Page 9 of 12 FirstFirst ... 7 8 9 10 11 ... LastLast
Results 81 to 90 of 119

Thread: 4.0 Ideas

  1. #81
    Player Yuni_Queen's Avatar
    Join Date
    Mar 2016
    Location
    Gridania
    Posts
    278
    Character
    Yuni Captain
    World
    Brynhildr
    Main Class
    Dark Knight Lv 60
    <wild Kanji appears>
    Where did i put my Google Chrome...?

    Jokes on side, If SAM is going to be a DPS, then at least i will make use on DRG gear i was storing for no reason >.>
    But yeah, i think they will rethink SAM twice before doing mage in heavy armor LOL
    (1)

  2. #82
    Player
    KrenianKandos's Avatar
    Join Date
    Nov 2012
    Location
    Ul'dah
    Posts
    336
    Character
    Krenian Kandos
    World
    Sargatanas
    Main Class
    Bard Lv 90
    You know what I would like to see in 4.0?

    No Level cap raise. Keep it at 60.

    Reasons? Well, for one, if you keep it at 60, you can focus on other, unique ways to empower your character. Similar to the Merit system in FFXI, this allows you to maybe alter some of the ways a class can be played and allow customization. Secondly, I feel like they could then use the resources in order to put more in the game in the form of story for either the classes or the main story. Adding only 10 levels is actually a carefully required balancing act to ensure all the classes stay around the same power and feel good. Adding a system like a Merit system allows them to create a core, add numbers, and that's about it. Testing can be done by tweaking percentages, similar to what they do with weapon skills right now. Furthermore, you can start adding new attacks in this new system by unlocking the point system that way. It's another form of progression. Finally, it's mostly also about the skill bloat we currently have in this game where I nearly have five bars full of stuff I use on my Dark Knight and I'm not in the mood to have more attacks.

    I've never been a huge proponent of level cap increases. I feel like it really just recycles the whole leveling process and it's a cheap way for companies to make it so that you are 'more powerful'. Think outside the box. You now have an expansion and a core game that have been very successful. Time to branch out and test new things. Look at what was successful in other games and try to alter it enough to make it interesting in this game.

    In regards to Beastmaster using beast skills, I could easily see it happen but not exactly like FFXI's Beastmaster worked:

    You could have stances in regards to what you need to do as a DPS, similar to Monk. Each attack is based on a specific set of animalistic attacks in the game. You learn to unleash your animalistic rage as you level up to the cap, allowing you to unlock potential damage and skills. The idea of pets is probably not the way to go, as your FFXI Beastmaster tamed pets and we already have a couple of 'pet' classes like the Machinist and Summoner, and let's not forget the Scholar. The more I think about it, the more I like this idea. You could do some wicked animated attacks that show spirits of beasts like Lion or Bear or ....Gasp...MOOGLE! (I kid. ...maybe.)

    I'm still fairly sure Samurai is not going to be a DPS class. If everyone remembers at the start of Heavensward, they were stuck between Dark Knight and Samurai. They decided they would go with Dark Knight instead as it works best for what they wanted to do. To me, that indicates that Samurai was set to be a tank class either way as if Dark Knight wasn't going in, Samurai would have been your tank class. I think they kept the blueprint and the next Expansion will simply extend on that blueprint to create the 4.0 tank: Samurai.

    For a healer, I really like the idea of a melee healer. It adds a certain risk in regards of being in melee but it allows for different tactics to be used. Maybe a trickle heal with a combo that blasts an AoE trickle heal or another combo that does a regen. I still think you should have two stances for that to allow more of a ranged healer. Dancer could work.

    Pretty sure I threw out a lot of these ideas in the past when this thread came up; heck, it might have been in this one. (Pretty sure I hinted at a DRK FFT style skills but that fits my Merit idea above.)




    Truth be told: I want them to go bold. I want them to try something different. Enough with being safe. It's time to make Final Fantasy XIV different and unique in its own way that isn't seen at this time in modern MMOs. While the Merit system was already used in another game, I used it as a blueprint of some sort to expand on different ways to empower a character other than a 'level up' skill. This way, you also don't see a gigantic ILVL jump either and you can continue where you're at by simply jumping 20 ilvls or something.
    (3)

  3. #83
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Yuni_Queen View Post
    I think they will rethink SAM twice before doing mage in heavy armor
    Well, the guy is Japanese ... lol. Jokes aside though, I agree.

    When it comes to samurai, the main issue is, "if not Samurai, then what?" and there aren't really a lot of answers to that question. Looking at past FF jobs, we don't have too many options that aren't already used or at least very similar to jobs in use. Viking? We got that. It's called "Warrior." How about any variety of the nearly endless different types of knights that we have seen? We have a Paladin or Dark Knight for those. That basically leaves us with 3 potential candidates: Red mage, Samurai, and Beast Master. Of the three, Beast Master seems the most unlikely; so, it's more than likely going to be a coin toss between Sam and Rdm ... either that, or SE will have to come up with a FFXIV exclusive. I think that would be a good thing, because more variety is never bad.
    (2)

  4. #84
    Player Yuni_Queen's Avatar
    Join Date
    Mar 2016
    Location
    Gridania
    Posts
    278
    Character
    Yuni Captain
    World
    Brynhildr
    Main Class
    Dark Knight Lv 60
    While i like the idea of ffxiv exclusive class, i believe there isn't anything exclusive in ffxiv tbh. Except machinist if i quessed correctly. That cuts more interesting ideas by half.

    Beastmaster seems a good monk-like class, but on a longer run, we don't need another monk-like class. Actually, at this point, it is very hard to make unique rotations and whole gameplay for one full class. That said, if a beastmaster were to resemble monk more than a little, i would rather have another pet (oh god no please...) using beastmaster.

    Giving up on level cap raise is best way to get bored with a class before you experience all features 4.0 will provide. Thou i would love it to happen. Having much greater impact on my class build sounds like a dream. Especially, that for current moment we have absolutely no choice at all. If we were to copare to DRKs at 60, only melds and names would make them different. Thats not what i believe it should look like!
    (1)

  5. #85
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Yuni_Queen View Post
    While i like the idea of ffxiv exclusive class, i believe there isn't anything exclusive in ffxiv tbh.
    I was more referring to within the FF series in general, as in a job that has never before been done in any Final Fantasy. If we're looking for a completely original idea, then we're doomed to fail. There's no such thing as an original idea, only an original spin on an old idea.

    Beast master is an interesting one, but if they were ever to do it I would prefer not to see controllable pets. The problem with pets is that they tend to be clunky to use. As interesting as it would be to see a Beast Master tank use a pet as a proxy (ie: the beast master itself doesn't hold aggro. Their pet does) I feel like proper positioning and mobility would be too difficult to do fluidly in a fight. Tanks don't have the luxury of taking that kind of time to micro manage a proxy's movements while also watching their own. So pets are out.

    Stance management is a much more promising idea, but I too wouldn't want it to be handled the same way as Monks. Instead of having their combos transition them into stances, I could picture it working more closely to the way War's and Pld's use stances. If I were building a Beast Master, I would build it so that it used some kind of shamanic talisman as it's weapon to summon the spirits of animals (not pets) in the form of multiple stances which reflect each animal. Instead of simply having a "Tank stance" and "Dps stance," a Beast Master would actively be switching between a large number of stances as the fight progressed to gain access to different combos and effects. This would be similar to the way that Darkside/Dark Arts open new moves and effects, only much more extensive. Their stances would probably share a oGCD (like Defiance/Deliverance), and they would likely have far less defensive CD's in favour of having far more combo effects. That way, they'd be forced to learn how to use their stances effectively rather than just stay in one the entire fight ... Something along those lines, anyway. It would be interesting to learn, for sure.
    (0)
    Last edited by Februs; 05-05-2016 at 05:14 PM.

  6. #86
    Player
    Cidolfas86's Avatar
    Join Date
    Oct 2014
    Location
    Ul'dah
    Posts
    119
    Character
    Cidolfas Orlandu
    World
    Goblin
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Yuni_Queen View Post
    While i like the idea of ffxiv exclusive class, i believe there isn't anything exclusive in ffxiv tbh. Except machinist if i quessed correctly. That cuts more interesting ideas by half.
    Machinist isn't new either. It was a class in Final Fantasy Tactics that an NPC named Mustadio was-it used guns to seal enemy movements and weaken them. The same is true for Astrologian-an npc exclusive class from FFT.

    Either way I hope we see less homogenization in the newer classes.
    (1)

  7. #87
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Cidolfas86 View Post
    Machinist isn't new either. It was a class in Final Fantasy Tactics that an NPC named Mustadio was-it used guns to seal enemy movements and weaken them. The same is true for Astrologian-an npc exclusive class from FFT.

    Either way I hope we see less homogenization in the newer classes.
    going the tactics route theres temple knight, oracle/mystic, mediator, chemist... but i really feel like at least put redmage in, come on all the original ff classes/jobs are in this game besides red mage, and its been there from the start. I'm cool with adding tactics based jobs later, for tanks id throw in sorceror/mystic knight/rune fencer as well, geomancer was also in there in both tactics and the older ones, theres a few jobs i wouldnt mind seeing even from side series like tactics
    (0)

  8. #88
    Player
    KrenianKandos's Avatar
    Join Date
    Nov 2012
    Location
    Ul'dah
    Posts
    336
    Character
    Krenian Kandos
    World
    Sargatanas
    Main Class
    Bard Lv 90
    Eh.

    It's really hard to see a Red Mage in this game. While I understand Yoshi really wants to put the class in here, I don't understand exactly how they will do the role properly.

    In essence, a Red Mage is a combination of the Black and White mages, albeit on a lower scale. They also are a jack of all trades/master of none deal. So what, do we decide that we're going to have this class be able to be pretty much everything? You could...would make it a very wanted class.

    The way I could see a Red Mage work, personally, is if you allow them to pretty much be all three roles:

    Tank - A stance that allows them to focus on weapon strikes embued with magical attacks to generate threat. This allows them to use a shield, like a Paladin, but focused more on sword dances and more focused on evasion. You could see an evasion tank work with Red Mage due to the fact their weapon of choice is a Rapier, either way. A lot of parries and evasion skills with the ability to chain a multitude of skills. Really, the only difference how I see a Red Mage and Samurai right now, in my mind, is the fact that one would use magic with their weapons and the other would use a solid two handed steel blade to smack things dead. In essence, they would have the same type of tanking. That's why it's plausible in my mind to see Red Mage as a tank. (Red Mages were also able to wear heavier armor than their mage counterpart.)

    DPS - This would be a focus on their dark elemental magic as well as possible White Magic enfeebling skills to reduce the damage or increase their own attacks on a mob. This would be more of a ranged spec similar to the other classes and a stance that empowers their magical attacks, at the cost of increasing their damage (Can't have a tank type architect be able to sit back and take hits without worrying about mechanics, now can we.) This would focus and be more in tune with the lore of the Red Mage, being a caster and enfeebler.

    Healer - This would have a stance which allows them to heal in a pinch situation. It would focus on the healing skills and enhancers and possibly could return skill such as haste spells and other enhancing skills. Again a ranged user.

    But how exactly do you balance their stats is the question. This would probably require their own gear set and I would think they'd be in the range of Monks in regards to taking damage. The stances they would have would allow them to do well, but never be the best at it. They could easily do the content but there will always be a bit of a low placement in regards to the ability of doing the role. That would be extremely hard to manage to do, and a lot of people would not like playing the class knowing that doing the role they want, they'd be gimped, but that would be the cost of having a character that can pretty much do anything in the game, role wise. That's how I perceive Red Mage to be, which I honestly am not sure at all if they properly implement it.

    That's why Red Mage, to me, is a long shot to be added in the game right now. The setting just...doesn't feel right for the class just yet. Maybe another expansion cycle and Red Mage can make its re-entry.

    I wouldn't mind them delving into FFT classes, honestly. It was one of my favorite Final Fantasy games so I'm all for it.
    (2)

  9. #89
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    I can pretty easily see Redmage as a DoM DPS. Unlike BLM, RDM maximum DPS comes from mobility instead of remaining stationary.

    Rough RDM concept

    (just using 'En' prefix as a demo naming convention)

    Enfire1,2,3 being melee range spells (sword) (they make a combo),
    and EnLightning1,2,3 being instant cast caster spells (they make a combo, too. EnLightning spells deliver higher potency when outside melee range <like MCH/BRD DPS in PVP>).

    But then throw in low-recast OGCD gap-maker & gap-closer abilities with better DPS and/or Debuff combos like Enfire1 > Enfire 2 > (gap-maker) EnLightning 3, or EnLightning 1 > EnLightning 2 > (gap-closer) EnFire 3.

    The healing side of RDM kit could just be party Support CDs, like how we've got Mantra, Divine Veil, and others.


    Isn't this all a little imaginary though? We're not even sure 4.0 will provide new jobs, are we?

    IIRC the only Q@A LL I recall is (paraphrasing), "..we're not looking at new jobs until 4.0." Which is rather ambiguous, could mean new job possibly in 4.0 patch, or just some time in the 4.x patch cycle in it's entirety. But then again I've missed some of the more recent LLs. (And there was that "which first, Red or Blue?" dialogue bubble during the anniversary event)

    edit:
    Quote Originally Posted by KrenianKandos View Post
    I wouldn't mind them delving into FFT classes, honestly. It was one of my favorite Final Fantasy games so I'm all for it.
    QFT, FFT being the best isn't an opinion - it's a factual statement
    (1)
    Last edited by Xenosan; 05-06-2016 at 12:26 AM.

  10. #90
    Player Yuni_Queen's Avatar
    Join Date
    Mar 2016
    Location
    Gridania
    Posts
    278
    Character
    Yuni Captain
    World
    Brynhildr
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Cidolfas86 View Post
    Machinist isn't new either. It was a class in Final Fantasy Tactics that an NPC named Mustadio was-it used guns to seal enemy movements and weaken them.
    OOH, right, tottaly forgot about this guy. Well, small wonder, i never used him. i didn't like him in general + he was dealing little damage as for my OHKO party builds.
    Quote Originally Posted by KrenianKandos View Post
    In essence, a Red Mage is a combination of the Black and White mages, albeit on a lower scale.
    This guy knows how to RDM before it is out. Like for him.

    RDM was first introduced in FF I (yup, call me papi, old good first final) as jack-of-all-trades - he was able to use chainmails, bucklers and white and black magic up to tier 7 with some exceptions (Black Wizard and White Wizard were using all their tier 8 magic)
    And Red Mage had one job - allow party to drop standard "must have" of black mage & white mage duo, in order to get additional heavy hitter like monk or one additional warrior.
    I have no idea how RDM was looking like in FFXI but i am not sure, if i want to see some hybrid of innovation and deadline to get RDM class just becuase SE can't use primal concept of red mage from FF1 or even FF5.

    Do you know what i would like to see in 4.0?
    Job ascension. Change (finally...?!) the correct translation of ナイト (japansese version) into knight, not paladin and make Knight -> Paladin.
    Black Mage -> Black Wizard
    White Mage -> White Wizard
    And so on. Of course it will never happen, since Translation of Meat shield (jap ver: White Knight), meat axe (jap ver: Blood Warrior) never got translated correctly back as it should be.
    Also, jobs like Ninja cannot be actually ascended any further and they were translated correctly :P

    If we were to base on FFT jobs i am actually waiting only for Samurai, Mystic and Arithmetician. And those last two only to see, how sick their gameplay would be, if SE have tried to force-implement them in FF XIV.
    Dancer would look fun, thou i see no point in having debuffer liek that, since all classes have their debuffs.
    Mime would look fun, but rather as limit break rather than actual class.
    Holy Knight, since Paladin do not have those sweet sick overpowered magic sword techniques.

    Maybe Runefencer would be a good FFXIV exclusive?
    But as DPS, we already have so called Runefencer as tank...

    Actually since we have Tactics Ogre Easter Egg in this game, i would rather see Jobs and Classes from Let Us Cling Together, since there is bigger choice (FFT was actually a response to Tactics Ogre --- *the more you know...*) while greater part of FFT jobs already exist in XIV, except some exceptions that would hardly fit in here.

    Actually Tactics Ogre HAS very similar jobs so just forget.

    After 4.0 next classes will be so force-implemented, we will pray for posibility to use classes as KrenianKandos inspired.
    (1)

Page 9 of 12 FirstFirst ... 7 8 9 10 11 ... LastLast