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  1. #521
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Tsiron View Post
    Maiming and Scouting gear are definitely underutilized, as things stand right now.
    It's also difficult to think of jobs that would use both of them to boot. Beastmaster looks like it'll be either a Fending or Striking Limited Job based on the equipment held by Lyon -- there's not exactly an assortment of Dex shields available, or harnesses used by Dragoons.

    Maiming gear's designed for a Knight-type DPS, and I think the only thing left that can fit it is Spellblade or one of its variants (Rune Fencer, Mystic Knight, Ravager, etc).

    Scouting gear, I can't think of a single thing that doesn't overlap a job we already have, and would probably be relegated to some Limited Job that doesn't already have a specified armor type, like Puppetmaster or something.
    (2)

  2. #522
    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 Archwizard View Post
    It's also difficult to think of jobs that would use both of them to boot. Beastmaster looks like it'll be either a Fending or Striking Limited Job based on the equipment held by Lyon -- there's not exactly an assortment of Dex shields available, or harnesses used by Dragoons.

    Maiming gear's designed for a Knight-type DPS, and I think the only thing left that can fit it is Spellblade or one of its variants (Rune Fencer, Mystic Knight, Ravager, etc).

    Scouting gear, I can't think of a single thing that doesn't overlap a job we already have, and would probably be relegated to some Limited Job that doesn't already have a specified armor type, like Puppetmaster or something.
    Scouting gear, or Ninja is in an even odder position.
    Adding another scouting job would mean 5 dps jobs that use Dex and aiming accessories. 6 if we get a fourth phys ranged job.
    (0)

  3. #523
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    All these DPS "role" subdivisions are completely arbitrary, especially when you have four designated DPS slots of whatever flavour you like. Let's be real, the present role ratio is 4:3:10(+1).

    You don't need a fourth bard clone for the sake of filling a "ranged physical dps" subrole. You don't need a third black mage clone for the sake of filling a "magical ranged dps" subrole. The fact that ranged dps itself is subdivided into two arbitrary sub-sub-categories that together are nearly double the size of melee is baffling. But it likely represents where the sub money is at.

    What we do need is a fourth healer. And I think that before adding more jobs to the pool of 17(+1) that we have at the moment, they need aa bigger development team designated to manage these jobs. More than the three to four devs that they have doing job balance at the moment (less than one per role!) And you wonder why it takes them the better part of an expansion to even acknowledge the need for changes, let alone implement them.

    I think that if they just implemented that healer job to round out the role, and then dedicated themselves to fixing problems within the present job system (especially with tanks and healers), I would be a lot more happier than seeing them add exciting(!) new dps jobs as a lazy cash grab and deliver subpar role revisions. Focus on the long term, please.
    (6)

  4. #524
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Lyth View Post
    All these DPS "role" subdivisions are completely arbitrary, especially when you have four designated DPS slots of whatever flavour you like. Let's be real, the present role ratio is 4:3:10(+1).

    You don't need a fourth bard clone for the sake of filling a "ranged physical dps" subrole. You don't need a third black mage clone for the sake of filling a "magical ranged dps" subrole. The fact that ranged dps itself is subdivided into two arbitrary sub-sub-categories that together are nearly double the size of melee is baffling. But it likely represents where the sub money is at.
    Fair point. I do still see consolidating gear as a likely possibility both the alleviate "confusion" and because it would fir with their MO of simplification.

    I do agree that a 4th healer is direly needed, but after wards there would still be a need for one more Tank and Healer to bring it up to parity with the DPS ratios,and that's assuming they don't add any more DPS jobs.
    (1)

  5. #525
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Lyth View Post
    All these DPS "role" subdivisions are completely arbitrary, especially when you have four designated DPS slots of whatever flavour you like. Let's be real, the present role ratio is 4:3:10(+1)...
    Quote Originally Posted by Morningstar1337 View Post
    I do agree that a 4th healer is direly needed, but after wards there would still be a need for one more Tank and Healer to bring it up to parity with the DPS ratios,and that's assuming they don't add any more DPS jobs.
    While I agree a 4th healer is most likely the next on the docket (and of course an overdue review of the other three healers and their role as a whole, which hopefully the addition will prompt), the factor being forgotten with regards to "parity with the DPS ratios" is group composition.

    Yes, we have 4 tanks. We also have only two spots for tanks in Trials and Normal Raids, as with Healers. Once you factor in other content like Alliance Raids, on average, there are over twice as many positions to be filled by DPS (mostly ranged for progression comps, with token melee for LB), so it makes sense that the variety for each open position would be weighted proportionately.
    (2)
    Last edited by Archwizard; 11-24-2020 at 03:20 AM.

  6. #526
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,106
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Tsiron View Post
    Maiming and Scouting gear are definitely underutilized, as things stand right now. I can't really think of any weapon types they haven't already covered to some extent though, and I know we're not getting more swords but by God do I want more swords lol.
    I'm pretty sure the gear being like it is is by design. Back in ARR they had a difference time maiming gear had lower magic defense than striking, and scouting had more defense and vitality than aiming. But if they wanted to now, it wouldn't be too difficult in future expansions to just eliminate scouting and maiming entirely and with future gear sets, dragoons would share gear with monk and samurai and ninja with the ranged physical jobs. But keeping them separate now means that it takes players more time to gear up jobs, and forces players into picking jobs to play while not playing the others. (Though that could also be an argument to actually eliminate redundant armor sets. The relic quests this expansion does seem proof that Square wants to encourage people to branch out and play more jobs with how easy it is for even the most casual player to get weapons for all jobs now)
    (2)

  7. #527
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by wereotter View Post
    I'm pretty sure the gear being like it is is by design. Back in ARR they had a difference time maiming gear had lower magic defense than striking, and scouting had more defense and vitality than aiming.
    Maiming was the only gear type with def/m.def differences (and it still is even after they changed m.def to be equal to all other types). Striking, Aiming and even the later Scouting always had the same def/m.def as they were all branches of the same generic DoW gear. Striking and Aiming split at level 50 while Scouting spun out of Striking starting at i100 in 2.4.
    (1)

  8. #528
    Player
    Kiurai's Avatar
    Join Date
    Feb 2019
    Location
    Limsa-Lominsa
    Posts
    174
    Character
    Kuruai Naikrui
    World
    Behemoth
    Main Class
    Summoner Lv 90
    Guess Ill plus 1 Necro again, I see it fitting the role Healer or magic dps in my mind at least. Now this is merely wishful thinking but I'd probably want a drain mage or dot mage design with an occasional BLM heavy hitter skill or have something that uses the DOTs as a resource to do a big DPS hit (stacking debuffs ala GW2 Necro stacking vuln debuff and then having an ability that does 2x damage for each stack, tho not a one to one recreation) another would be a dual sword class like a duelist or a mage knight idea is what's spinning in my head, although I couldn't say what that would fit in the old job conventions of previous game.
    (1)
    Last edited by Kiurai; 11-24-2020 at 04:31 PM.

  9. #529
    Player
    Laphicet's Avatar
    Join Date
    Jan 2020
    Posts
    218
    Character
    Laphicet Melophicet
    World
    Mateus
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Kiurai View Post
    Guess Ill plus 1 Necro again, I see it fitting the role Healer or magic dps in my mind at least. Now this is merely wishful thinking but I'd probably want a drain mage or dot mage design with an occasional BLM heavy hitter skill or have something that uses the DOTs as a resource to do a big DPS hit (stacking debuffs ala GW2 Necro stacking vuln debuff and then having an ability that does 2x damage for each stack, tho not a one to one recreation) another would be a dual sword class like a duelist or a mage knight idea is what's spinning in my head, although I couldn't say what that would fit in the old job conventions of previous game.
    Necro isn't happening, necromancy is highly illegal in the lore and is EXPLICITLY shown MULTIPLE TIMES to be an evil thing that is only used for selfish ends and/or drives the user mad over time (with one exception in ShB but the char repeatedly states their taintedness and is going mad during the course of the fight). This could not be worked around in any feasible way without massively contradicting existing lore. There is another dark healer in the ff series and spinoffs (Exorcist) and geomancer could shape up to be a "dark" healer due to the nature of doman geomancy, but as for actual Necro? Not going to be happening without some massive retcons.

    Though it wouldn't surprise me if they added it anyway seeing how they fucked over ast's and sch's lore via the ShB changes.
    (3)

  10. #530
    Player
    Kesey's Avatar
    Join Date
    Jul 2018
    Posts
    766
    Character
    Kesey Stryker
    World
    Zalera
    Main Class
    Gunbreaker Lv 90
    I feel like the lore and hints are leaning to a Chemist healer and a Geomancer magic dps. Guess we'll know in February.
    (1)

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