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  1. #11
    Player
    Archwizard's Avatar
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    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Wayfinder3 View Post
    my contribution to this thread is that, we don't need a new melee job that is worse off for doing magic damage just so that it can give out damage buffs, we can just improve the RDM experience so that we reach a the desired out come. (Elemental status doesn't matter in this game) You could literally argue that Embolden imbues the weps of physical jobs with magic to increase their power because adding fire element doesn't do anything in this game. also FF6 has no job system(Terra and Celes could be considered paladins, Red mages, and rune fencers if you really wanted to and none of them would be wrong) and all of those other games aren't MMOs besides 11 which means the jobs have no limitations in what they can do and thus aren't relevant talking about here. if RDM wasn't apart of the trinity in this game, the job could literally do whatever it wanted and would be able to be this hyper melee spellblader. this thread isn't off topic, there are more angles to job implementation beyond what it would look like. what it does, how it balances, and other ingame similarities are also valid things to consider when designing a job.
    And I completely agree. Hence why this thread means to crowd-source those considerations beyond simple aesthetic.

    Chemist is a valid option for a new job because there isn't anything inherently similar to Mixing potion from WHM, SCH, and AST.
    AST cards were designed as such due to previous attempts to create a Chemist back in Heavensward. Presently the Divination system is more like you would expect to see from a job "mixing" ingredients.
    Furthermore, SCH is as much a physician as can be expected of the three healer jobs, given its storyline as a plague doctor, simply with magical assistance for dealing with unnatural ailments.

    But the point I was trying to make when naming CHM was that the ice-cold perspective of "what does this add, really" would better fit more imminent positions if you're looking to shake up the current paradigm.

    Imbueing magic doesn't matter in a game where elements don't matter, so it's either a Damage Buff or a Defensive Buff of which, nothing is inherently unique
    Well if that's our limiter, guess we can pack up and say "sorry kids, no other jobs will ever be added, since they only give damage or defensive buffs which all just blend together."
    AST tried the "unique buff" route, it just turned into fishing for flat damage buffs anyway (especially since nobody but BLM actually wants Haste in the first place). Meanwhile RDM's melee-specific buff continues to be a subject of heavy debate.

    Doing Magic Damage isn't even a good thing is this game, why get a melee DPS that does magic dps when historically, NIN's Bhav getting changed to magic was a nerf for the job.
    You're not wrong. Historically the meta has favored melee jobs because of access to physical damage buffs like Brotherhood or Embolden. Assuming at some point one of our other casters doesn't gain a magic-specific buff, this could provide an opportunity for Spellblade to do the same OR, alternately, have a trait that converts physical power into magic power and vice versa.

    Maybe even a buff that does the same. Just to spitball.

    But that's the problem, isn't it? If we get too attached to an imaginary concept as a band-aid on an existing problem, then we flip the situation on its head, where suddenly those in support stop saying "wouldn't it be nice" and start saying "THIS IS NECESSARY, VERBATIM" (not unlike Duelle's RDM concept), and those in opposition then attempt to pick it apart not for its own merits but merely to push those "good ideas" and "fixes" sooner. Plus I'd rather not side-track this thread suddenly discussing an ongoing issue of melee vs. casters.

    Fascinated as I am with job design, I'm not too concerned about what niche it fills for the time being, largely because it may not fill that niche at all, and certainly not for some time if it does.

    Elemental strikes: elements don't matter
    I agree, so much like every other spellcaster in the game, there would need to be more to each element as an identifier. Status effects, resource generation, the works, with each elemental strike as merely a vehicle.
    Which, granting, is actually something that has historically been part of the Spellblade identity -- fusing spells into their weapons to inflict status effects on hit, or harboring runes to increase resistance to particular statuses and damage types. "Leviathan's prepping his ultimate, I better increase Water resistance," etc. I simply didn't want to delve too deep into that aspect since CCing statuses are unreliable at best, and selective elemental resistance is delving a bit far into the tanking pool.

    But this is why in my concept I had some elemental strikes grant En-element effects of varying effect and potency -- one for AoE, one for DoT, one for burst and recovery, one to hasten spellcasting.

    Quote Originally Posted by Wayfinder3 View Post
    Lets assume this is how the job played. This is fine and i can get behind it however, What would the job do in the bigger picture. All of this is just conjecture of how it would play, but none of this talks about it's synergies, it's strengths, it's weakness, it's contribution. It's just an identity and concept given a skeleton but none of the actual meat that jobs require to be realized.
    Yes, and in order to get to the nitty-gritty of complications and support that meat, we need a skeleton first. Polyglot couldn't be added to BLM until it had Enochian, Enochian couldn't be until it had its AF/UI timers; BLM was not complex from the outset.

    This is a skeleton in question -- one I'm not even particularly attached to. If you have ideas to flesh it out, ideas to change the bone structure, or even another skeleton of your own, I am open to suggestions, as is OP.

    I'm not saying anything you've said is invalid. They're things to keep in mind going forward, but no concept comes out of the primordial ooze fully-formed, and if it was critiqued this acutely this early in its growth, it would crawl back in. Don't put the cart before the horse.

    edit: alot of the skill names are Keyblade abilities, it feels like you want that as a playable job and are using mystic knight as a vehicle for it.
    Literally two.

    Literally Strike Raid and Ars Arcanum.

    Strike Raid because I felt it was a better name than "sword toss", because I'd already written a particular rule about spells generating a resource and didn't want to make a cheap way around it, and because the idea of teleporting the weapon back fit well as an alternative to Warp Strike.
    Ars Arcanum because a name with "Arcanum" felt appropriate to a Spellblade.

    Everything else I wrote was from other FF entries. Warp Strike from 15, Imperil and Galestrike from 13, Nightblade from Tactics, and so on.
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    Last edited by Archwizard; 09-24-2019 at 04:42 PM.

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