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  1. #8
    Player JayCommon's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    963
    Character
    Indaki Sativa
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Rbstr View Post
    I would really doubt that a chemist would actually use the consumable potions available. Same reason you wouldn't see a gil toss or something and that there aren't consumable arrows anymore. They don't want you to run out of them and become useless.

    Not that I'm against chemist, but it would probably use something sort of like aetherflows.

    I agree with your perspective as well, and that could very well be how it is done.

    I'm only basing my opinion on what Yoshi has done in the past concerning all types of content.

    * 2.0 -> 2.1 - people were FATE farming to level characters because the rate of XP return per time spent was better. Solution: Increased dungeon XP.
    * 2.0 -> 2.2 - many non-hardcores were ignoring BCoB because Myth gear was the same I-level. Solution: Soldiery gear needed to be upgraded with SCoB drops to be on par.
    * 2.0 -> 2.1/2.2 - people were upset that you only had two forms of weapons to get (relic or allagan) so Extreme Primals gave another way to get a weapon. This was expanded upon in 2.2 with Leviathan weapons able to also be upgraded to match the strength of an unweathered soldiery.
    * 2.2 -> present - Materia was often criticized as not being useful in the game. They added a way to transmute 5 materia into a random new one with the possibility of it being a higher tier than the ones contributed. This stimulated the materia economy, and at the very least assured that the "elemental" materias weren't being sold for pennies because you could potentially turn them into a crafter/gatherer materia (which are actually quite important). They further stimulated the Materia economy by making them the essential part of the Zodiac Weapons - Novus branch.


    ...I could go on and on about the changes that have been made to try and incentivize players to participate in content that has been neglected, or to breathe life into materials/items that haven't been getting used. You can buy X-potions on the MB of my server for less than 100gil each. I would only imagine that the devs of this game actually expected potions to be at least somewhat viable, else why even put them in the game? Fan service? Having a healthy supply of potions has been a staple part of Final Fantasy for over 20 years!! They could be instant life-savers when low-intermediate levels, and have even be used to one-shot zombie boss fights!! To be relegated to an item that you instantly discard upon receiving just seems wrong.

    So introduce a job that can make use of them? I understand the consumable arrows argument, and tend to agree with you on that note. Plus it would be annoying to always have to restock your potions as a healer when tackling new content. I can think of ways they can counter this (i.e. make potion stacks larger than 99, add a tab to the armory chest for potions for more space, etc.)

    Stimulate the economy for consumables. Not to the point where playing a Chemist would make you go broke, but enough to make you think twice about just throwing them away. Maybe give a Chemist a skill that allows them to harness the inner power of the potion's concoction, and effectively turning 1 X-Potion into 10? Or, since we can't trade in dungeon, give them a Trait that allows them to quadruple their rate of "junk" material drops from enemies, and give them a skill that allows them to turn Animal Skin/Beastkin Blood into potions on the spot?

    Just some ideas, but either way, I would really hope that the new healer job would get a new gimmick and not just a regurgitation from another job already in the game (i.e. Aetherflows.)
    (2)
    Last edited by JayCommon; 10-23-2014 at 03:54 AM.