just about redmage. with PUG now being elemental/magical that would be a perfect melee/magic user = redmage. although PUGs weapon is not very redmage like, but that is the only thing stopping me putting my life saving on PUg for redmage
just about redmage. with PUG now being elemental/magical that would be a perfect melee/magic user = redmage. although PUGs weapon is not very redmage like, but that is the only thing stopping me putting my life saving on PUg for redmage
What I have shown you is reality. What you remember, that is the illusion.



Honestly at this point I am hoping this is how the jobs and classes will be from now on.
I swear if BST -> SMN I will be very angry.Here is what I'd like to see (in the order of appearance)
- Arcanist [Class] master of Enfeebling and Enhancing Magic >> Time Mage [Job] Advanced Enfeebling/Enhancing Magic.
- Scout [Class] Twin Daggers >> Thief [Job] Heavy Damage Spike and enfeebling attacks, stealing.
- Musketeer (Chemist) [Class] uses Guns, has bonus to Item use >> Gambler [Job] Random attacks/buffs, Dice and Cards.
- Tamer [Class] uses Whips and can tame Pets to fight >> Beastmaster [Job] Can tame monsters to use as mounts in battle. (see Yoshi's 2nd Youtube Video)
- Evoker [Class] - Master of elemental spirits >> Summoner [Job]- Summons lesser Avatars (ie Carbuncle, Fenrir, Valefor,..) to fight alongside, and can also summon Primals like Ifrit. (obviously within the framework of Player Companies that Yoshi suggested)
Beyond this, new jobs should require a mixture of classes. There are many fantastic possibilities here:
Gladiator + Thaumaturge = Red Mage [Job] Rapier
Marauder + Arcanist = Dark Knight [Job] Scythe
Musketeer + Thaumaturge = Gun Mage [Job] Gunblade
Tamer + Conjurer = Blue Mage [Job] Scimitar
Scout + Tamer = Dancer [Job] Fans
Conjurer + Evoker = Geomancer [Job] Bell
Archer + Scout = Ninja [Job] Katana
Lancer + Gladiator = Samurai [Job] Great Katana
The only problem with that is that a lot of those jobs have weapons that don't go with a class. The way it seems like it's gonna work, is that equipping a "job stone" to a class will turn it into that job, presumably using the same gear it could before.
They could just make it so that there are certain weapon types that are only equippable alongside a particular job stone, but I haven't heard anything from the devs implying that to be planned or even possible. I guess anything is possible when it comes to 2.0, though.



I don't see which jobs wouldn't have the same weapons. . .The only problem with that is that a lot of those jobs have weapons that don't go with a class. The way it seems like it's gonna work, is that equipping a "job stone" to a class will turn it into that job, presumably using the same gear it could before.
They could just make it so that there are certain weapon types that are only equippable alongside a particular job stone, but I haven't heard anything from the devs implying that to be planned or even possible. I guess anything is possible when it comes to 2.0, though.
Unless of course you are refering to the ones that mix two classes then yeah. . .
But, I really was trying to say that I wanted what was said in the first paragraph.
Yeah, I was referring to the bottom section of your quote. Geomancer with Bells and all that.
(I also don't think Musketeer should be a support class, since Archer has that covered, but I didn't mention it before.)
this is what i have given a bit of thought into and why i feel the class system is a bit of a ball and chain that FF14 is dragging around. as it stands the weapon we wield is what identify's the class, when we put a job stone in we will still have the same weapon we are just and advanced class bassicly, the problem i see is this for a second job. GLD - dark knight/samurai, few options for a sword user ARC = ranger, np it uses a bow. but what about LNC and PUG, what else uses a spear or claws?The only problem with that is that a lot of those jobs have weapons that don't go with a class. The way it seems like it's gonna work, is that equipping a "job stone" to a class will turn it into that job, presumably using the same gear it could before.
They could just make it so that there are certain weapon types that are only equippable alongside a particular job stone, but I haven't heard anything from the devs implying that to be planned or even possible. I guess anything is possible when it comes to 2.0, though.
as i say the problem is the class system is the fundamental piece of programming that controls how characters work, even with the job system the class system as we know it stays exactly how it is, even the battle reforms as big as they are don't change the class system in any way. i can only guess the class system is foundation of the game, and would be harder to change than the server. and i don't see the class system being very friendly to a second job.
(i hope i'm wrong)
Last edited by grandm; 12-14-2011 at 11:41 AM.
What I have shown you is reality. What you remember, that is the illusion.
I think the class system we have is something that can be worked with. The real problem is that for every classic FF job they want to add, they will almost always have to add a new class with a new weapon as well. This means that even with only 10 classic FF jobs, there will be 20 total battle classes to choose from, not to mention all the crafting and gathering classes. It'll start adding up fast and could become too much to handle.this is what i have given a bit of thought into and why i feel the class system is a bit of a ball and chain that FF14 is dragging around. as it stands the weapon we wield is what identify's the class, when we put a job stone in we will still have the same weapon we are just and advanced class bassicly, the problem i see is this for a second job. GLD - dark knight/samurai, few options for a sword user ARC = ranger, np it uses a bow. but what about LNC and PUG, what else uses a spear or claws?
as i say the problem is the class system is the fundamental piece of programming that controls how characters work, even with the job system the class system as we know it stays exactly how it is, even the battle reforms as big as they are don't change the class system in any way. i can only guess the class system is foundation of the game, and would be harder to change than the server. and i don't see the class system being very friendly to a second job.
(i hope i'm wrong)


No, they don't need to make a new weapon for every classic job. >.<I think the class system we have is something that can be worked with. The real problem is that for every classic FF job they want to add, they will almost always have to add a new class with a new weapon as well. This means that even with only 10 classic FF jobs, there will be 20 total battle classes to choose from, not to mention all the crafting and gathering classes. It'll start adding up fast and could become too much to handle.
That's why I said ALMOST always. :P There are some classic jobs whose weapons are already implemented, but then there's the problem of attaching those jobs to existing classes that already have jobs. So you have to give every class another job, and still add a few new classes to cover the weapons that are absent, each of which will need at least 2 jobs as well.
'Cuz you know everyone would rage if Gladiator branched off into Paladin, Red Mage, and Blue Mage, for example, and Conjurer only got White Mage.
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