. #283
    Player
    BasicBlake's Avatar
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    Apr 2020
    Location
    Gridania
    Posts
    504
    Character
    Basic Blake
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Hank_Hotspur View Post
    I don't understand people who think another melee dps is preposterous. I know we have a lot, but they are popular so square will probably keep adding them. It seems like people only think about future jobs that "make sense", but are using criteria that has been proven false by the time Stormblood came out. Sure it "made sense" that Heavensward had a tank, healer, and rdps, but with only two dps jobs for Stormblood, and 1 dps and 1 tank for Shadowbringers, it shows that the devs will only work on something they have a feel for a concept, not that something players think is "owed".

    Its the same with weapons too to a degree. While I don't think a "gun and sword" job is likely in the future, people going on about how a new job would never use a similar weapon to another is wrong, seeing how many jobs weapons are swords. It would just mean the "base" weapon would be different, but overlap is still possible, seeing how DRK's can get giant katanas without being SAMs or PLDs having axe models that aren't WARs. I mean WHM and BLM basically use the same type of weapon, there isn't much difference between a "cane" and "staff", its just that they make different models.
    It’s not preposterous in general, it’s just not likely for the next dps class to be released. Because we have so many. Why would we get a 5th melee already? When we just got Samurai and Red Mage in stormblood putting those 2 roles at their now 4 and 3. 5 melee with the other 2 dps roles at 3 each is.... just why???
    (0)

  4. #284
    Player
    Hank_Hotspur's Avatar
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    Jul 2019
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    180
    Character
    Hank Hotspur
    World
    Exodus
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by MirronTulaxia View Post

    1. I listed them because while they have the name they're basically invented whole cloth. Which is why I... quite literally said "basically made almost whole cloth". The part where they aren't is that they do have a name previously used, but... that's really about it.
    If that's the case then literally all Jobs in every FF game are new because they aren't all exactly the same across every game.
    (0)

  5. #285
    Player
    Coletergeist's Avatar
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    Apr 2020
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    500
    Character
    Cin Aamon
    World
    Diabolos
    Main Class
    Reaper Lv 95
    Can we please get necromancer? Holy hell, I'd be totally down.
    (0)

  6. #286
    Player
    GrimGale's Avatar
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    Sep 2013
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    1,112
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    I was thinking how I'd combine Necromancer and Chemist into a healer job with a tech setting in garlean lore.


    Then I remembered Aulus Mal Alsina, the doctor that studies the Echo by transfusing aether and souls into different bodies.

    So I pitch to you, the Aetheromancer, or Animancer. Essentially a doctor/battlefield medic that uses an aethermixer/to create artifical life (Much how the Scholar fairies are artifical) then imbue it into living/nonliving things. It would be a job using "healing turrets" much like totems for shamans in old WoW. You could spawn these "dispensers" and your skills would interact with them, changing what they do , either turning them into animated aetheric constructs that would attack the enemy, or simply medical turrets that refill the health/boost/debuff nearby targets.
    (2)

  7. #287
    Player
    Morningstar1337's Avatar
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    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by GrimGale View Post
    ...changing what they do , either turning them into animated aetheric constructs that would attack the enemy, or simply medical turrets that refill the health/boost/debuff nearby targets.
    Wasn't that MCH's old gimmick in Heavensward?
    (0)

  8. #288
    Player
    Shougun's Avatar
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    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by BasicBlake View Post
    It’s not preposterous in general, it’s just not likely for the next dps class to be released. Because we have so many. Why would we get a 5th melee already? When we just got Samurai and Red Mage in stormblood putting those 2 roles at their now 4 and 3. 5 melee with the other 2 dps roles at 3 each is.... just why???
    Honestly would either count red mage as either both or just ranged, because it spends most of it's time not using melee skills.

    So anyway you have 4 melee dps and 6 ranged dps jobs. If we want we can add healers and tanks just because, so you have 8 melee and 9 ranged.

    I don't think it's unreasonable for another melee damage job.

    Though personally I think it would be neat if it was designed vaguely as a mirror/foil to Red Mage, which is why I started talking about a Sauron/Golbez melee bruiser/might mage that built up large aoe influences on the battle field and then used those in conjunction with their physical might to do things like punch the earth in front of a monster so hard that a giant outcropping shard impales them, clench their fist mace down to drown enemies in a torrential sphere of water, mace swing down and create a pillar of fire at their target's feet, etc.
    (0)
    Last edited by Shougun; 06-20-2020 at 05:04 AM.

  9. #289
    Player
    EdwinLi's Avatar
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    Aug 2013
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    4,887
    Character
    Edwin Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Shougun View Post
    Honestly would either count red mage as either both or just ranged, because it spends most of it's time not using melee skills.

    So anyway you have 4 melee dps and 6 ranged dps jobs. If we want we can add healers and tanks just because, so you have 8 melee and 9 ranged.

    I don't think it's unreasonable for another melee damage job.

    Though personally I think it would be neat if it was designed vaguely as a mirror/foil to Red Mage, which is why I started talking about a Sauron/Golbez melee bruiser/might mage that built up large aoe influences on the battle field and then used those in conjunction with their physical might to do things like punch the earth in front of a monster so hard that a giant outcropping shard impales them, clench their fist mace down to drown enemies in a torrential sphere of water, mace swing down and create a pillar of fire at their target's feet, etc.
    It is rather difficult to truely categorize what can and cannot be introduced in the game since we are not developers of the Jobs nor what can be next released.

    I say the conflict of categorizing Job roles is very mixed because different people categorize the job roles different.

    We have, from what I seen, cateogry of....

    1) Role - Physical or Magical - Melee or Range

    2) Role - Melee or Range

    3) Physical or Magical - Melee or Range.

    4) Melee or Range

    The #1 category seem to be the more popular opinion by the player base from what i seen but if we go by this then we are lacking a Magical Melee DPS Job as all prvious Melee DPS Jobs have been Physical Melee DPS Job focused and all previous Magic Damage jobs are based on being Range attackers. Red Mage by FF14 standards has been slotted as Magical Range DPS Job by the developers and DF grouping category recognizing it as a Magic Range DPS Job with the melee side of thing just a Mechanic to use up the Job's energy system though they have started to introduce other ways to spend the energy with their first Range attack that use of that energy system in 5.0.

    If we follow Category #2 then we have 4 Tanks, 4 Melee DPS, 6 Range DPS, and 3 Healers.

    Category #3 will be 8 Physical Melee Jobs, 3 Physical Range Jobs, and 6 Magical Range Jobs.

    By Category #4, it will be considered 8 Melee and 9 Range.

    It gets very complicated when arguing over what can and cannot because we don't know how the developers truely recognize what should and should not be introduced.
    (0)

  10. #290
    Player
    BasicBlake's Avatar
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    Apr 2020
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    Gridania
    Posts
    504
    Character
    Basic Blake
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Shougun View Post
    Honestly would either count red mage as either both or just ranged, because it spends most of it's time not using melee skills.

    So anyway you have 4 melee dps and 6 ranged dps jobs. If we want we can add healers and tanks just because, so you have 8 melee and 9 ranged.

    I don't think it's unreasonable for another melee damage job.

    Though personally I think it would be neat if it was designed vaguely as a mirror/foil to Red Mage, which is why I started talking about a Sauron/Golbez melee bruiser/might mage that built up large aoe influences on the battle field and then used those in conjunction with their physical might to do things like punch the earth in front of a monster so hard that a giant outcropping shard impales them, clench their fist mace down to drown enemies in a torrential sphere of water, mace swing down and create a pillar of fire at their target's feet, etc.
    Lucky for us it doesn't matter how we could count anything for red mage, it could spend 100% of it's time casting or 100% of it's time doing enchanted melee combos, either way it is listed as a caster. Since the 5.0 patch notes list the 5 roles as Tank, Healer, Melee, Caster and Physical ranged!

    So yeah I can see where you are coming from with 4 vs 6, but that is not how the game splits the different classes. Otherwise BLM and MCh would both be adding an intellect bonus to our parties/raids. So it's not 4 melee vs 6 ranged, it's 4 melee vs 3 caster vs 3 physical ranged.

    It's in the Shadowbringers 5.0 patch notes if anyone cares to dispute this.
    (0)

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