That's what I always wanted SMN to be but it's never going to happen because they are too far into the design of what we have now. FF SMNs don't have to be pet jobs.


I generally love hybrid classes, so I like the idea in general.Just floating this idea but I think it would be cool to have multiple roles for the different jobs. Want to be a DPS paladin? Just change to a DPS spec (complete with DPS abilities). Some things wouldn't make sense like a white mage tank but warrior, paladin and dark knight DPS roles would be a cool idea. It would also give the game a little more diversity and a bit more freedom of choice. What does everyone else think?
It would require a major redesign of the whole class/job system (and the whole gear system) though, and the game has so far moved in the opposite direction - away from any hybrid stuff, making each job good at only one thing.
In short - nice idea that will never get implemented.


Is silly and useless since this game allow you to be multiple classes at the same time.Just floating this idea but I think it would be cool to have multiple roles for the different jobs. Want to be a DPS paladin? Just change to a DPS spec (complete with DPS abilities). Some things wouldn't make sense like a white mage tank but warrior, paladin and dark knight DPS roles would be a cool idea. It would also give the game a little more diversity and a bit more freedom of choice. What does everyone else think?



Miasma II and Virus are not crowd control by typical PVP definition; they are debuffs. Tbh, SCH could use a better peel in PVP or at least an instant pet resummon on a CD so they don't have to blow a Swiftcast that could be better served on a Blizzard II, but those aren't actually problems that stem from an ACN root, it's just poor PVP balance.
MP cost per potency and Aetherflow CD/rate of return ARE problems that stem from an ACN root though, and by the developers' own admission it's why SMN was left in such shoddy condition in Final Coil.


It won't happen because Yoshida said he'd rather add new job than specs.
From a technical point of view, a Job a pretty much a spec.
It took WoW many extansions and struggle to make every job very unique. They only achieved that in the past two expansion and even before, some job litterally had no identity (Disc priest for instance)
And some were just copy of other spec with different twists (Shadow Priest, Affliction Warlock, Destruction, Fire Mage)
If we go back to WoW vanilla and TBC, while every class technically had 3 specs. not only were only 1 viable, but the other were so poorly designed that there was virtually no differences between the spec beside the color of the spells.
Frost and Fire Mage were exactly the same thing for instance, one spam frost bolt, the other spam firebolt.
To come back to FF14, Yoshida rather implement new Job than Specs.
They'd rather implement the Blue Mage than a tanking spec for the Black Mage.
It is a choice like another.
The good point with this design is that it leaves them a lot of room for new jobs every extansion wereas WoW and other game rarely get any new class because a single new class is equivalent to 3 in FF14.
When they introduced the Monk for instance, it was packed with 3 specs, so 3 totally different design with just a few spells here and there as cross spec skills.
I prefer the Job system, at least I know (or hope) that since FF14 is kind poor in gameplay diversity (13 "spec" per say, with would translate to 4 class in WoW), they can add more easily 2-3 jobs every new expac and keep things fresh.
We'll get 2 dps in Stormblood,
Perhaps next one will have 1 heal 1 dps.
then after 1 tank one dps.
Ultimately, this will also help fuel that FF "job" feeling where you have tons of jobs too chooses.
(Assuming dots are already spread and being upkept)
As SCH, Blizzard II is DPS gain on 4+ mobs vs the other gcd options Ruin/Ruin ii/Broil
As SMN, Blizzard II is DPS gain on 5+ mobs vs the other gcd options Ruin/Ruin ii/Ruin iii and more cost effective than an out of dreadwyrm Ruin iii
As every other magic user, Blizzard II is a DPS loss.


Yoshi P has been asked this before and he said he would simply prefer to just make new jobs as workload wise the balancing and design would end up probably taking about the same amount of resources. The other issue would be there are a lot of Jobs which really wouldn't fit into other roles. BLM isn't going to work as a tank or healer for example.
Regardless, I don't think its likely to happen.
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