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  1. #1
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90

    let talk future jobs

    inquisitor someone suggest this to me

    base similar to Cleric yet use flail or a mace and a small shield. may run into issue with with white mage. what magic would a inquisitor tap into

    through medium armor is an ideal that could be brought in or chain mail

    geomancer another good ideal.

    dps

    gambler hand guns expert

    ranger
    traps and posion expert with hand crossbow

    mage tank or avoidance mage tank jobs. I been for mage tank use dual scimitar.

    you have rune knight or mystic knight with dual scimitars being an avoidance tank this something we yet to have
    (2)
    Last edited by Savagelf; 10-12-2019 at 05:37 AM.

  2. #2
    Player
    Oria_Dawn's Avatar
    Join Date
    Sep 2019
    Posts
    11
    Character
    Oria Dawn
    World
    Hyperion
    Main Class
    White Mage Lv 77
    I would like a new Healer job or a new Range Dps job, just so that there would be 4 jobs in each group. Would honestly love a new healer job between the two, but I could not think of a unique gimmick to set it apart from the other 3 jobs atm. I mean, for me, WHM has the big heals, SCH can constantly heal, and AST is a small mix of the two with a focus on buffing. So, a job class that doesn't fully follow these and has it's own gimmick would possibly be interesting, to me.

    Geomancer sounds neat, but the gimmick is field magic if I'm recalling right, so just spamming the same move in a dungeon cause the place didn't change. Maybe have an ability that makes a temporary field circle that you can stand in to cast a different move. I would say include weather, but dungeons tend to not care about that. Also this would technically make it the 5th Magic DPS, so I'm not sure.
    (0)

  3. #3
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    These new job threads seem to die fast but I always find them fun (like I enjoy the new area, gear, and music threads too).

    I've a few I think might be fun to play but I probably most want to see transformation gimmick used at least once in FFXIV (in a job). I'd also love to see some "weird" / less typical weapons.

    So I'll touch upon these three thoughts I've had:
    • Shapeshifter - weapon: like a living cloth cloak / shawl / sash as their weapon (vibes of Vincent's cloak, Dr. Strange's cloak, Spawn's Armor (Comic book), Bayonetta's whole hair gimmick, Voldemort's robes in the movie scene, Nezha's sash (Chinese mythology), etc- I think visually you could have a lot of fun with these as weapons.. (weapons that're also a fashion, and you could vary the style a lot- going from cloaks, tattered cloth, to a huge cursed ribbon). It'd probably make the job stand out especially if you nail a nice looking mid and close range attack animations)
    • Tank Mage / Or Heavy Bruiser Mage (battle mage) - weapon: twin elemental pylons (vague Starcraft imagery lol) that charge into element aspected shields (so like giant stone shield walls or fountains of fire)
    • Aggressive Healer (perhaps dark themed) - weapon: chain whip with a bell on handle end (bell being used for a lot of the magic, can give it an otherworldly feel like a call from beyond the grave vibe). Bell may be switched out with a lantern (I imagine the lantern/bell held in one hand and then a bit further down the chain is a second grip the where they can flick, whip, and whirl the weapon end of the chain whip- so a two handed whip weapon concept). Even more fun if the lantern is the bell lol (like a ghostly flame lights in combat and by shaking the lantern the flame reverberates a bell like sound).

    For the shapeshifting job I wrote a thread: here, but the general gist of desire would be:
    If I can put my finger on the scale of theme I'd like it to head towards Terra Bradford (Esper), Vincent (Chaos, Dirge of Cerberus), Shadow Hearts (I/II- Yuri/Harmonixer), Dante (Devil Trigger). I think ideally to fit the game set up there would be some sort of encouragement to shift forms and each having a twist or gimmick that makes them feel distinct. So while each form aims to deal damage one might focus on survival, another on mobility, burst damage, etc- and the order might be helpful depending on the fight but you're not locked into one role forever based on the enemy (mechanics maybe encouraging that further, like ripping from Shadow Hearts the longer you're transformed the less sane you become lol- so form shifting might be a way of maintaining some job resource).

    On the tank mage (tank) or heavy bruiser mage (DD, dragoon armor group):
    I thought it would be fun to be inspired by Golbez, Ex-Death, and maybe a bit of Magus (chrono trigger). Also had envisioned two pylons, the non-energized form could vary depending on whatever the artist feels like.. for example they could be three rings on each side of the belt that then "fill out" when activated to form aspect ready pylons (thinking that diamond shape from starcraft) or they could be more like uniquely shaped clubs / scabbards that aspected energy use as scaffolding. Anyway, when active they'll float around the mage and can be powered up. Some of the gimmick of this job could be powering, managing, and placing your pylons and deciding when to keep them around you (different effects depending). You might have both pylons up with earth energy behaving like two giant tower shields or you might find yourself with one spewing flames at location while the one near you is making an inverse Faraday cage. Would like for some of the moves to be more physical feeling like they might punch an enemy but their giant stone pylon comes along with it (so a big fat titan fist to the face basically). If as a tank they'd have pretty great range since most tank skills right now are melee but if they're a DD then they'd be on the shorter range side (they'd not be standing next to the black mage or bard, generally).

    On the healer, which I had also made a thread: here, general idea:
    Healer whose mechanics encourage aggression, might have a curse type of heal that acts like a shield from the source (rather than shielding an ally you'd shield the monster, probably needs an ogcd concept so it's not too easy / strong). Might see things like regens that activate when you attack or instead of defense pets you've an offensive one that focuses on a debuff. On the pets I imagined a slime / slug that's sort of minion-ish cute when small but grows into those nasty flesh eating ones as a single target pet and then as an aoe you've a cute little wisp that grows into a haunting mist (with shadows dancing in it, little shadowy claws trying to reach through the void). I've also heard some interesting mechanical/engineering ideas for a healer (Chemist with gadgets), though I prefer magic stuff but that's not an insult to those other ideas which I do think have some interesting potential (I'd still probably play it lol).
    (2)
    Last edited by Shougun; 10-12-2019 at 02:38 PM.

  4. #4
    Player
    Savagelf's Avatar
    Join Date
    Jan 2013
    Location
    New Gridania
    Posts
    1,712
    Character
    Aribeth Lightbringer
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    a rune fencer could weild two scimitar and gain rune for avoidance damage and use it cast spells to increase they ability to avoidance damage
    (0)

  5. #5
    Player
    NessaWyvern's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,920
    Character
    Nessa Goddessly
    World
    Ravana
    Main Class
    Conjurer Lv 96
    The fact that there's been multiple references to people shape-shifting in Shadowbringers, I'd say the next class we get could be a shapeshifter one.
    (0)

  6. #6
    Player
    Rai_Takara's Avatar
    Join Date
    Jan 2015
    Location
    Ul'dah
    Posts
    235
    Character
    Rai Nagisei
    World
    Jenova
    Main Class
    Dancer Lv 80
    Maybe unpopular opinion but after a new healer I feel like SE should stop making new jobs every expansion and let the battle team focus on making the existing jobs more exciting. The more new jobs we get the harder it is for SE to balance those jobs while making them feel unique.
    (7)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,825
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Rai_Takara View Post
    Maybe unpopular opinion but after a new healer I feel like SE should stop making new jobs every expansion and let the battle team focus on making the existing jobs more exciting. The more new jobs we get the harder it is for SE to balance those jobs while making them feel unique.
    I mostly agree, but -- at least among better class development teams -- it really depends. Some of the time, a new class can sort of shake up or otherwise put into sharper focus what it means to be any of the older classes. When more ambitious with depth of undermechanics, especially, older jobs can reap the benefits of new systems only recently imagined in the process of making the new job.

    Okay, to be real, though in XIV most new jobs will probably be 70+% a repaint of old concepts. And while I'd like for XIV to seriously consider new job concepts, I want that consideration to be done with almost perfectionistic ambition, fully willing to delay the implementation rather than cheapen it to an existing template. And until that more ambitious version is ready, I'd prefer they pave the way for it via changes across the existing jobs with similar final goals for each of those.
    (0)

  8. #8
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Rai_Takara View Post
    Maybe unpopular opinion but after a new healer I feel like SE should stop making new jobs every expansion and let the battle team focus on making the existing jobs more exciting. The more new jobs we get the harder it is for SE to balance those jobs while making them feel unique.
    I agree on one hand, but on the other we got no tank in ShB because they wanted to focus on perfecting the existing 3 and DRK ended up in an extremely bad state and was left like that for the expansion, while Warrior ended up being op. In ShB we got no new healer so they could focus on the existing 3 and they ruined AST while making healing overall far more dull. Tanking too is in a very bland, simplified and unexciting state this expansion.

    I'm all for skipping new jobs to improve existing content but ...well, they need to actually improve existing content.
    (3)

  9. #9
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Time Mage: Caster DPS that would serve a similar role to DNC as a support DPS

    Example of some spells/mechs:
    1.) Haste: lowers recast of gcd of regular skills and abilities in half and increases auto attack rate. (Duration: 60s/Recast: 45s)
    2.) Slow: ogcd spell that can be used on cooldown.
    3.) Job mech: Temporal Quantum - these orbs appear around the battlefield 15y max from caster, when collected by party member or the TIM they increase TIM gauge allowing them to use stronger versions of spell such as Temporal Hastega which makes haste AOE for 1 min or Temporal Slowga which makes the slow AOE and unresistable.
    (0)

  10. #10
    Player
    Rai_Takara's Avatar
    Join Date
    Jan 2015
    Location
    Ul'dah
    Posts
    235
    Character
    Rai Nagisei
    World
    Jenova
    Main Class
    Dancer Lv 80
    Quote Originally Posted by Liam_Harper View Post
    I agree on one hand, but on the other we got no tank in ShB because they wanted to focus on perfecting the existing 3 and DRK ended up in an extremely bad state and was left like that for the expansion, while Warrior ended up being op. In ShB we got no new healer so they could focus on the existing 3 and they ruined AST while making healing overall far more dull. Tanking too is in a very bland, simplified and unexciting state this expansion.

    I'm all for skipping new jobs to improve existing content but ...well, they need to actually improve existing content.
    Adding more jobs that will inevitably be just reskins doesn't do anybody any favors though. They need time to sit down and think about current jobs. Tank and healer balance (aside from AST being a touch underpowered compared to how strong WHM is) is really good this time compared to SB. The gameplay might feel stale but that's what happens when they have to make new jobs all the while trying to keep the balance. 4th healer can come to appease healers but realistically we don't need a 4th one unless the plan is to rework AST further with their sects. If they get 2 years to spend on fixing the jobs, I'm confident that they could get something accomplished. Of course, if not, they can easily be held accountable for it too.

    If the choice is fleshed out current jobs, or new jobs but all of them are watered down, I am going to pick the former.
    (0)

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