The gear that Rogues wear is even based off of the Artifact Armor that THF wears in XI. besides, Rogue/NIN already has:
-Mug
-Trick Attack
-Aeolian Edge
-Gust Slash
these were THF abilities and Weaponskills from XI
The gear that Rogues wear is even based off of the Artifact Armor that THF wears in XI. besides, Rogue/NIN already has:
-Mug
-Trick Attack
-Aeolian Edge
-Gust Slash
these were THF abilities and Weaponskills from XI
This is the whole Time Mage debacle that I think has finally stopped. Just like some people have asked for a Time Mage in FFXIV, Se will not make one since Astrologian is the time mage of XIV. Similarly, there will be no Thief Class or Job since Rogue is XIV version of a thief. I know I mentioned this in a post way back when, but not always does a FF game have both they usually have one of the other or the Thief job upgrades to the Ninja Job.
As for this, the Jobs of Paladin, Warrior, Astrologian, Monk, Dragoon, Ninja, Samurai, and Machinist, all have "guilds" that we know of. Just because we don't have access to a "guild", though we do in the case or AST and MCH, doesn't mean they don't exist. And those are just the ones we can confirm have "guilds". Although, the Bard quest seems to hint that a new "faction" is forming within the Quivers Hold. The Dark Knight quests seem to indicate that there is a place where DRK go to train. And the Summoner quests show a slight resurgence. I have not finished RDM so I can't say for certain. But as of right now only WHM, BLM, and SCH don't have "guilds" because of the rarity of the arts.
Also while I wait for something to download i'm going to try and Dissect your idea. Brace yourself, lol.
Okay I'll have to do a general overview since I have something else to work on and am not feeling well.
First thing is, remember to take into account the new system that has been set into place. Any skill that is to be replaced by another skill now has a trait indicating it as such. Your abilities Kiss of the Viper and Throat Stab do not reflect this.
Second, in regards to traits, remember that some of the traits will be shared with Ninja, and only the ones past 30 would begin to become specialized. Although, admittedly the trait line up has become less ridged. But your traits Dual Wield do not make sense since the dripping blade trait would still be there. The same sort of applies to Flee. Maybe make Flee effect a skill you want to add, not movement speed. Additionally the Hide trait needs a rework, Hide in battle should not happen.
Third, you need to specify what is a weapon skill and what is an ability, and their duration and cooldown times. You have several skills that indicate they cost Stealth Gauge points, but how long are they can i build up the gauge and spam the skill? you need to specify these parameters.
Fourth, It seems like your Gambits are directly taken from the Mudra system, which is fine... in a way, but how do we execute them? There has to be a way of choosing which skill I want at that time.
Finally, I think, there are your gauges. The Stealth Gauge you did okay explaining, its basically the Ninki Gauge for Thieves, which has it's own issues but I digress. But what does the Trickery Gauge do? You don't explain it, it just says it tracks your debuffs. Are they DoTs and do you want Thief to be a DoT based job like SCH, SMN, and BRD? Or is it the stat debuffs? And if it's stat debuffs how does just a number help me track them? If I have 4 debuffs and 1 falls off how do i tell which one to reapply?
All in all, while I didn't review this very intently, from what I can see, all you really did what take the Ninja concept and give them names that maybe sounded more Thief-esc. The idea just needs to be fleshed out more so that we don't just have 2 DPS that basically mimic one another in concept and design.
Last edited by Eloah; 08-22-2017 at 07:15 AM.
I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.
Personally I've never really felt any stake in the whole Time Mage debate simply because I've never known any staple set of lovable (FF or beyond) mechanics, interactions, and functionalities associated with the Time Mage, whereas I have for the Thief. As Yoshida said, it was a missing staple, and yet it feels like it took none of the spark from it's predecessors. The Rogue doesn't feel like a Rogue. It feels like a Monk/Dragoon hybrid with a gimmick that only comes into its own, somewhat, with Ninja.This is the whole Time Mage debacle that I think has finally stopped. Just like some people have asked for a Time Mage in FFXIV, Se will not make one since Astrologian is the time mage of XIV. Similarly, there will be no Thief Class or Job since Rogue is XIV version of a thief. I know I mentioned this in a post way back when, but not always does a FF game have both they usually have one of the other or the Thief job upgrades to the Ninja Job.
For those who do feel invested in the Time Mage idea, maybe that does comes from some really awesome previous iterations of lore, interaction concepts, or mechanics. Personally, though, while I felt a little cheated that, say, Gravity didn't actually add mass to anything, which could end up being a really awesomely manipulable if there were any semblance of physics in this game, I didn't know what else I might or might not have been missing.
@Main Topic
Sadly, though, that's also why I feel ill-equipped to Dissect your work here, Sandpark; my view of the Thief has more to do with its contribution to the game as a whole, and what it gives and implies access to. As just another damage-dealer, I can't meaningfully advise its place in the line-up.
The thief is a melee dps who's majority of good stuff is locked behind the stealth gauge. It's meta is a DPS that dishes out more damage when debuffs are applied on the enemy. It's strength on certain skills multiplies/increases the more debuffs you have in effect.This is the whole Time Mage debacle that I think has finally stopped. Just like some people have asked for a Time Mage in FFXIV, Se will not make one since Astrologian is the time mage of XIV. Similarly, there will be no Thief Class or Job since Rogue is XIV version of a thief. I know I mentioned this in a post way back when, but not always does a FF game have both they usually have one of the other or the Thief job upgrades to the Ninja Job.
As for this, the Jobs of Paladin, Warrior, Astrologian, Monk, Dragoon, Ninja, Samurai, and Machinist, all have "guilds" that we know of. Just because we don't have access to a "guild", though we do in the case or AST and MCH, doesn't mean they don't exist. And those are just the ones we can confirm have "guilds". Although, the Bard quest seems to hint that a new "faction" is forming within the Quivers Hold. The Dark Knight quests seem to indicate that there is a place where DRK go to train. And the Summoner quests show a slight resurgence. I have not finished RDM so I can't say for certain. But as of right now only WHM, BLM, and SCH don't have "guilds" because of the rarity of the arts.
Also while I wait for something to download i'm going to try and Dissect your idea. Brace yourself, lol.
Okay I'll have to do a general overview since I have something else to work on and am not feeling well.
First thing is, remember to take into account the new system that has been set into place. Any skill that is to be replaced by another skill now has a trait indicating it as such. Your abilities Kiss of the Viper and Throat Stab do not reflect this.
Second, in regards to traits, remember that some of the traits will be shared with Ninja, and only the ones past 30 would begin to become specialized. Although, admittedly the trait line up has become less ridged. But your traits Dual Wield do not make sense since the dripping blade trait would still be there. The same sort of applies to Flee. Maybe make Flee effect a skill you want to add, not movement speed. Additionally the Hide trait needs a rework, Hide in battle should not happen.
Third, you need to specify what is a weapon skill and what is an ability, and their duration and cooldown times. You have several skills that indicate they cost Stealth Gauge points, but how long are they can i build up the gauge and spam the skill? you need to specify these parameters.
Fourth, It seems like your Gambits are directly taken from the Mudra system, which is fine... in a way, but how do we execute them? There has to be a way of choosing which skill I want at that time.
Finally, I think, there are your gauges. The Stealth Gauge you did okay explaining, its basically the Ninki Gauge for Thieves, which has it's own issues but I digress. But what does the Trickery Gauge do? You don't explain it, it just says it tracks your debuffs. Are they DoTs and do you want Thief to be a DoT based job like SCH, SMN, and BRD? Or is it the stat debuffs? And if it's stat debuffs how does just a number help me track them? If I have 4 debuffs and 1 falls off how do i tell which one to reapply?
All in all, while I didn't review this very intently, from what I can see, all you really did what take the Ninja concept and give them names that maybe sounded more Thief-esc. The idea just needs to be fleshed out more so that we don't just have 2 DPS that basically mimic one another in concept and design.
1.The trickery gauge displays how many debuffs you have applied on targeted enemy.
2.The second function is tracking accomplice which is a skill that increases the duration for other party member's dots.
3.The reason I added any damage to Dual Wield is because Ninja has a speed buff and damage buff as well. If there was no damage buff, thief would be at a disadvantage. The difference is Ninja has always on damage buff with an activated speed buff and thief would have an always on speed buff and damage buff but with the speed buff slightly faster and damage buff slightly lower.
4.The reason flee is an auto trait is because it would be button bloat if thief had two versions of sprint.
I'll elaborate more later at work now lol.
Last edited by Sandpark; 08-23-2017 at 08:41 PM.
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