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  1. #31
    Player
    SeverianLyonesse's Avatar
    Join Date
    Aug 2021
    Posts
    735
    Character
    Severian Lyonesse
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Tsiron View Post
    Blitzballer would probably end up Aiming, if anything. And yeah, true, Monk would've been the best candidate for quarterstaves, there's not really any other archetype I can think of that would be a better match.

    But could you imagine a blitzballer wearing aiming gear? Hence why I think it would be a melee brawler with some ranged options. And I think that may be a better fit for it anyway since there's only so many ways you can throw a blitzball, but many things you can do with athletic moves in a mid- to close-range context.

    Ninja is already semi-ranged (and to a lesser extent Dragoon and Reaper), so it wouldn't really be stretching the design standards much.
    (1)

  2. #32
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    I could probably predict MCH will stagnate again in 7.0
    (1)

  3. #33
    Player
    ChazNatlo's Avatar
    Join Date
    Dec 2013
    Location
    Limsa Lominsa
    Posts
    510
    Character
    Mirasa Thume
    World
    Hyperion
    Main Class
    Arcanist Lv 85
    I will never not vouch for Mystic Knight. My current weapon of choice for it is a whip sword, despite the fact that this sortof negates LB3 being dual wielded flare blade barrage.
    (1)

  4. #34
    Player
    Rowde's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    1,146
    Character
    Willig Rowde
    World
    Hyperion
    Main Class
    Dark Knight Lv 100
    I've hyped myself up now on the idea of a job with a whip. Especially if it's either a "Magic Whip" or paired with a floating automaton/pet/magic crystal thing.

    Take elements from Castlevania, Whip(KoF), Spiderman, Scorpion, and AoT (to an extent).

    Main idea would be for it to have an abundance of movement based actions/attacks that utilize the whip to swing around, or draw themselves into, an anchor point.

    Simple concept would be that the whip magically creates the anchor point (or you have some mecha buddy/pet that flies around and serves as the anchor point) which would probably allow more fluid and creative attack animations.

    More complex concept would be that the player places the Anchor Point on the field, and then moves that utilize it can only be used within a certain range of the Anchor Point.
    (1)

  5. #35
    Player
    Shironeko_Narunyan's Avatar
    Join Date
    Jul 2021
    Posts
    395
    Character
    Noraneko Narunyan
    World
    Sophia
    Main Class
    White Mage Lv 90
    I'd like a real, traditional pet class, with debuffs, pet buffs, pet heal.
    If that interferes too much with the mainstream content, make it a limited job, like Blu.
    I'd love to go around, collect, train, customize pets, and I like the supportive gameplay aspect.

    Apart from making it limited, there's a lot of options to make it work as a regular job, but I'd take whatever.

    Or you could have crafters make puppet parts, and you customize the pet by using the parts that best fit your needs.
    (1)

  6. #36
    Player
    SeverianLyonesse's Avatar
    Join Date
    Aug 2021
    Posts
    735
    Character
    Severian Lyonesse
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Rowde View Post
    I've hyped myself up now on the idea of a job with a whip. Especially if it's either a "Magic Whip" or paired with a floating automaton/pet/magic crystal thing.

    Take elements from Castlevania, Whip(KoF), Spiderman, Scorpion, and AoT (to an extent).

    Main idea would be for it to have an abundance of movement based actions/attacks that utilize the whip to swing around, or draw themselves into, an anchor point.

    Simple concept would be that the whip magically creates the anchor point (or you have some mecha buddy/pet that flies around and serves as the anchor point) which would probably allow more fluid and creative attack animations.

    More complex concept would be that the player places the Anchor Point on the field, and then moves that utilize it can only be used within a certain range of the Anchor Point.
    Ah so combo whip/hookshot. On the one hand I'm a bit dubious of how clean the animations could look if there were any lag. But on the other hand, tethers and gap-closers seem to function okay most of the time, so I guess the fundamentals are already working in the game.

    I don't see a whip class being anything more than either a healer class, or a limited beastmaster. Whips as a weapon just aren't crunchy enough to feel satisfying as a tank/dps. Now, perhaps a flail...
    (1)

  7. #37
    Player
    Rowde's Avatar
    Join Date
    May 2015
    Location
    Limsa Lominsa
    Posts
    1,146
    Character
    Willig Rowde
    World
    Hyperion
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by SeverianLyonesse View Post
    Ah so combo whip/hookshot. On the one hand I'm a bit dubious of how clean the animations could look if there were any lag. But on the other hand, tethers and gap-closers seem to function okay most of the time, so I guess the fundamentals are already working in the game.

    I don't see a whip class being anything more than either a healer class, or a limited beastmaster. Whips as a weapon just aren't crunchy enough to feel satisfying as a tank/dps. Now, perhaps a flail...
    That's why the Anchor Point.
    Sure you'd have your standard whip crack moves, but the flashier/chonkier moves would be momentum based involving your whole body. Lots of flying kicks/elbows and drops/slams.

    That's just the base weapon too... I suppose once there's actually a "job identity" they could have additional abilities that make sense within that identity without necessarily utilizing the main weapon. Similar to how Ninja's have daggers and Ninjitsu, MCH have their gun and tools/automatons, Dark Knights have their Great Sword and Dark Arts, etc.

    Like say... generic as possible... but a "Ruin Explorer." Main Weapon is a the whip, but as a "Ruin Explorer" you might also expect them to have explosives on hand too.
    (0)

  8. #38
    Player
    SdeSpencer's Avatar
    Join Date
    Dec 2020
    Posts
    13
    Character
    Enqi Kha
    World
    Maduin
    Main Class
    Culinarian Lv 90
    tbh the one i want that seems the most reasonable is a class with a whip, probably using scouting gear. maybe with a castlevania or cowboy sort of aesthetic. could be a beastmaster, as that's what they used in 5, or could be something unique. tbh i feel like as a dps whips make alot of sense, particularly as a Scouting one, as like Ninja it'd be a lot more flowy and flourishing instead of purely hit hard.
    (4)

  9. #39
    Player
    SkyCake's Avatar
    Join Date
    Aug 2013
    Posts
    138
    Character
    Sofiija Sky
    World
    Balmung
    Main Class
    Black Mage Lv 82
    Green Mage/Elementalist/Spell Fencer. I list all three since they're essentially the same with small variations. I want a DoT-based class with classic debuffs. I don't really care if it's range/mage/physical/ect. As long as it's DPS.

    Especially now that SMN was dumbed down, the space for DoTs has opened back up. With it being their main gimmick, they could mess around with DoTs a lot more than just slapping 2 DoTs up, having a spread, and a psuedo-reset. It's basically free design space. Iconic green magic like Oil to buff their next fire move. Their party buff could be Haste. Not worth going deep into the idea, but I think the basic idea is clear. Green Mage was the least memorable for people out of the color'd mages. I still consider it a recognizable job.
    (1)

  10. #40
    Player
    SeverianLyonesse's Avatar
    Join Date
    Aug 2021
    Posts
    735
    Character
    Severian Lyonesse
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Rowde View Post
    That's why the Anchor Point.
    Sure you'd have your standard whip crack moves, but the flashier/chonkier moves would be momentum based involving your whole body. Lots of flying kicks/elbows and drops/slams.

    That's just the base weapon too... I suppose once there's actually a "job identity" they could have additional abilities that make sense within that identity without necessarily utilizing the main weapon. Similar to how Ninja's have daggers and Ninjitsu, MCH have their gun and tools/automatons, Dark Knights have their Great Sword and Dark Arts, etc.

    Like say... generic as possible... but a "Ruin Explorer." Main Weapon is a the whip, but as a "Ruin Explorer" you might also expect them to have explosives on hand too.
    Hm yeah I see what you're getting at, though I don't feel body weight is enough on its own when we already have Monk and Dragoon doing that with more impact and style than I think a whip could achieve. Whip at this point feels like a supplement than a main dps weapon. I feel like it needs to be paired with something more than just explosives. Something heavier at the tip to act as a counterweight to the bodyweight that itself could be used to smash things. Like something between a bolas and a morningstar, maybe. Or if not something heavy, something sharp, make it a chain-blade whip.

    The "ruin explorer" idea is cute, even if I don't think our chances of getting an Indiana Jones class are very high. :P
    (1)
    Last edited by SeverianLyonesse; 09-21-2021 at 04:25 AM.

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