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  1. #1
    Player
    Pastahnak's Avatar
    Join Date
    Sep 2017
    Location
    Goblet (Ward 10: Plot 49)
    Posts
    419
    Character
    Pastahnak Popotonak
    World
    Famfrit
    Main Class
    Fisher Lv 80
    Quote Originally Posted by Bahati View Post
    I would love content focused on tactics and objectives that isn't PVP. Something as simple as queuing in with random classes in a group of 72 and there has to be actual thought put into who does what. Make time of the essence. Someone takes 3 people and goes to make control of a tower. Tower can then be used to blast a boss. Other players search the map for the boss and pull him into range of the tower. Maybe random smaller mobs will spawn and try to retake the tower and we have to defend it while others are blasting. Maybe there are treasure chests hidden someone has to scout for.
    Sounds like they could do this easily with eurika. Make a day where a super boss is somewhere on the map and throughout the day people need to find him and try and kill him while fending off adds. Or if u want time to be of the essence make it like a set hour with a boss with an insane amount of hp.
    (0)

  2. #2
    Player ManuelBravo's Avatar
    Join Date
    Apr 2012
    Location
    Milpitas , CA
    Posts
    2,142
    Character
    Shinigami Zetta
    World
    Balmung
    Main Class
    Dragoon Lv 90
    Remove the party feature in the company shop to progress and raise the air frame capacity pls.
    (0)

  3. #3
    Player
    Dhaid's Avatar
    Join Date
    Jan 2018
    Posts
    119
    Character
    Dhaid Burt
    World
    Siren
    Main Class
    Blacksmith Lv 90
    Quote Originally Posted by ManuelBravo View Post
    Remove the party feature in the company shop to progress and raise the air frame capacity pls.
    100%, or at the very least change the 'cutscene' to where everyone's working in a unique way to create the airship instead of just standing there.
    (0)

  4. #4
    Player
    DracoAlpha's Avatar
    Join Date
    May 2018
    Posts
    1
    Character
    Draco Alpha
    World
    Diabolos
    Main Class
    Gladiator Lv 54

    New class ideas

    I thought that you should add a few new classes to the game one is a transformion class that allows you to change your character to a beast or animal. Second is shield barring class that main weapon is a shield. Third is engineering class that lets you craft magiteck equipment. Last is normal class where you can equip any weapon and armor to your character as well as any role or action that you want from other jobs or class
    (0)

  5. #5
    Player
    Rayo's Avatar
    Join Date
    Dec 2017
    Location
    Limsa Lominsa
    Posts
    126
    Character
    Rayo Seibold
    World
    Siren
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Dhaid View Post
    at the very least change the 'cutscene' to where everyone's working in a unique way to create the airship instead of just standing there.
    no way, I love looking useless to everyone else during a those cutscenes

    also, minor thing but I would like it if they can make it so you can tie certain Glamour plates to a job, so I don't have to switch between different plates when I switch to a different Job that shares gear with another
    (0)

  6. #6
    Player
    broren's Avatar
    Join Date
    Aug 2013
    Posts
    25
    Character
    Jondric Caza
    World
    Behemoth
    Main Class
    Gladiator Lv 60
    Adding the option to have the pvp combo system in pve to save hotbar space.
    (0)
    "Computer games don't affect kids; I mean if Pac-Man affected us as kids, we'd all be running around in darkened rooms, munching magic pills and listening to repetitive electronic music."

  7. #7
    Player
    Selvokaz's Avatar
    Join Date
    Aug 2015
    Location
    Limsa Lominsa
    Posts
    310
    Character
    Reiya Rahamos
    World
    Ultros
    Main Class
    Astrologian Lv 100

    The Psychic

    Heal who specializes in dealing damage and a portion of that damage always being shifted and converted to healing that goes to the person in your party who's hp is the lowest. Their spells would work more like a combo chain whereas each spell absorbs a portion of the damage done and heals someone, but the next step in the chain gives out bigger heals, culminating in the final spell in the chain granting the biggest burst healing. The chain could also vary depending on whether or not you want to aoe heal on the last hit or single target heal. Ideally the weapon for the class would be a telekinetically controlled crystal that it can fire off at range. They would also specialize in debuffing the enemy in away similar to scholars with bane, in that they can spread debilitating effects, and these effects would be new things, that target stats, resistances, and so on, perhaps bring back things like Slow, and a unique kind of poison.

    Freelancer job, as in FF5, instead though you can pick and choose from all your learned abilities to design your own class, however you can't use the freelancer job in party content making it solely for solo content.
    (0)

  8. #8
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,316
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Selvokaz View Post
    Heal who specializes in dealing damage and a portion of that damage always being shifted and converted to healing that goes to the person in your party who's hp is the lowest. Their spells would work more like a combo chain whereas each spell absorbs a portion of the damage done and heals someone, but the next step in the chain gives out bigger heals, culminating in the final spell in the chain granting the biggest burst healing. The chain could also vary depending on whether or not you want to aoe heal on the last hit or single target heal. Ideally the weapon for the class would be a telekinetically controlled crystal that it can fire off at range. They would also specialize in debuffing the enemy in away similar to scholars with bane, in that they can spread debilitating effects, and these effects would be new things, that target stats, resistances, and so on, perhaps bring back things like Slow, and a unique kind of poison.
    This is essentially what THM originally was designed as in the beginning of FFXIV 1.0 (it was more about casting debuffs and healing using drain spells) - it was CNJ who was the elemental spellcaster. This changed after Yoshi took over and the classes were redesigned to accommodate the Job upgrades (thus some of CNJ's elemental spells were given to THM to ensure it was a better fit for BLM, losing it's drain healing and debuffs in the process). ACN in ARR essentially gained these debuffs anyway so I don't see SE bringing the old THM idea back sadly. The sole surviving legacy of 1.0 THM left is the astral/umbral shift mechanic - 1.0 THM's spells were entirely astral or umbral aligned.

    Quote Originally Posted by Selvokaz View Post
    Freelancer job, as in FF5, instead though you can pick and choose from all your learned abilities to design your own class, however you can't use the freelancer job in party content making it solely for solo content.
    A certain design document floating around on the net from 1.0's early development actually references (among other things), a special 'Adventurer' class (abbreviation 'SPN') which is bare-handed, presumably what you're describing. I can only speculate why this was never implemented though, probably due to how the Armoury System was designed requires a weapon to be equipped at all times and thus the 'bare-handed' aspect probably would have caused too much issues for it, so they never bothered with it.

    As it was 1.0's original (pre-Job) Armoury System was specifically designed to equip any ability on any class, allowing you to mix and match to your heart's content (classes were less 'classes' and more just a weapon with a set of abilities attached to their use). This did not work nearly as well as it did on paper though and ultimately classes gained more rigid roles when Jobs were added to them, thus resulting in the more rigid cross-class ability system that was carried into ARR (and recently removed completely, replaced by the 'role ability' system). So alas, I do not see SE going back to this idea in the future, it's pretty clear they want to keep classes and Jobs within dedicated roles with little variation (because class/ability personalization/variety is a myth - players will inevitably find the best, easiest set up that gives the optimum benefit for the least outlay and so that will become the meta, with every other possibility shunned and players harassed accordingly if they dare "think outside the box." FFXI suffered from this bad, and FFXIV's design is an attempt to at least try to eliminate that. So I do not see this changing I'm afraid.
    (1)
    Last edited by Enkidoh; 07-18-2018 at 10:35 AM.

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Enkidoh View Post
    This is essentially what THM originally was designed as in the beginning of FFXIV 1.0 (it was more about casting debuffs and healing using drain spells) - it was CNJ who was the elemental spellcaster. This changed after Yoshi took over and the classes were redesigned to accommodate the Job upgrades (thus some of CNJ's elemental spells were given to THM to ensure it was a better fit for BLM, losing it's drain healing and debuffs in the process). ACN in ARR essentially gained these debuffs anyway so I don't see SE bringing the old THM idea back sadly. The sole surviving legacy of 1.0 THM left is the astral/umbral shift mechanic - 1.0 THM's spells were entirely astral or umbral aligned.
    To be fair, though, Yoshida also purged all traces of the budding Musketeer/Gunner class only to add Machinist an expansion later.
    (0)

  10. #10
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    I'd completely rework all classes and their Jobs like given a glimpse of that under my thread for redesigning the Monk under the expectation, that Level Cap gets also raised to 80, so that they get also some new skills as well as part of character progression getting continued.

    The Class System of this game is since Heavensward a complete broken mess with new classes just thrown into the game with either level 30 or 50, without them having even Beginner Classes except of the Ninja, which came into the game with an introduced new beginner class.
    I'd rework the Class System, that all Classes have 5 Job Roles, due to adding two new Job Roles - like mentioned in my Thread - Supporter and Preventer, basicalling using Jobs as Sub Classes, or similar to Guild Wars 2, where they have Elite Specializations called practically working as "Jobs"
    Each individual Job should have then also for the Class a secondary Weapon between the player can switch, which would eventually add some new weapon based skisl that replace certain weapon skills, when switching between Class Weapon and Job Weapon.

    Under my rework would we have following Classes with following Jobs.
    For this to work must get this silly Weapon to Class Bind-Mechanic get removed and the Change Job System get reworked to simply change jobs, without needing to change Weapons for that extra. Other Games can do this, so why the hell can't FF14??? Is FF14 really so outdated and backwards thinking???

    DPS Classes
    Archer Weapon Longbow
    Jobs :
    > Bard (Weapon: Shortbow/Harp) - Support
    > Machinist (Weapon: Pistols) - DPS
    > Arcanist (Weapon: Rapier) / Renamed Red Mage - Healer
    > Hunter (Weapon: Rifles) - Preventer
    > Ranger (Weapon: Whip) - Tank

    Pugilist Weapon: Fist Rings
    Jobs:
    > Monk (Weapon: Poles) - Healer
    > Daredevil (Weapon: Tonfas) - Tank
    > Roughneck(Weapon: Maces) - Preventer
    > Champion (Weapon: Claws) - DPS
    > Martialist (Weapon: Gauntlets) Support

    Thaumaturge Weapon: Grimoire (Book)
    Jobs:
    > Summoner (Weapon: Magic Staff) - Tank
    > Astrologian ( Weapon: Cards/Globe) - Healer
    > Witcher (Weapon: Magic Gauntlets) - DPS / Renamed Black Mage
    > Scholar (Weapon: Magic Scepter) - Support
    > Necromancer (Weapon: Scythe) - Preventer

    Lancer Weapon: Lance
    Jobs:
    > Dragoon (Weapon: Spear) - Preventer
    > Knight (Weapon: Longsword) Support/ Renamed Dark Knight
    > Guardian (Weapon: Longshield) Tank
    > Enforcer - (Weapon: Halberd) DPS
    > Marauder - (Weapon: 2H Axes) Healer

    Rogue Weapon: Daggers
    Jobs:
    > Ninja (Weapon: Shurikens/Kunais) - DPS
    > Dancer (Weapon: War Fans) - Support
    > Gambler (Weapon: Dices) - Healer
    > Alchemist (Weapon: Sickles) - Preventer /Crafting Job Hybrid, only Crafting Job that is at the same time Combat Class now
    > Pirate (Weapon: Saber& Pistol) - Tank

    Tank Class

    Gladiator Weapon: Swords and Shields
    Jobs:
    > Paladin (Weapon: Dual Swords) - Support
    > Warrior (Weapon: Greatshield) - Tank
    > Berserker (Weapon: Greatsword) - Preventer
    > Mercenary ( Weapon: Warhorn) - Healer
    > Samurai - (Weapon: Katana) - DPS

    Healer Class
    Conjurer Weapon Canes/Wands
    Jobs:
    > Druid (Weapon: Magic Staff) - Healer
    > Songstar (Weapon: Tuning Fork) - Support
    > Priest (Weapon: Mace) - DPS
    > Exorcist (Weapon: Sword) - Preventer
    > Shaman (Weapon: Puppets) - Tank

    That way would be the class system no mess anymore, 3 Main Roles each with 5 Sub Roles and all of them would have clear Beginner Main Classes, due to Red Mage, Samurai, Astrologian, Scholar and Machinist being under this concept now put to specific Main Classes that do fit to them as Beginner Classes, even if this means changing for example the Samurai from a Main DPS class into a Class that comes then from a Tank Role, but they would be the kind of offensive orientated DPS Tanks.
    As you can see, I tried to include also all kind of classical FF Jobs from the past into the game, like the Gambler from FFX-2 and the Songstar/stress, or the Dancer.
    If you kind of ask yourself now.. but where did he put the Blue Mage??? That kind of concept do I think fists best reconcepted under the Alchemist, kind of similar gameplay style like Rikku from FFX, which puts like an Ahclemist all kinds of stuff together und as resutl you get some kind of "Monster Skill out of it" based on what stuff you put together in your Alchemy in combat.
    (0)
    Last edited by Kaiserdrache; 10-07-2018 at 11:14 PM.