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  1. #121
    Player
    Kohta's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    69
    Character
    Hana Song
    World
    Lamia
    Main Class
    Summoner Lv 70
    Judge, with the ability to switch stances from turning abilities from close range to long range on the fly like Guass Barrel, and be able to maintain threat when you have to create a gap, but in long range mode judges can only walk, not run. Similar to anticipation a judge can foresee an incoming attack to dodge it completely or parry at a higher reduction rate, also add that damage taken from enemies activates spikes that can proc additional effects such as paralyze from ice spikes, burn from blaze spikes etc. Defensively, judges can silence and stun ogcd and have a provoke that can't be reversed for several seconds. Please and thank you.
    (0)
    Last edited by Kohta; 08-08-2017 at 12:40 AM.

  2. #122
    Player
    Dortharl's Avatar
    Join Date
    Jun 2015
    Posts
    118
    Character
    Noah Dotharl
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 80
    I was think a whole new class that uses chains rather than swords or spears, they can use Heavy armour but also use the chains to block attacks.
    (0)


    http://eu.finalfantasyxiv.com/lodestone/character/14725396/

  3. #123
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Jhett_Magnum View Post
    snip
    Don't worry man I actually like your idea, but the artwork you picked was so DRK-like that I had to make that joke. I really like the chains on it btw.
    (0)

  4. #124
    Player
    RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,147
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    I think we need another tank class that actually uses a shield

    Templar 1H pike + shield
    Viking 1H axe + shield
    Something that uses a mace or Warhammer + shield
    Something that dual wields shields? >.>

    Other than that from a gameplay mechanics type standpoint.
    New tank with heavy counter action focus on abilities or reactive abilities in response to various triggers.
    One that has a variety of support oriented abilities that buff allies
    One that mitigates damage not by buffing itself but by debilitating enemies making them deal less damage.
    (0)

  5. #125
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    I don't think I want another tank. At the moment, there's a lot of bitterness because we have three types of tank, but only two tankslots in Savage.

    You'd think that would mean just 1/3 of the tanks would be unhappy, but no, the only people who are (mostly) happy with how they are? Paladins.

    I'd rather they balance out the current tanks before adding new ones. I think the same thing is happening on the healer forums.
    (0)

  6. #126
    Player
    Shippuu's Avatar
    Join Date
    Mar 2013
    Posts
    628
    Character
    Shippuu Nammuu
    World
    Balmung
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Ekimmak View Post
    I don't think I want another tank. At the moment, there's a lot of bitterness because we have three types of tank, but only two tankslots in Savage.

    You'd think that would mean just 1/3 of the tanks would be unhappy, but no, the only people who are (mostly) happy with how they are? Paladins.

    I'd rather they balance out the current tanks before adding new ones. I think the same thing is happening on the healer forums.
    There being balance within a role should never dictate whether a new job can be created for that role. The jobs will never be perfectly balanced and any balance that is achieved will only be fleeting. One needs only look at the current tank situation to realize that. Every expansion will simply unbalance whatever balance was made before due to the increase in level and new abilities or simply bad decisions on the devs part.

    As such, it is an unacceptable excuse to use to delay or prevent a new job from being added to these roles. Period.
    (4)

  7. #127
    Player
    RYT's Avatar
    Join Date
    Mar 2017
    Location
    Limsa Lominsa
    Posts
    5
    Character
    Yukina Tysuss
    World
    Tonberry
    Main Class
    Dark Knight Lv 62
    Awwwyiss—Blue mage-knight with (chained) mace. Job Quests with monster hunting for the monster abilities. Hmm...
    (2)

  8. #128
    Player
    mosaicex's Avatar
    Join Date
    Oct 2014
    Posts
    455
    Character
    Noyoyo Noyo
    World
    Typhon
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Ekimmak View Post
    I don't think I want another tank. At the moment, there's a lot of bitterness because we have three types of tank, but only two tankslots in Savage.

    You'd think that would mean just 1/3 of the tanks would be unhappy, but no, the only people who are (mostly) happy with how they are? Paladins.

    I'd rather they balance out the current tanks before adding new ones. I think the same thing is happening on the healer forums.
    And there are 9 dps jobs but only 4 dps slots

    If you think one tank has it bad then I would like to point you to MCH, SMN, BLM, DRG and MNK.



    But hey, DPS balance was never a consideration when adding new jobs, was it?
    (4)
    Last edited by mosaicex; 08-08-2017 at 12:50 PM.

  9. #129
    Player
    RitsukoSonoda's Avatar
    Join Date
    Apr 2014
    Location
    Kugane (No that red crayon is totally legitimate) >.>
    Posts
    3,147
    Character
    Ritsuko Sonoda
    World
    Ultros
    Main Class
    Samurai Lv 90
    Jobs/classes are never going to be balanced on any MMO no matter how hard game devs try.

    One thing in FFXI I kind of feel like would do well on FFXIV to atleast give each job some niche where they excel

    FFXI monsters had more defined weaknesses and resistances to elements and damage types including physical damage. Example. Skeleton enemies were resistance to piercing damage but weak to blunt damage. Because of this typical drg and rng would do less damage but mnk would destroy them. Some enemies were just highly resistant to physical or magical damage in general or specific elemental damage.

    This really atm wouldn't have too much impact on tanks though aside from only drk and pld having a form of magic damage because the weapon choices on the tanks all deal the same type of physical damage.

    The focus I think they need to take is to tweak the game and jobs in general so that each job can atleast have 1 area they can shine at and add more variety to the options in each role.
    (0)

  10. #130
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    "But the people who play tanks will still play tanks and the people who play DPS will still play DPS! Nevermind the possibility that the some people may want to play tanks if there was a job more to their liking or that the tank players we are relying on to keep playing tanks might get bored of their meager 3 choices!"

    "We don't want to add more tanks because we want to fix tank balance! So we will do that by swapping WAR and PLD around!"

    "Besides, people only play DPS so it's only natural that we should make more DPS jobs to appeal to the wider audience! Forget about those tank players we rely on to make DF work at a reasonable rate because they're not worth the investment!"



    ... Ahem.

    The next tank job should be Hell Knight. Just delete WAR and DRK and fuse them together to make Hell Knight. Give me that Berserked Dark Arts Fell Spiller. :^)
    (3)

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