mnk says hiActually, I almost feel like a combo system class would be too complicated for SE and would just stick to TP/MP system. If that's the case, I could see the class being more de-armoring class with 'poisons' and increase critical damage when attacking from the rear and when in stealth.
They most likely will not implement tools that you have to keep buying. They learned how bad that was from how the archer/bard used to be. They used to have to buy arrows all the time. Also, I don't see them implementing a blink mechanic that functions in the way it did in ff11. Yoshida has already said before that it is ludicrous to have a ninja tank as the whole point of being a ninja is to not be seen. And I really do not see it working that well in this game anyways considering how the game is set up. The ninja would be either far too weak to tank, or far too overpowered. Also, it probably will have access to a skill that reduces enmity. Probably a stealth skill. It is just pure speculation on my part but I would bet on it being pure dps.
in FFXI Hide removed the positional requirement from sneak attack. so say if a mnk could crossclass hide they could use it then bootshine a mob from the front and still get the crit.I'm honestly not sure what the point of a Stealth ability would be for any kind of THF/NIN-ish job. The reason Disciples of the Land get it is to avoid combat with things that will very easily kill them, even at Lv50. A Lv50 THF/NIN doesn't need that, because they can much more easily just kill whatever tries to attack them.
I could see the point in Stealth/Vanish/whatever being something like Shroud of Saints or Elusive Jump, a threat dump (with some temporary invisibility effects), but not a "permenant-until-entering-combat sneak around completely undetected" ability.
They removed a lot of racial stance difference and whatnot from 1.0 to prepare for 2.0. Don't see them bothering to bring it back just for a single job.
I do sincerely hope so. It's almost hilarious how the NIN class was just the paragon of every single thing that was wrong with FFXI. Badly-conceived abilities, 'intended' playstyle being weak and all-out ignored by players in favor of a tanking setup that was baby-mode for healers (in that they literally had to do nothing -- can't have PLD or WAR tanks where they actually have to cast a spell now and then, oh no!!) but incredibly cumbersome for the NIN player, requiring not only that ridiculous upkeep but the completion of a quest requiring a lengthy grind of invisible reputation to even get the abilities for in the first place.Yoshida has already said before that it is ludicrous to have a ninja tank as the whole point of being a ninja is to not be seen. And I really do not see it working that well in this game anyways considering how the game is set up. The ninja would be either far too weak to tank, or far too overpowered. Also, it probably will have access to a skill that reduces enmity. Probably a stealth skill. It is just pure speculation on my part but I would bet on it being pure dps.
And no move to change things at all by the dev team once this was out there, which said a lot about how much they really cared about standing behind their game design.
But of course FFXIV 1.0 also kinda proved that, so it's all a moot point and thankfully they've more than made up for it in what they deliver now.
I will say that the idea of an evasion-tank isn't bad in itself, though it's likely not to find a place in this game, and the Utsusemi spells were kinda fun to use, if not to actually upkeep. Also, NIN AF looked sweet as hell.
Last edited by Mahri; 05-27-2014 at 11:45 AM.
One big complaint I keep hearing about this game, and one that I agree with, is that the "dangerous" areas really aren't very dangerous at all. As a level 50, you can traipse around a Beastman stronghold pissing off all the mobs there and still leave alive, and probably not even seriously damaged, no matter how many times you get Heavied.
The problem is, if an area was GENUINELY dangerous, it would be too frustrating because there's simply no way to get around in such areas solo. If it's truly a threat, then you won't be able to fight your way through, and trying to sneak through would be a crapshoot since you could never be sure when a mob would turn around and spot you.
With the new Thief or Ninja, though, they have an opportunity to remedy that. Give the job a stealth ability. Allow the player to move at normal running speed with Stealth on, but disable Sprint and Mounts. Engaging in combat would drop the Stealth. Additionally, have the Stealth wear off after a while, with warning messages prior to losing it, much as was the case in FFXI, requiring folks to find a safe place to reapply it.
Lastly, make this Stealth ability a cross-class skill, with all classes able to apply it. A solo player sneaking around will need to sacrifice one of their cross-class slots to hold Stealth, but that's a small price to pay as they can simply swap back to their normal skill once they get where they're going.
Sneaking around lethal zones with stealth abilities was one of the coolest parts of FFXI. SE now has a chance to bring that in. I, for one, hope that they do.
I'm sorry THF lovers, but I'm already being Stealthy on my DoL :3 na-na-na!![]()
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