as an example...
Ninja equipping a parrying blade in off hand to be able to tank role like in FFXI
Dark knight using Scythes for DPS role like in FFXI
Paladin Dual wield for dps role
Bard healer ?
as an example...
Ninja equipping a parrying blade in off hand to be able to tank role like in FFXI
Dark knight using Scythes for DPS role like in FFXI
Paladin Dual wield for dps role
Bard healer ?
But jobs are specializations of classes. And role changing because of an item equip is just... I don't see it working well with how the game is designed.
If you say so.
That's not a 'specialization', that's just an alternate weapon type, which is not what the Armoury System allows (unlike FFXI where weapon and Job were separate, here your weapon is your class/Job). Thus why a new weapon type added to the game will inevitably mean a new class or Job specifically for that weapon, the weapon is simply not added to an existing one (this is also why class and even some Job icons depict weapons, it's telling you there and then what weapon is associated with that class or Job).
Also, NIN was never meant to be a tank in FFXI (this is straight from the development team) - it was meant to be a fast-attacking debuff/DPS, until lazy players turned it into a tank by exploiting Utsusemi's Blink mechanic, and then complained when they inevitably were torn apart by enemies that ate through their shadows at once (being actually DPS they had all the defense of a wet paper bag). I'm glad FFXIV does not have any of that nonsense here.
And scythes are a tool for BTN like they should be - the only time here in FFXIV you'll see a scythe used as a weapon is that glamour weapon of Edda's offered on the Mogstation for certain classes - DRK is all about using a great sword (which is pretty telling that a great scythe will not be a future separate class or Job).
So I do not see SE changing this I'm afraid.
Last edited by Enkidoh; 06-05-2018 at 01:39 AM.
So, this is about lazy players and not a good thing that the game doesn't fit you into whatever the game wants you in. Makes sense with that last sentence, you're glad FFXIV doesn't have it because you enjoy being shoehorned and not able to step outside the box, but damn it FFXI sure was open, whether you like it or not. It was actually clever of the playerbase to calculate the huge amount of volatile enmity a ninjutsu gave, and risk tanking with just Utsusemi and evasion. It was a high risk, high reward kind of tanking.Also, NIN was never meant to be a tank in FFXI (this is straight from the development team) - it was meant to be a fast-attacking debuff/DPS, until lazy players turned it into a tank by exploiting Utsusemi's Blink mechanic, and then complained when they inevitably were torn apart by enemies that ate through their shadows at once (being actually DPS they had all the defense of a wet paper bag). I'm glad FFXIV does not have any of that nonsense here.
FFXI had nothing of the sort, so you made that up. Whether you could tank or not was mostly dependant on how the job was built and especially your subjob, nothing to do with the weapons.I dont know how that system worked in FFXI but I dont see it working here - and while I kinda hate to do this, I also feel the need somehow to point out something with threads like this that are clearly referencing FFXI: This is a differnt game. FFXIV works differently in an aweful lot of ways, so what worked their doesnt really work here.
In this case: Look how much of a hazzle it is with SMN and Scholar sharing the same base-class already. Altering the arcanist-skills is a balancing nightmare! And before they did away with our bonus-stats it was extremly annoying for people who were optimizig both jobs to actually do that, because those points were class-based, not job-based.
It would probably be a lot easier to release a ninja-like tank-class or a double-sword-dps than alter ninja and paladin.
To actually change what the classes are doing, a lot more than just switching out the weapon would be required.
A tank-ninja would need to gain more than just parry - he'd be mostly in need of skills that are generating aggro.
A paladin-dps wouldnt need only a second sword for looks but also an increase in skill-potency and the loss of aggro-generating abilities, not to mention some sort of replacment for all the now useless tank-cooldowns.
How does a bard healer work? Bards have zero skills to heal partymembers - they would need a whole new toolkit to fullfill that role, not only a harp instead of a bow.
And if you have to rework 50% (or more) of a job to make it work in a different role, arent you better off at that point creating a new, more original job from scratch?
I call "not thought through FFXI nostalgia" on this... which makes this a bad idea, sorry.
Last edited by Tanathya; 06-05-2018 at 04:10 AM.
...I made that up?
Have you read the OP?
And wether or not it worked liked that or not in FFXI is irrelevant after all - it wont work in FFXIV which was my mainpoint anyways. The OP just read to me as if the idea stemmed from FFXI-nostalgia, with basically comparing the proposed system to that game like 3 times in 4 lines...
I like the idea of Advanced Jobs. Like a WAR could have a tank ADV job and a DPS ADV job. Tank would be Berserker and DPS would be Vyking. That sorta thing. But That would be a huge undertaking, especially if you did them all at once.
the problem with that is instantly you double the amount of jobs to balance sine you will have to properly balance tanks being dps, some dps being tanks and other healers and such, i dont see it without generating a lot of imbalance issues.
I dont know how that system worked in FFXI but I dont see it working here - and while I kinda hate to do this, I also feel the need somehow to point out something with threads like this that are clearly referencing FFXI: This is a differnt game. FFXIV works differently in an aweful lot of ways, so what worked their doesnt really work here.
In this case: Look how much of a hazzle it is with SMN and Scholar sharing the same base-class already. Altering the arcanist-skills is a balancing nightmare! And before they did away with our bonus-stats it was extremly annoying for people who were optimizig both jobs to actually do that, because those points were class-based, not job-based.
It would probably be a lot easier to release a ninja-like tank-class or a double-sword-dps than alter ninja and paladin.
To actually change what the classes are doing, a lot more than just switching out the weapon would be required.
A tank-ninja would need to gain more than just parry - he'd be mostly in need of skills that are generating aggro.
A paladin-dps wouldnt need only a second sword for looks but also an increase in skill-potency and the loss of aggro-generating abilities, not to mention some sort of replacment for all the now useless tank-cooldowns.
How does a bard healer work? Bards have zero skills to heal partymembers - they would need a whole new toolkit to fullfill that role, not only a harp instead of a bow.
And if you have to rework 50% (or more) of a job to make it work in a different role, arent you better off at that point creating a new, more original job from scratch?
I call "not thought through FFXI nostalgia" on this... which makes this a bad idea, sorry.
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