explained here
Still unable to find the part about the gunner class though >< Still searching.
Support though would be possible if the team goes to 5 men (raid being either 9 or 10), with a few tweaks to adapt previous content



explained hereThis is why I am actually more curious when the developers will follow through with their plans for each class to have a 2nd job. I actually also found it a bit strange that Rogue released with just Ninja and no 2nd job the way Arcanist did (okay, not "strange" but I was disappointed). Obviously not until after an expansion and possible level cap increase where jobs can get more abilities to set them apart.
Still unable to find the part about the gunner class though >< Still searching.
Support though would be possible if the team goes to 5 men (raid being either 9 or 10), with a few tweaks to adapt previous content



I'm not understanding why they would want to make DPS queues even worse than they currently are. Depending on what they equate to "support" you'd also have the lack of "appeal => small number of players" issue, which in turn would basically hold parties and raids hostage to the whims of "support". Again. It's disappointing to see that SE has not learned from the messes in FFXI.explained here
Still unable to find the part about the gunner class though >< Still searching.
Support though would be possible if the team goes to 5 men (raid being either 9 or 10), with a few tweaks to adapt previous content
* 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)



DPS queues won't be worse if they add DPS classes, the same way that tanks or healers won't magically flow if they add more tank & healer classes. It may be the case for like a few weeks, and then all is back to the pre-adding state. Also, having support classes won't be worse than having tanks imo. still waiting for ages to get them in.I'm not understanding why they would want to make DPS queues even worse than they currently are. Depending on what they equate to "support" you'd also have the lack of "appeal => small number of players" issue, which in turn would basically hold parties and raids hostage to the whims of "support". Again. It's disappointing to see that SE has not learned from the messes in FFXI.

I personally suspect the gun support class will come with 3.0 (expansion) and the expansion will re scale all 4 man dungeons to include a support class.



Yeah, tbh, I don't think adding a whole new class type this late will be good, unless they give more cool options like Musketeer, like something people would really wanna play. Red Mage maybe? Anyway, if they only offer musketeer and make it necessary for support in a dungeon, times will elongate.
Depending on how they implement them, support could be very well received. The problem will be in balancing them appropriately to make their skills just an advantage rather than a requirement for groups.



This is the eternal issue "support" brings. If it's not powerful enough then no one will want to use it since a mediocre DPS/tank/heals is simply not an option to most. If its too powerful then you have people at the beck and call of those who play said "support" class. If you design it along the lines of bards it still isn't "support", but rather a DPS with raid cooldowns.
On top of this we have the issue of the gun class. Some think the gun class will be using gunblades like Cid, Gaius and Nero. If that is the case you'll have a group mad about the fact that it's not a true ranged class (worse yet if they dare call it musketeer). On the other hand if they call it something else you'll have the people that have been asking for musketeer angry since we'd go into an expansion with a Limsa Lominsa guild collecting dust and going unused. It's a tough spot to be in.
* 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)



I'm not sure why I didn't address that before, "grand majority of healers". Pretty sure it's only white magic and potions.
Upon some mild research you have; White Mage, Devout (White Mage +1), Red Mage, Sage (Magic Red Mage), and Alchemist. 2 of which are White Mage, 2 others being weak White Mages and one being a potion user. Grand majority, eh?
Last edited by Exstal; 07-29-2014 at 11:53 PM.
What? No. Can you imagine the amount of nerd rage produced if the boys have to use their precious guns to....heal people? Just no.
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