If by better you mean a dumb down version of the original in every aspect, then yes they are, FFTA-2 is alright in my book, was miles above the first tactics advance, but nowhere near original tactics.
If by better you mean a dumb down version of the original in every aspect, then yes they are, FFTA-2 is alright in my book, was miles above the first tactics advance, but nowhere near original tactics.

melee rdm in a party? blasphemy... haste me or go solo faust.
what would you zerg with a drk in ff14?

Don't know what this dark knight is but it sounds weak like weathered weapons....or Radditz
My XIVPad: http://xivpads.com?13742308

A hotbar that doesn't disappear after I defeat 1 enemy because, you know, I need to heal myself since there's another 2 mobs there beating my face in.


gratuitous airhsip battles, get on it SE.



My two favorite Jobs of FFXI right thereI still hope 2.0 comes with both of these.
Seeing the survey tho, only a small handful of people would like to see dark knight added. I hope they add it anyways!
If it is about spells people worry about with the two, they could add the spells they remove from thaumaturge/conjurer to DRK and RDM. Scoruge, Bio, and Shadowsere to DRK, Banish, Dia, Water Magic to RDM. Or the classes that are leveled up to create them.
Enemy monsters can still use these spells, so they aren't just gone.
Last edited by Reika; 07-26-2012 at 05:00 PM.



Erm...which type? The "boss fight that happens to take place on an airship that wouldn't be mechanically different if it had taken place on the ground" (like CoP 6-4), or "fight involving airships with mechanics the raid has to react and work with in order to get the win against the enemy and their airship" (like the Gunship Battle)?
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
DRG seems like it already fills the DRK role. It's a glass cannon heavy melee DD that drains and sacrifices HP, and wears dark spiky broody armor. I'm just curious how they could differentiate DRK enough from being a DRG with a sword to really justify it being added.



Going by this logic, they might as well not even add the Musketeer that people also once because archer fulfills that role. Both ranged physical attacks, different weapons and skill sets. Nor the Archanist because Thaumaturge is already the magic attacker.
Doesnt work for those people tho, they want Musketeer and Archanist, just like other want DRK, RDM, SMN and all those good things.
DRK would have a different weapon and skill set than DRG.
This type of thinking is also only going to prevent the game from expanding. Adding Jobs reguardless of what the job is or looks like is expanding. To all the people that dont want to be DRG, MNK, WAR, or GLD, DRK would be a new Melee class that would probably fit them better. Being able to play something that fits you better is why we need more jobs/classes around.
Last edited by Reika; 07-26-2012 at 05:23 PM.
I think FFXIV desperately needs sandwiches. You just can't get one.
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I still hope 2.0 comes with both of these.
. I hope they add it anyways!



