Your ideas are brilliant, indeed! =D
Please, check my thread about a compilation of job suggestions! It's in here!
Now I would LOVE that a dev could see this =P
Your ideas are brilliant, indeed! =D
Please, check my thread about a compilation of job suggestions! It's in here!
Now I would LOVE that a dev could see this =P
My XIVPAD: http://xivpads.com/?13824598

I like it, but i think there are a lot of jobs. Maybe 2 per class would be fine


Thank you
I do 3 for a reason though. Having so many roles per one job will help to secure a spot in partys for leveling your classes and doing content, and since this is horizontal growth were talking about here I thought best of WoW's talent trees and how you can spec in 3 different ways. This is pretty similar except your not getting bonuses out of the tree, your directly becoming the job suited for the task.

Love the idea of 2-3 jobs per class. I've posted thoughts on multi jobs on single classes before, so i'll be brief:Thank you
I do 3 for a reason though. Having so many roles per one job will help to secure a spot in partys for leveling your classes and doing content, and since this is horizontal growth were talking about here I thought best of WoW's talent trees and how you can spec in 3 different ways. This is pretty similar except your not getting bonuses out of the tree, your directly becoming the job suited for the task.
I think Classes could do with some skills to fulfill 2-3 roles themselves (DD/Tank/Heals/Buff/Debuff) And then let jobs specialize on one.)
Example: Lancer, Add some tanking type skills and maybe ranged skills (Throwing spears find a use?)
Now as a class, Lancer can Off tank, but not as well as a Job, DD, but not as well as a job etc.
Then apply Jobs:
Lancer becomes Dragoon = DD specialized
Lancer becomes (Long staff user) = Tanking specialized
Easier route would probably to make another classes skills and apply Perks to those to get the same result (Lancer tanking (long staff user) perks apply to MRD Parry/tanking skills. But i'd advocate giving each Class its own skills (and some varied skill animations for the love of god) to keep each classes flavor)
What you get from such a setup: Each CLASS gets a couple base roles that they can perform on a median level of effectiveness. Giving SE the ability to make some extreamly dynamic dungeons. One boss may have 5 adds needing spot off tanking. Another may need to be burned down.
JOBS perform a single role ad a high level. I think this would really hinge on SE denying JOB change in dungeons. But perhaps not CLASS change. You want versatility on a wide scale: Bring a CLASS. Want to specialize and bring the best of a specific role, bring a JOB.
This may be one of the few ways i can think of that will both keep classes more relavent with the existance of jobs. And also save us from having a DD class with 2-3 DD jobs (in which one is generally concidered the best), a lack of tanks (one can hope) since you can have many flavors of tank.
-------------------Red mage--------------
I'd like to see a melee spell caster/swordsman, who casts/weapon effect debuffs on an enemy, and then converts that debuff to a party buff via spellcasting. This could also be used to change a Debuff placed on you or a party member into a buff for the group.
This is a type of mechanic one rarely finds in a game, but when found can be extreamly fun as opposed to a long list of Debuffs to cast and a long list of buffs to cast.
Example:
RDM uses WS with effect: Magic ACC down on enemy.
RDM casts "Conversion spell" on same enemy.
Party revices Magic ACC up Buff
So much for being Brief. ^^
While I doubt SE would add so many jobs and classes, I would love it if all of your ideas actually happened.


Love the idea of 2-3 jobs per class. I've posted thoughts on multi jobs on single classes before, so i'll be brief:
I think Classes could do with some skills to fulfill 2-3 roles themselves (DD/Tank/Heals/Buff/Debuff) And then let jobs specialize on one.)
Example: Lancer, Add some tanking type skills and maybe ranged skills (Throwing spears find a use?)
Now as a class, Lancer can Off tank, but not as well as a Job, DD, but not as well as a job etc.
Then apply Jobs:
Lancer becomes Dragoon = DD specialized
Lancer becomes (Long staff user) = Tanking specialized
Easier route would probably to make another classes skills and apply Perks to those to get the same result (Lancer tanking (long staff user) perks apply to MRD Parry/tanking skills. But i'd advocate giving each Class its own skills (and some varied skill animations for the love of god) to keep each classes flavor)
What you get from such a setup: Each CLASS gets a couple base roles that they can perform on a median level of effectiveness. Giving SE the ability to make some extreamly dynamic dungeons. One boss may have 5 adds needing spot off tanking. Another may need to be burned down.
JOBS perform a single role ad a high level. I think this would really hinge on SE denying JOB change in dungeons. But perhaps not CLASS change. You want versatility on a wide scale: Bring a CLASS. Want to specialize and bring the best of a specific role, bring a JOB.
This may be one of the few ways i can think of that will both keep classes more relavent with the existance of jobs. And also save us from having a DD class with 2-3 DD jobs (in which one is generally concidered the best), a lack of tanks (one can hope) since you can have many flavors of tank.
-------------------Red mage--------------
I'd like to see a melee spell caster/swordsman, who casts/weapon effect debuffs on an enemy, and then converts that debuff to a party buff via spellcasting. This could also be used to change a Debuff placed on you or a party member into a buff for the group.
This is a type of mechanic one rarely finds in a game, but when found can be extreamly fun as opposed to a long list of Debuffs to cast and a long list of buffs to cast.
Example:
RDM uses WS with effect: Magic ACC down on enemy.
RDM casts "Conversion spell" on same enemy.
Party revices Magic ACC up Buff
So much for being Brief. ^^this was my exact thought processes in these designs lol. It works though :P


I thought this myself, which led me to a few things. Isn't this setup ultimately what XIV will become under the current system? If this is the case, I say just do away with classes altogether. I kinda like this idea of having (as in the current system) jobs as an extension of your current class, but ultimatley isn't that what most jobs in FF are about? They each are/have an extension of another.
Consider this: http://www.gamefaqs.com/ps/197339-fi...tics/faqs/3883
Simple example: In FF Tactics, you could start off with just a few basic jobs, lets say I chose Squire. After hit level 2 I am able to chose Knight as my job... AND Knight would be an extension of the initial job that it came from....kinda like how you get WAR from MRD.
How XIV's class/job system is now is just outright dumb. Why do I point this out as just an outright dumb idea? The classes don't stand out. There's very little, if ever a reason to use them, or their abilities, since the corresponding jobs share the same actions/abilities. The gear for them just sucks and is a total waste of time, gil, inv space to have and use. Plus not only that, if classes didn't exist and it was just jobs, things would just be so much easier and the market wards could be cleaned up of items and gear that are only class specific.*
*(which brings me to another thing: Why is it that we can buy CSE? Isn't CSE suppossed to be something to help your class standout and give people a reason to use classes? But it seriously doesn't. I don't really get it. But thats for another thread a better time)
Imagine this scenario, it's the thought that encouraged this post:
Say you have an AF weapon for BLM, and you are currently WAR. But you want to change to BLM, so you select your AF weapon to change your job. BUT you can't. You need to switch to THM first, since BLM AF weapon is equiped by BLM only. You would need to have ANOTHER weapon that you could use to change to THM before you could ever change to BLM.
It just sounds so odd of a system to actually be true. Let alone something we currently pay for.
Also too, if it is indeed going to be this odd of a system, I truly hope they don't cut our inventory spaces like they said they would come 2.0. Cuz by the sound of it, if I have AF for each job one day, I'm going to HAVE TO have a weapon to change to my classes first.


this is really good,
just don't sue SE if they steal your idea lololol
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I dont want an inventory cut either
How XIV's class/job system is now is just outright dumb. Why do I point this out as just an outright dumb idea? The classes don't stand out. There's very little, if ever a reason to use them, or their abilities, since the corresponding jobs share the same actions/abilities. The gear for them just sucks and is a total waste of time, gil, inv space to have and use. Plus not only that, if classes didn't exist and it was just jobs, things would just be so much easier and the market wards could be cleaned up of items and gear that are only class specific.*
:/ I think the job system is excellent. Classes are way better to solo with. Have you ever stacked blindside, blood for blood, invigorate, quellingstrike, and multishot on you archer? You essentially blow an enemy away if its your level, bards cant do that. The gear does not suck for classes. Dont be mad just because they arn't making AF for them. All other gear is pefectly fine to equip on your class. Also by using materia class gear can by far exceed the abilities of those that are job specific. Furthermore the MW has been cleaned up. Its not that difficult to figure out which gear goes to who. Its sorted by equipment type so familiarize yourself.
Imagine this scenario, it's the thought that encouraged this post:
Say you have an AF weapon for BLM, and you are currently WAR. But you want to change to BLM, so you select your AF weapon to change your job. BUT you can't. You need to switch to THM first, since BLM AF weapon is equiped by BLM only. You would need to have ANOTHER weapon that you could use to change to THM before you could ever change to BLM.
It just sounds so odd of a system to actually be true. Let alone something we currently pay for.
Theres nothing odd about this. I carry a differnt weapon for my classes usually then my jobs anyways. Such as conjurer I like to have a Tremor wand or a Gale wand which can be melded and made really strong. If I swtich to white mage ill usually be focusing on healing so then I just hit my handy white mage macro and get chiran zabrans tempest. Now as to why you wouldnt have the base class weapon on you i dont understand your logic, because your leveling the class not the job, so you should appreciate your class more, and if your not soloing with it i promise you your f***king your self over on combat when your doing leves.
Also too, if it is indeed going to be this odd of a system, I truly hope they don't cut our inventory spaces like they said they would come 2.0. Cuz by the sound of it, if I have AF for each job one day, I'm going to HAVE TO have a weapon to change to my classes first.![]()
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this was my exact thought processes in these designs lol. It works though :P



