Do we even have any reason to hope for more engaging open world content or challenges outside of instances?
*Long shot question here*
Would the development team ever consider making Thief the second job to branch off of Rogue? Considering that the reasoning they gave was that nobody would host a Thieves guild...none of the jobs are part of a guild structure and are simply a single instructor, who mostly has no ties to the affiliated class the job branches from.

With the rogue/ninja class/job coming, there will be 6 classes/jobs of Disciples of War, while there is still only 3 classes/job of Disciples of Magic. And for those who don't want to play healer, that leaves only 2 classes/job in the Disciples of Magic, which is NOT fair at all for those who want to play classes/jobs in the Disciples of Magic, and are not really interested in the classes/job in the Disciples of War. Will there be more classes/job belonging to Disciples of Magic in the future?
Last edited by Korbash; 08-14-2014 at 10:35 AM.
If the lockout behind coil was designed to both slow gear progression and to prevent players from obtaining gear they weren't ready for, how do you feel about the balance of the Hunt reward system and the fact that the level of the rewards are currently discouraging players from participating in other content?
Follow up: If we see more content to reward scenarios like Hunts in the future, is the coil lockout in it's current form still necessary?

Ninja's main stats/gear it will be sharing with DPS.
Will we see a return in Battle Regime/Skill Chains.



Last edited by Gormogon; 08-14-2014 at 10:42 AM.

Hmm, rather than edit my original post - Beards! When will decent luxurious beards become available in the character creation options? As it stand the only option for a semi-decent beard is to become a Highlander. Everything else looks like Teenagers First Beard.
Having an opinion does not make you right or wrong, it simply means you have an opinion. Don't get irritated when people don't agree.
Try to get as much ninja info for us as possible
In addition to the other questions, which jobs will get rogue as a cross class? Will those jobs lose one of their current cross classes?



Around what time during development did Yoshi P make the decision to import models straight up from FFXI, FFXII and FFXIII instead of creating unique designs for them or making new enemies altogether? Aside from the obvious cost saving, why was this decision made and are there any plans to update their designs in the future? Since some of them heavily clash with each other and the existing XIV and ARR art direction, because they look exactly like they do in their original games. The biggest examples being the crabs, bulbs, bees, Voidorigas, Pugils, Ash Dragons, and the majority of the enemies in Qarn.
Likewise Coil is supposed to be the top tier dungeon yet most of the bosses are underwhelming design wise. T1 reuses the cobra models found in Mor Dhona which themselves are imported from FFXII, T2 reuses the T1 miniboss which is already just a ball with a mechanical texture, T4 uses FFXII mimics and FFXIII robots and T5 uses Stone Vigil dragons with Twintania having a slightly different head and collar. Meanwhile T6 is just an overgrown neon Ochu, T7 is mostly original as in it's just using an updated FFXI model, T8 is an unique take on a Treant but it's still a Treant with the same basic skeleton and animations. Will the third and final Coil have all uniquely designed bosses for it this time or will we see more recolors and repurposed enemies?
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