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  1. #11
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    Character
    Tani Shirai
    World
    Cactuar
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    Monk Lv 100
    Quote Originally Posted by Ranaku View Post
    Or to make it easier to understand for you, what would be the big difference to you personally? Does it matter to you if you get another melee job which well is the same as all the other melee jobs or a melee job which is the same just with a different flavor.
    No, I'm just tired of seeing threads that amount to "If only we had a job that did this {1 irrelevant gimmick}, it'd be super cool and unique!"

    a different look for a job
    See the examples given in OP? Those aren't different, in appearance or otherwise. That's my point. Their merely having magic... doesn't make an interesting job. Though... they also, well, don't, for those particular examples. Or, less than any existing melee except for Warrior.

    A Mystic Knight has historically had, on average, a far lesser portion of magic damage than an XIV DRK. It is also a theme that was already scavenged into XIV's DRK.

    A Nightblade is a Dragoon but with a sword, with some of its Jump capacity traded out for break (Armor, Weapon, Helm, etc.) skills. It's also entirely physical (outside of perhaps "Rend Magic" and "Rend MP", which are both just... physical slashes, by appearance.)

    Sword Saint is three jobs in one, stealing Dark Knight, Holy Knight, and Divine Knight's skills. But, having thus muddled its identity... it's still just... a generic greatsword user. Heck, it has far fewer casts than Paladin and far less magic use than XIV DRK.
    Its longest list of skills: Stasis Sword (just deals Physical Damage), Split Punch (Physical Damage + Doom), Northswain's Strike (Physical Damage), Lightning Stab (Physical Damage + Silences), Divine Ruination (Confuse + damage based on Physical Attack), Crush Armor (Breaks Armor + damage based on Physical Attack), Crush Helm (basically same), Crush Weapon (Disarm + Physical Damage), Duskblade (Syphon Strike), Shadowblade (Souleater).
    Which is why I return to that feeling of... "Okay... I'm still waiting for the actual idea. Because this gives us as little to work with as 'the job's name should start with B', because we don't have any that start of those. Wouldn't that be cool, guys?"

    As you said, it's never going to be a sub-role, so... where's the actual difference? We'd need more to work with.


    And again... All melee except for Warrior already visually use magic. Even without its Ninjutsu, NIN for instance is Wind and Shadow; MNK is Fire (see TFC), Earth (see Howling Fist), and Wind (Tornado Kick); and SAM is ice-blasting people with Yukikaze between its Moon and Wind attacks and whatever the heck Cherry Blossoms Bombs are supposed to be (see also DRG); etc., etc. With those visuals already there, and the coding identical, the actual work still fully remains to be done.

    You've seen my two cents. I still have yet to see yours.
    (3)
    Last edited by Shurrikhan; 06-27-2023 at 03:56 PM.

  2. #12
    Player
    Shougun's Avatar
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    Jan 2012
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    Ul'dah
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    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I feel Samurai is near magical if we're going off of some general mechanic (casting?). If we're going off visuals then.. I don't see how we were restricted outside of what SE wants to do.

    Just to toss ideas into the pool, and two I've thrown before for melee magic:

    Geo-Knight / Grav-Knight: Two handed bludgeon weapons like maces, clubs, etc. One thought was a bell / musical instrument designed into them, that could be part of the thematic mechanic (raising huge mace up and ringing it, and then bashing in the enemy skull with massive tectonic plates erupting or gravity effects). Use the BRD/MCH mechanic for casting and moving (PvP), add some area awareness effects.. like perhaps constructing elemental fonts/nodes and magical positional magic (melee to mid range). If geo we're looking at the classic elements, if gravity we're looking at if AST was a big DD boi. AF armor would be Ex-Death / Golbez like. Maybe another dragoon armor I guess.

    'Dominant' transformation job (scouting armor), thematically I was originally going with demons, but we have reaper now so I'd say maybe FFXVI meetings Terra Branford meets Zodiac like themes: Weapon I thought should be apparel that could appear throughout transformations, like a sash, cloak, scarf, where in complete form or visual inspirations your 'weapon' impacts the visuals of the other forms. An easy example is picture a Dullahan like mode (giant armor'd knight), now add your cloak onto it, then shift into a Sif like wolf, add the cloak (this 'weapon' could be applied to multiple situations and different locations). Could even make them have a second hand (like Paladin) that is essentially used to further adding form customization (colors, perhaps sfx like if it's fire infused or etc). Some system that encourages both enjoying a particular form but also not setting up camp forever, and ensuring each form feels different enough that it isn't "can of paint 1, 2, and 3" (had another thread on ideas that might do that). Noting I want to 'transform', reaper bleach mode is cool but I don't consider that transforming. If it looks vaguely you still that's not transforming! /table lol
    (1)
    Last edited by Shougun; 06-27-2023 at 03:47 PM.

  3. #13
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Shougun View Post
    I feel Samurai is near magical if we're going off of some general mechanic (casting?). If we're going off visuals then.. I don't see how we were restricted outside of what SE wants to do.
    I mean, visuals-wise... SAM is throwing out Lunar/Time, Wind, and Ice magic left and right.

    Dominant... I thought should be apparel that could appear throughout transformations, like a sash, cloak, scarf, where in complete form or visual inspirations your 'weapon' impacts the visuals of the other forms.
    I like.
    If it looks vaguely you still that's not transforming! /table lol
    /Disagree. Still you, but a different aspect emphasized of you, is best transformation. (100% subjectively correct opinion.)

    Geo-Knight / Grav-Knight
    I dig it. I'm thinking Grav more than Geo, but both seem fun.

    [Off-Topic] Oh, btw, Shougun, another thread you might be interested in: Let's Design a "Living World" Zone for 7.0.
    (2)
    Last edited by Shurrikhan; 06-27-2023 at 03:52 PM.

  4. #14
    Player
    Shougun's Avatar
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    Jan 2012
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    Ul'dah
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    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I mean, visuals-wise... SAM is throwing out Lunar/Time, Wind, and Ice magic left and right.
    Right..? Looks pretty magical to me. The other ones we could argue vaguely too, but Samurai has both a casting bar and magic effects. Give it a staff and we'd call it a battlemage lol. The enforced distinction, visually, between the roles seems to be very little.


    Quote Originally Posted by Shurrikhan View Post
    I like.

    /Disagree. Still you, but a different aspect emphasized of you, is best transformation. (100% subjectively correct opinion.)
    I mean, it's cool. Dragon Ball Z is cool.. but I want to actually transform, as a primary mechanic, man.. let.. me.. change! lol. Have a real love for Harmonixer from Shadow Hearts (PS2) games. Naturally going full Ifrit in FFXVI is cool, though clearly not a primary mechanic. The other thing is very cool too, but for FFXIV we have lots of super sayian modes but no real transformations.. I'd like at least one 'transformation' job. I know some people don't like you can't customize them, hence I had thought of a weapon that can pass through into other forms.

    I'm not going to say Sayian modes are not cool, but I do want to actually go even further beyond... at least as a thing for one job.

    Quote Originally Posted by Shurrikhan View Post
    I dig it. I'm thinking Grav more than Geo, but both seem fun.
    I started to think gravity damage would be more exciting, as it would definitely be 'new' imagery. Over say the few elemental damage effects we already have in the damage dealing space. Not that I'd be opposed to some proper Flood, Quake, and Tornado ancient magic

    Quote Originally Posted by Shurrikhan View Post
    [Off-Topic] Oh, btw, Shougun, another thread you might be interested in: Let's Design a "Living World" Zone for 7.0.
    I haven't forgotten! As much as it's just one new game after the next lol. Actually a decent year for gaming :3. But I'm reading that thread now.
    (2)
    Last edited by Shougun; 06-27-2023 at 04:11 PM.

  5. #15
    Player
    Ranaku's Avatar
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    Echo Micacho
    World
    Raiden
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    Astrologian Lv 100
    Quote Originally Posted by Shurrikhan View Post
    snip
    I totally get that but us players have anyways little hand in how SE makes their jobs in the end so all we can do is anyways just kinda bring out some gimmicky ideas. Nobody will write a 3 page detailed essay about a new job just to see SE ignore it as usual.
    (0)

  6. #16
    Player
    Shougun's Avatar
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    Ul'dah
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    Wubrant Drakesbane
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    Balmung
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    Fisher Lv 90
    Quote Originally Posted by Ranaku View Post
    I totally get that but us players have anyways little hand in how SE makes their jobs in the end so all we can do is anyways just kinda bring out some gimmicky ideas. Nobody will write a 3 page detailed essay about a new job just to see SE ignore it as usual.
    Have you not met Shurrikhan, or heck me? "Do you not know who I am!?" lol

    There are not very many of us, but you're talking to one who has blasted a wall of game ideas / design feedback / suggestions, another one is responding to you now XD. *Complete designs documents would be a lot longer than 3 pages... lol


    Also not guaranteed but before SGE I had posted a healer that healed allies by damaging enemies, prior to that posted pylons as a gimmick weapon. Prior to RPR people were telling others "can't have a dark job" so I went on a rant about void and soul magic, though that did happen to be closer to release (~8 months).. but I did also call it out as Reaper fairly early on. Many years ago I went on 10k post about node based housing replacement idea and the steps of releasing it and upgrading it as possible into housing alternative.. A lot of examples actually, either I have a decent ability to guess due to post count / sense, or is a reason why I strongly believe they take feedback (and of course make it their own).
    (2)
    Last edited by Shougun; 06-27-2023 at 04:47 PM.

  7. #17
    Player
    VictorSpoils's Avatar
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    Mar 2022
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    Character
    Victor Spoils
    World
    Coeurl
    Main Class
    Blue Mage Lv 80
    You mean like this?

    Quote Originally Posted by VictorSpoils View Post
    All these FFXI job topics got me thinking...

    Be warned: this was a semi-joke. Magic Melee sounds cool, but they definitely haven't hinted at adding those other jobs.

    There was a topic a while back discussing what roles the 7.0 job(s) would fill. It was reasonable to assume it would be 1 or 2 DPS jobs, particularly physical/magical ranged to even the gap, especially with how uniform the tanks and healers are now, but the argument made for melee DPS was that it would create an even 6/6 split. If they added a melee and split them in half, you'd have four DPS categories with three jobs each. Since the raid format already uses two melees, it seems thematically appropriate.
    (0)

  8. #18
    Player
    Ranaku's Avatar
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    Mar 2019
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    Character
    Echo Micacho
    World
    Raiden
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    Astrologian Lv 100
    Quote Originally Posted by Shougun View Post
    snip
    Don't get me wrong, i would be thrilled if SE would pay any attention to people who put so much work into feedback and ideas.

    Sadly most times i figure the language barrier stands in the way, the devs are known for not being really great with english so they would need to hear most stuff from someone who can speak both languages. Which should be mostly only the translators like Koji Fox. Not here to bash the devs, but we all heard Yoshi P. speak "english" and mentioning that he isn't really good at it. xD

    Anyhow props to you and Shurrikhan for putting so much effort into it, if it is fun for you then there is nothing wrong with it! All power to you fellas!
    (1)

  9. #19
    Player
    Shurrikhan's Avatar
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    Character
    Tani Shirai
    World
    Cactuar
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    Monk Lv 100
    Quote Originally Posted by Ranaku View Post
    I totally get that but us players have anyways little hand in how SE makes their jobs in the end so all we can do is anyways just kinda bring out some gimmicky ideas. Nobody will write a 3 page detailed essay about a new job just to see SE ignore it as usual.
    There have probably been at least a dozen I've seen since EW launched (though I didn't have an active account or forum permissions during the time I saw many of those, and I sadly failed to bookmark them). Most had gotten pretty thorough feedback from at least a couple posters. Yes, there are (others) this nerdy.

    Granted, the expectation is normally just that players will read it, and some few slivers of the hash-out will produce understandings useful in creating examples that would give warrants for certain ideas that would in turn push the community towards a place where their future critiques will be less easily misconstrued by the developers (such as for an excuse in order to toss out another least-effort take).

    Quote Originally Posted by VictorSpoils View Post
    You mean like this?
    Hmm, yeah, that'd about do it. Very nice.

    I still don't really see the point in classifying physical and magical separately if it doesn't really say anything about how the particular job plays (RPR playing more like a DRG than a NIN, RDM, or RFC, etc.), but... if that were to replace the Maiming/Striking/Scouting nonsense distinction among Melee and Casters continue to have their casting pruned away anyways, I wouldn't be opposed to that assortment, even as arbitrary as it might seem by then.

    It was reasonable to assume it would be 1 or 2 DPS jobs, particularly physical/magical ranged to even the gap, especially with how uniform the tanks and healers are now, but the argument made for melee DPS was that it would create an even 6/6 split. If they added a melee and split them in half, you'd have four DPS categories with three jobs each. Since the raid format already uses two melees, it seems thematically appropriate.
    Aye. 1 more Scouting would make a ton of sense. 2 Maiming, 2 Striking, 2 Scouting for 6 Melee DPS, opposite 3 Aiming and 3 Casting for 6 Ranged DPS.

    Sadly, Melee is used to being hit with the double-standard when it comes to (sub)role classifications, so somehow despite 1.x (largely pre-roles) launching with 4 melee (GLD, MRD, PGL, LNC) and 3 ranged (BRD, CNJ, THM) and ARR having been meant to launch with 3 melee DPS (NIN, meant to mirror SMN, delayed) and 3 ranged DPS (ACN being both the replacement for the healer that Yoshida removed in 1.x in changing THM from a Vampiric Support to a pure DPS and, as a bonus, another DPS). Le sigh.
    (1)

  10. #20
    Player
    CaptainLagbeard's Avatar
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    Aug 2013
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    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    FF has had the Mystic Knight job/class.

    Who are effectively a physical class that use magic to power up their attacks and add elements to it.

    So it's not an impossibility to get such a class...
    (1)

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