

A good point. I can't agree with a Stance because you'd still have subpar tanking/healing due to a lack of the appropriate skillset. 5 tanking or healing spells/skills wouldn't be enough to effectively tank I imagine. You'd also not have access to the necessary cross-class/job skills that'll be coming up.
See SMN/SCH as to why they don't want to do something like this...again.
Except not really, he suggested that when they activate the stance, they lose some abilities and gain access to others that fit the role.
Which is essentially the same as switching between SMN/SCH, except they just have to switch a stance and not a soulstone/gear. They said they'd rather not do two jobs (or in this case, a hybrid) tied to a single base again, as it limits what they can do with either of them.
Last edited by Averax; 03-09-2017 at 05:38 AM.





I think at the point that it becomes fair it would be easier to just design a new job, easier for SE I mean (all the abilities and scaling, stat allotment, what items they needed, etc) - for players being able to not do anything but have an entirely different type of job would be big boon.. to the specific befitting player at least (assuming SE could balance it lol). I think it'll be better if we just related the job via story and perhaps requirements, to unlock Shogun have a level 60 Samurai.
Talking about weird scenarios with stats though, I think it may be interesting to see a job here and there (not common) that uses stats that would be considered unusual. For example:
Necromancer support healer using INT (BLM/SMN gear) instead of MND
Aether/Gravity/Bloodmancer, some sort of Golbez like influence mage using VIT/STR (tank gear)
Geomancer tank using MND/INT (mage gear).
Dancer healer using monk like gear.
Just random examples, don't be concerned if you feel Necromancer isn't a healer or Geomancer a tank or whatever lol - was just picking weird variations outside the norm. Obviously the job would need to consider side stats, like a DD using tank gear you might not give them any defensive abilities or give them a lot of self weakening abilities that empower themselves to balance out the naturally high gifts from being able to use tank gear (must be mindful of the theme a gear set gives, but shouldn't be impossible to design with).
Breaking the normal scheme would make it even more important to either A. make personal loot (what drops is yours) and or B. make loot tables change their rates based on the composition of the group so rates increase of usable main gear and decrease for other non-present jobs.
Last edited by Shougun; 03-09-2017 at 05:59 AM.


Necromancer: Won't happen for lore reasons. Basically, raising the dead is blasphemy and unholy. Practitioners are seen as evil and are either executed or jailed. That comes from Koji directly in an old Live Letter (that I'm not even going to attempt to dig up, it's that old).
Aether/Bloodmancer: Aether itself is horribly unstable and unpredictable and directly channeling it is detrimental being ultimately lethal to the user. This is why Matoya chastises Y'stola for using it to see since it will slowly kill her. I think Blood magic falls under the same category as Necromancy.
Geomancer and Dancer: We'll likely see these jobs at some point.





Were you just entertaining the lore ideas for the fun?
I mean it's cool if you were doing it just for fun, but if you thought I was making "legitimate, thought out examples" it was more like me whipping up random things that break the normal "mage gets the mage gear, healer gets the healer gear, ranged players get the light cloth" without utterly destroying job image. RDM image is not one in full ironworks of fending for example, they have an image and I do like SE maintaining job image as best as they can - which is why suggesting a job that is abnormal makes more sense to me. Also I like Golbez so something that gives a throw back to him would be cool :3 (but he's sort of a BLM so somethings have to change, if they did attempt it).
Although I think even if it is a horrible idea I still like costly magic ideas in games, Lore: "doing this is bad for you but is powerful" me: ". . . . . LET'S DO IT!!!!". lol. Like FFXI's Bluemage. So while yes lore says messing with something is dangerous, I don't think that makes it illegal - makes it more interesting ;D.
The whole Necromancer thing could be problematic though, even an inkling that you bring back the dead yeah.. makes sense as a lore issue (although I think people also hate Dark Knights if they knew more about them). The living dead ability is pretty close to necromancer right?
Fixing way too much on the "random" examples mate. It was not "make a necromancer" it was just attempting to make examples of situations outside the norm - and just because one job interpretation was bad does not make them all bad, that's a bit silly. However the lore that everyone wants to murder you if you were a necromancer is a bit significant lol.
Last edited by Shougun; 03-09-2017 at 06:05 AM.


Eh, it was more an examination of why we're not likely to see those particular jobs even without the weird gearing and stats. Some jobs, just by their nature alone, won't fit in the XIV universe... so while theorizing about such things is fine, it's difficult see those two in particular as examples of what you're intending since they really don't work in the game anyway.
The sum of all hunt arguments over early pullers: http://goo.gl/IFT9IE





Ah well I wasn't seriously concerned about "Necromancer" as much as the combination of off gear and role combinations, so the point of making "necro" was sort of out of focus for the point of the post as much as it was to focus on the gear and role combinations being different (purposeful mismatching). Suppose I could have been incredibly vague instead XD.
Further on aether: We already have aether manipulations I thought, iirc is sort of breed into many jobs already with specifically easy examples on BLM and SMN (one spell is literally called Aetherial Manipulation). I think it's also said in lore with BLM story/certainly SMN's (although both are on small scales). I haven't memorized the lore but isn't the larger/sloppier forms the ones that cause a lot of issues (like Y'shtola's)? Like Primals, giant bodies of aether. I don't remember the exact point it was considred taboo, but at a low level I'm fairly certain it's the core premise of many jobs and accepted activity (mostly when you're manipulating your own, SMN is sort of a black sheep with tiny grabs at other's but not enough to get rocks thrown at by the public yet hehe).
I mean I wasn't really imaging a job that uses purely unaspected aether but since you said we likely couldn't have one based on it.. what were you imagining a tank aethermage to be? I'm interested in :3, I like danger jobs - Harmonixer in Shadow Hearts, Bluemage becoming a beast in FFXI. As for context why I said aether I just was trying to say BLM without saying BLM haha - since Golbez is pretty much BLM with AST side spells. I'd say just add his armor into the game as fan service but then it would be made so everyone could wear it and I dunno, WHM in Golbez armor feels like a weird idea to me (I'd rather not then.. what a party pooper I am I know lol).
Dancer seems like an easy likely example of doing an unusual build though, clearly the monk gear is close enough to Dancer that many thought the monk in the trailer was a teaser for dancer. So you could have your healer decking itself out in cloth strength gear with crit/det.
Anyway, I picked other weird job names because I didn't want to piss people off with their favorite images like Timemage in subligars only, Beastmaster in Dark Knight only~! I didn't really think many cared about Necro so I could say whatever I want, apparently its disliked as a job entirely haha, and I know DNC is liked but I didn't feel I was going outside the idea too much by saying monk gear. The opportunity to switch it up with gear would be best for something either new or certainly abnormal (which would of course make it much later in the timeline/when Yoshida doesn't want to revive a well known job), but I still think it could be fun to see something as simple as gear groups break "sometimes" (so long as it doesn't kill looting rates). So I like some of the Op's idea of things shifting, just think it should be done in a separate job not 1 -> 2. 2:2. (Whether it's themes, roles, or gear).
Last edited by Shougun; 03-09-2017 at 06:41 AM.



No thanks. I want a real Samurai tank



Yoshida commented on something similar (notice how his reply can answer your question, but not the interviewer's qustion):
https://www.bluegartr.com/threads/12...tions-requests
On the "good" side, never I thought I'd live to see a white mage being more versatile than a red mage. Experiences that only FFXIV can offer.Customizing characters besides just appearance?
We got several posts from players who wanted to be able to customize not only their character's appearance but also their skills and equipment for a particular job so that they could show some more individuality. This is a topic we've seen come up since the initial release of A Realm Reborn.
Yoshida: Right. So, if we did something like add mode A and mode B for dragoon, eventually people on the internet would examine them and choose which one was stronger. Then, when we created new content, the content would have to be based on whatever was strongest. There would be a lot of discussion about the job states like "that job is too strong" or "that job is too weak" and people would always choose what they felt was best. That's not to say a skill system like that would be negative, but the armoury system itself already allows you to play all of the different jobs. Since we already have that system in place, I'm not expecting that we'll make branches for jobs for the time being.
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