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  1. #21
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    I think what you're saying is a NIN should be able to basically have a skill tree to set what they're role is, such as magic, range or evasion tree. But it wouldn't really be fair and give to much diversity for one class if it's done that way. I think to successfully create a Ninja class for this game you have to take into consideration what past games did and how they can utilize that concept into 14. Idealy I'd like for Ninja to be a class on it's own though sadly it may turn into a job for Thief. If it was a class on it's own it would be able to utilize more jutsu but if it's just a job then it would have 5 abilities to work with, but no clue what they would do lol.

    If you look at past FF's you'll notice this

    1=basically used more weapons/armor and could use lower tier black magic
    3=Throw command and think they can dual wield
    4=From the original it's access to Fire/Water/Thunder AOE magic, Escape, Stop, Blink,
    5=Throw command for fire/water/thunder AOE, shurikens and abilities Escape and Blink
    6=Throw scrolls Invisible, Blink, Fire, water and lightning.
    Tactics=Throw command water/lightning/fire and shurikens.

    Looking at ninja in this sense and ingoring everything about 11 you notice the pattern is water/fire/lightning when it comes to the magical damage they perform. The other similarity is useage of shurikens, Smokebombs, copy images and stop command.

    A Ninja's role could be all about moving around to make use of their combos.

    A Ninja could dual wield weaponry and have shuriken range which act more as a catalyst to perform enfeebles which accuracy is based upon your distance from the enemy. So during a combo when you use shuriken as a finisher the further back you are from the mob the higher chances the Enfeeble will land.

    if we play on the idea that a class has 8-10 TP abilties we can work with:
    Double Slash:Front combo

    Backslash:Back combo

    Quick Slash:Side combo

    katon:Fire dmg single target Combo "Double Slash"

    Sution:Water dmg single target Combo "Backslash"

    Raiton:Lightning dmg single target Combo "Quick Slash"

    Smoke Bomb:AOE Lowers target's accuracy Combo "Kaiton" changes single target and adds eva down effect

    Mirage:Self target eva up Combo "Suiton" Makes AOE and adds chance evade up to two attacks and regain HP/MP(when you evade during window you'll regain HP/MP)

    Pin: Single target stun +dmg Combo "Raiton" Changes effect to single target "Stop"

    Throw -Expend Shuriken to deal dmg- Combo:Katon=Increased dmg based on distance when thrown
    Suiton=Grant poison effect on target, potency depends on distance when thrown
    Raiton=Increases Crit hit rate and dmg based on distance when thrown
    (all Throw combos increase recast time of Throw Command)

    Widespread: Next jutsu will be in AOE form, increased MP useage as well as recast, must be used during combo and ends said combo when used

    Ancient Jutsu cast will be in San form, increases dmg but also increased casting and recast, can only be done during a combo and ends said combo when performed

    Swift: Self movement speed increase stance, also increases duration of combo timer (only active during combo timer effect)

    Swiftstrike: Next action will initate said combo regardless of direction (idea is Ninja swiftly moves to the proper position to start the combo)

    "Class trait"
    Jutsu Ni: upgrades all just to Ni form increasing damage and casting time:

    Combos:
    Double Slash-Katon-Smoke Bomb
    Double Slash-Katon-Throw

    Backslash-Suiton-Mirage
    Backslash-Suiton-Throw

    Quick Slash-Raiton-Pin
    Quick Slash-Raiton-Throw

    The idea is for Ninja to utilize the idea of moving around during combat, close range attacks followed up with jutsu then finished off with either a support/enfeeble or a shuriken strike from afar(to increase it's potency). It's an attempt to bring out the original concept of Ninja and ignoring 11 completely since like BLM it pretty much had a lot of utility added to it which could leave other classes out in the dust.

    Then to add shurikens to the mix make them act as a combo with magical jutsu to offer an added effect of poison effect.

    The above might be to much utility but the idea is to bring out the traditional ninja rather then basing it on what 11 had, so pretty much tried to ignore slow, paralyze, att down, enmity manipulation jutsu in place of abilities found in more traditional games. While I do know poison was something only used in 11 I added it in the list of throw combos because out of all three elements the poison enfeeble is the only one that fits since slow is usually tied to earth, paralyze is ice and blind is dark however smokebomb acts as the "blind" effect.

    ---
    I'd like to see a ninja with utility like this, while it might be OPed I"m sure it could be tweaked in a way to balance it out. They pretty much aren't tanks with this setup but they should have a decent rate to dodge if the situation called upon itself. I know I keep posting different ideas for NIN though it's cause it's a personal fav class of mine so it's fun to just dink around with different ways the class could work.

    I'd love to see the kinds of ideas they have for future classes, kills me not to know how they imagine things, best I can do is just guess based on how they did CON/THM which is heavily based on the magical concept from the older FF titles.
    (3)

  2. #22
    Player

    Join Date
    Jun 2011
    Location
    the States
    Posts
    25
    Quote Originally Posted by Airget View Post
    I think what you're saying is a NIN should be able to basically have a skill tree to set what they're role is, such as magic, range or evasion tree. But it wouldn't really be fair and give to much diversity for one class if it's done that way. I think to successfully create a Ninja class for this game you have to take into consideration what past games did and how they can utilize that concept into 14. Idealy I'd like for Ninja to be a class on it's own though sadly it may turn into a job for Thief. If it was a class on it's own it would be able to utilize more jutsu but if it's just a job then it would have 5 abilities to work with, but no clue what they would do lol.

    If you look at past FF's you'll notice this

    1=basically used more weapons/armor and could use lower tier black magic
    3=Throw command and think they can dual wield
    4=From the original it's access to Fire/Water/Thunder AOE magic, Escape, Stop, Blink,
    5=Throw command for fire/water/thunder AOE, shurikens and abilities Escape and Blink
    6=Throw scrolls Invisible, Blink, Fire, water and lightning.
    Tactics=Throw command water/lightning/fire and shurikens.

    Looking at ninja in this sense and ingoring everything about 11 you notice the pattern is water/fire/lightning when it comes to the magical damage they perform. The other similarity is useage of shurikens, Smokebombs, copy images and stop command.

    A Ninja's role could be all about moving around to make use of their combos.

    A Ninja could dual wield weaponry and have shuriken range which act more as a catalyst to perform enfeebles which accuracy is based upon your distance from the enemy. So during a combo when you use shuriken as a finisher the further back you are from the mob the higher chances the Enfeeble will land.

    if we play on the idea that a class has 8-10 TP abilties we can work with:
    Double Slash:Front combo

    Backslash:Back combo

    Quick Slash:Side combo

    katon:Fire dmg single target Combo "Double Slash"

    Sution:Water dmg single target Combo "Backslash"

    Raiton:Lightning dmg single target Combo "Quick Slash"

    Smoke Bomb:AOE Lowers target's accuracy Combo "Kaiton" changes single target and adds eva down effect

    Mirage:Self target eva up Combo "Suiton" Makes AOE and adds chance evade up to two attacks and regain HP/MP(when you evade during window you'll regain HP/MP)

    Pin: Single target stun +dmg Combo "Raiton" Changes effect to single target "Stop"

    Throw -Expend Shuriken to deal dmg- Combo:Katon=Increased dmg based on distance when thrown
    Suiton=Grant poison effect on target, potency depends on distance when thrown
    Raiton=Increases Crit hit rate and dmg based on distance when thrown
    (all Throw combos increase recast time of Throw Command)

    Widespread: Next jutsu will be in AOE form, increased MP useage as well as recast, must be used during combo and ends said combo when used

    Ancient Jutsu cast will be in San form, increases dmg but also increased casting and recast, can only be done during a combo and ends said combo when performed

    Swift: Self movement speed increase stance, also increases duration of combo timer (only active during combo timer effect)

    Swiftstrike: Next action will initate said combo regardless of direction (idea is Ninja swiftly moves to the proper position to start the combo)

    "Class trait"
    Jutsu Ni: upgrades all just to Ni form increasing damage and casting time:

    Combos:
    Double Slash-Katon-Smoke Bomb
    Double Slash-Katon-Throw

    Backslash-Suiton-Mirage
    Backslash-Suiton-Throw

    Quick Slash-Raiton-Pin
    Quick Slash-Raiton-Throw

    The idea is for Ninja to utilize the idea of moving around during combat, close range attacks followed up with jutsu then finished off with either a support/enfeeble or a shuriken strike from afar(to increase it's potency). It's an attempt to bring out the original concept of Ninja and ignoring 11 completely since like BLM it pretty much had a lot of utility added to it which could leave other classes out in the dust.

    Then to add shurikens to the mix make them act as a combo with magical jutsu to offer an added effect of poison effect.

    The above might be to much utility but the idea is to bring out the traditional ninja rather then basing it on what 11 had, so pretty much tried to ignore slow, paralyze, att down, enmity manipulation jutsu in place of abilities found in more traditional games. While I do know poison was something only used in 11 I added it in the list of throw combos because out of all three elements the poison enfeeble is the only one that fits since slow is usually tied to earth, paralyze is ice and blind is dark however smokebomb acts as the "blind" effect.

    ---
    I'd like to see a ninja with utility like this, while it might be OPed I"m sure it could be tweaked in a way to balance it out. They pretty much aren't tanks with this setup but they should have a decent rate to dodge if the situation called upon itself. I know I keep posting different ideas for NIN though it's cause it's a personal fav class of mine so it's fun to just dink around with different ways the class could work.

    I'd love to see the kinds of ideas they have for future classes, kills me not to know how they imagine things, best I can do is just guess based on how they did CON/THM which is heavily based on the magical concept from the older FF titles.
    I hear you but i mean for the most part its just a basic idea of how i would of it and yes there is alot of utility and such. But i mean nothing is set in stone and i like your ability Jutsu Ni. but i mean i would want to map out the calss before WS and Magic ect and such.
    (0)

  3. #23
    Player
    MrKupo's Avatar
    Join Date
    Jul 2011
    Posts
    438
    Character
    Kupo Storaifo
    World
    Balmung
    Main Class
    Fisher Lv 76
    The problem I see with this is that the reasons you give are also perfect reasons to not include the class at all. I think that is why Musketeer is being held back. It could be a good range attacker but the game has too much of that already. Adding a ninja job that can do range, melee, and everything inbetween will throw everything out of balance. Why should anyone roll anything else if the perfect party is a party full of Ninjas.

    PS: I may have misunderstood you or I may have not. Despite the paragraph spaces, the grammar of your post is difficult to read to say the least. I did my best to read it tho, since you may have been tired or English may not be your first language.
    (1)
    Last edited by MrKupo; 06-04-2012 at 05:37 PM.

    When all else fails, Heck the Bed.

  4. #24
    Player
    BlueMage's Avatar
    Join Date
    Apr 2012
    Posts
    618
    Character
    Raine Jaeger
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    Hai guyz can i has a class thats everything in one class!?
    (4)

  5. #25
    Player

    Join Date
    May 2012
    Posts
    290
    My idea for ninja: Don't put ninja in FFXIV at all.
    (4)

  6. #26
    Player
    charlemagne's Avatar
    Join Date
    Jul 2011
    Location
    Uldah
    Posts
    757
    Character
    Charlemagne Ifrit
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    In xi we didn't play ninja as it was intended. We used it as a tank or as a subjob for the most part. That's because nin as intended was a bit rubbish. High eva meant low dmg as a tradeoff which overall kinda meant /yawn. The idea of ninja is cool, the implementation of it is sure to be a disappointment. Of all the jobs from xi to base a xiv job on I'd put nin at the bottom of the pile.
    (2)

  7. #27
    Player
    Dragonheart's Avatar
    Join Date
    Apr 2011
    Posts
    901
    Character
    Dragonheart Lux
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    you want ninja with 3 specs, this is why other games have talent tree...

    P.s NO MORE SHADOWS ... ot at least no like XI.
    (0)

  8. #28
    Player
    Destain's Avatar
    Join Date
    Apr 2011
    Location
    Gallafrey
    Posts
    303
    Character
    Destain Osmont
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Pls no blink tanks. Ninja = Assasin

    Assassins don't tank, they are not to be seen by the target. I'm all for ninja, let's just make it DPS.
    (2)

  9. #29
    Player
    Thanos's Avatar
    Join Date
    May 2011
    Posts
    527
    Character
    Thanos Xiv
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    I stopped reading when I noticed all the random capital letters halfway through a sentence...
    (1)

  10. #30
    Player
    Suneater's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    64
    Character
    Suneater Uraeus
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Please no Ninja or Samurai in XIV. There is no "Eastern" style content and SE really needs to focus on refining the current classes and jobs. SE needs to innovate and move XIV in a different direction than XI. I really don't want to see Utsusemi ever again.
    (4)

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