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  1. #1
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,318
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by HikariKurosawa View Post
    After that though? What can you really do to advance the job? It would be completely streamlined. Every animation would be modernized, the burst window would be as full as it should realistically be(I find it overwhelmingly packed as is, but life surge and WWT make it more complicated than it would be in this idea), and everything would flow naturally. I guess they could make additions to our combat outside of burst, but it's a delicate balance.
    Oh I'd mostly want jobs to break away from the "all the exact same combat design with visual differences"-mold. Meaning I'd want reworks for all combat jobs that heavily heterogenize them.

    My big idea for Dragoon would be to make many GCDs "jumps" of 1.5x-2.0x GCD timer, and while airborne you get a targetting cursor akin to the PvP LB, and while airborne you're invulnerable. Center the job around jumps and airtime, 105%!
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  2. #2
    Player
    HikariKurosawa's Avatar
    Join Date
    Jan 2021
    Posts
    746
    Character
    Hikaru Kurosawa
    World
    Ultros
    Main Class
    Dragoon Lv 95
    Quote Originally Posted by Carighan View Post
    Oh I'd mostly want jobs to break away from the "all the exact same combat design with visual differences"-mold. Meaning I'd want reworks for all combat jobs that heavily heterogenize them.

    My big idea for Dragoon would be to make many GCDs "jumps" of 1.5x-2.0x GCD timer, and while airborne you get a targetting cursor akin to the PvP LB, and while airborne you're invulnerable. Center the job around jumps and airtime, 105%!
    Hmm lol, maybe they could do that for pvp but I would prefer to keep pve dragoon similar to how it already is. I really like how it plays and it is extremely satisfying, I just wish it was a little bit cleaner and more streamlined.

    Or maybe the future of job design should be "limited mode" versions of the existing jobs, where they really go wild with the ability designs. They could have really in depth job quests that way like the blue mage does and it would give them a ton of creative freedom over how the jobs play, since they wouldn't have to balance them around the main battle content.

    Since the jobs are already pretty much full and approaching a dead end of development, it's either 1) rework entirely and scrap nearly everything, 2) focus on overhauling the low level experience, or 3) give each job a limited version that is really unique.
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