AST also already has it thematically through Time Dilation and Astral Stasis. You could argue that Arrow is another example, since it effectively functions like Haste.The problem is Time Mage is finding an identity for it in FFXIV.
If it starts using spells like Haste and Slow - either all bosses will be immune or a Time Mage becomes mandatory in every composition. Same with Haste on the party - every composition will need a Time Mage.
I suppose one way would be to have the TM only Haste themselves and that becomes a part of the rotation and gimmick but ultimately it renders Time magic just another flavor mechanic with no real benefits.
If we had to consider Yoshida's statements to be of any worth, like the one where he says that they didn't introduce a healer because of "balance" again (which is a really poor excuse), then what they should do is stop trying to add classes, and actually focus on what they have.
Fix BLU by making it a normal job, or create a system where people can enjoy both limited mode and allow those who want to main it to use it like any other class with a segregation system.
And for healers, they have a number of choices, and since you touched on hammers, as Kalise already suggested, Green Mage would fit the bill.
No need to introduce a million jobs, just 1 quality class should be enough if they truly suffer from oh so many problems.
Last edited by Anesteria; 03-25-2019 at 08:28 PM.
To be fair, the full quote is more about how they need to figure out what they want to do in regards to SCH and its relation to the other healers. I can see where he's coming from if only because even people like Momo(who's generally considered the best SCH in the world) say that the automated healing from casting Summon breaks things at higher levels.If we had to consider Yoshida's statements to be of any worth, like the one where he says that they didn't introduce a healer because of "balance" again (which is a really poor excuse), then what they should do is stop trying to add classes, and actually focus on what they have.
Fix BLU by making it a normal job, or create a system where people can enjoy both limited mode and allow those who want to main it to use it like any other class with a segregation system.
And for healers, they have a number of choices, and since you touched on hammers, as Kalise already suggested, Green Mage would fit the bill.
No need to introduce a million jobs, just 1 quality class should be enough if they truly suffer from oh so many problems.
Green Mage would be a nice additional healer. :3
Although... isn't Green Mage originally a support job? Like a ranged DPS with support abilities? Well, it's FFXIV... pretty much another universe in the Final Fantasy series, so anything is possible. XD
There's also Chemist or Medic. I think it would be interesting if the devs make them a PHYSICAL Healer as opposed to the magic healers we already have in the game! ^_^ Pretty much makes the player meld determination, skill speed, critical hit materia to make the heals more potent. lol That would be fun. :3
It focused primarily on positive buffs and negative status effects, although none were particularly unique and it doesn't necessarily have a major defining identity. It just kinda put all the typical things other jobs in the series might have all on one job. That being said, it was the primary way to get Protect and Shell in that game, and people have been asking for a more interesting approach to Protect and Shell for years, so this is a potential chance, eh?
I'm just giddy that for years I've mentioned Green Mage and been laughed at, so the fact people are actually taking it somewhat seriously is mindblowing to me.
Is it fair to say that its most iconic spell is just Oil? I guess it's expanded on more in Brave Exvius with all the Bar- spells and some of the Saboteur spells from XIII. Since it's tied to Viera in Tactics A2, maybe it could be established in XIV as an extension of the Green Word and revolve around plant manipulation for healing, something like Rift's Chloromancer.It focused primarily on positive buffs and negative status effects, although none were particularly unique and it doesn't necessarily have a major defining identity. It just kinda put all the typical things other jobs in the series might have all on one job. That being said, it was the primary way to get Protect and Shell in that game, and people have been asking for a more interesting approach to Protect and Shell for years, so this is a potential chance, eh?
I'm just giddy that for years I've mentioned Green Mage and been laughed at, so the fact people are actually taking it somewhat seriously is mindblowing to me.
The Green Mage in its rendition in FFTA2 was essentially a job with only supportive capabilities that buffed and debuffed. They had no offensive spells, so their only means to do damage was to hit people on the head with a hammer.
They've got a free hand to make it into a healer with some melee capabilities that may synergise with their healing, not something new conceptually, it would be kind of like a Warrior Priest or how Disc Priests were originally planned to be in WoW.
The thing is that achieving that perfect balance that will let you do anything, is impossible. While trying to make things better is definitely something one should do, it shouldn't be something that denies entrance because there is no real solution to resolve the issue once and for all, no matter what you have in front of you.To be fair, the full quote is more about how they need to figure out what they want to do in regards to SCH and its relation to the other healers. I can see where he's coming from if only because even people like Momo(who's generally considered the best SCH in the world) say that the automated healing from casting Summon breaks things at higher levels.
Even then, if resources are an issue, one can only wonder what their capacity is since we don't have the info, if balancing 3 Healers is such a problem.
I'd like a twist on a Mystic Knight as a melee DPS but with sone magic, like an inverted RDM, and I think hammers/maces could work well with it.
Healer obviously, but I dont like the ideas of Chemist or Necromancer.
But perhaps something Shaman-like, especially if we're going to the new world.
Well Tranq and Leap could be a...direct hit bonus and in-battle burst of movement speed, respectively, which would be interesting. Protect, Shell, Stoneskin, Eye for an Eye, all those kinds of spells are just floating around the healers without much real impact, but Green Mage could consolidate some of those into something more interesting. Off the top of my head, what if it planted "seeds" on the target that, when struck over time (like Eye for an Eye) healed for some amount and also reduced incoming magic/physical damage depending on which was used?Is it fair to say that its most iconic spell is just Oil? I guess it's expanded on more in Brave Exvius with all the Bar- spells and some of the Saboteur spells from XIII. Since it's tied to Viera in Tactics A2, maybe it could be established in XIV as an extension of the Green Word and revolve around plant manipulation for healing, something like Rift's Chloromancer.
Anyway, there's lots of potential new ideas for implementing classes, I'll never buy the excuse they're creatively bankrupt. Resources maybe, balance...maybe not, out of ideas, never.
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