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  1. #101
    Player
    BasicBlake's Avatar
    Join Date
    Apr 2020
    Location
    Gridania
    Posts
    504
    Character
    Basic Blake
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Iscah View Post
    How long ago did he suggest that, and has it ever been brought up again since?

    Was it even a "we're planning this" or just a wishful "I'd like to do this [but haven't worked out if we can]"?

    People keep bringing it up but it's not something regularly/recently touched on as far as I'm aware, and it would make a mess of all the class quests and initial transfer to jobs.
    It was around the same time he was starting to get asked about the pruning of the ARR content. The interview centered on the pruning, the new jobs not having to go through the slog that is starter classes. And how he felt locked by the system that 1.0 had them trapped in for awhile when it came to classes.

    But sadly it's been years and I don't have my Yoshi P spreadsheet open on excel with time stamps. (God I wish it would make stuff like this so easy.) I wanna say it's from the beginning of Stormblood though? Because it came up because of RDM/SAM not needing starter classes. Since now it was a trend and not a one off thing from Heavensward about not needing them.
    (0)

  2. #102
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,048
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by BasicBlake View Post
    I wanna say it's from the beginning of Stormblood though? Because it came up because of RDM/SAM not needing starter classes. Since now it was a trend and not a one off thing from Heavensward about not needing them.
    So he was talking specifically about not giving starter classes to new jobs going forward? Unless more was said, that's a very different context to removing classes for jobs that already have them.
    (2)

  3. #103
    Player
    Guntank81's Avatar
    Join Date
    Oct 2013
    Posts
    46
    Character
    Roelk Roegan
    World
    Mateus
    Main Class
    Gladiator Lv 100
    I'm down if 6.0 adds:
    Chemist as a healer
    and Necromancer as a DPS and give it Undead a 2-minute cooldown skill where all their attacks have increased potency for 10 seconds but cannot be healed for 10 seconds. it would be interesting to see if they make a questline that intertwines with DRK because of the use of Dark Arts
    (0)

  4. #104
    Player
    BasicBlake's Avatar
    Join Date
    Apr 2020
    Location
    Gridania
    Posts
    504
    Character
    Basic Blake
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Iscah View Post
    So he was talking specifically about not giving starter classes to new jobs going forward? Unless more was said, that's a very different context to removing classes for jobs that already have them.
    People asked why the new jobs don’t require them. He said he didn’t like that they forced the older jobs to have them as a carryover from 1.0 and said he would like to remove the starter classes.

    I’m not a Yoshi P expert or have the whole interview memorized. I would try googling it possibly though.
    (1)
    Last edited by BasicBlake; 08-16-2020 at 05:14 AM.

  5. #105
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    After the outcry during 5.0 not getting a healer job, it's most likely going to happen. But they really need to fix both Healers and Tanks. I feel they are too watered and generic to really have a difference from one to the other.
    (3)

  6. #106
    Player
    SomeRandomHuman's Avatar
    Join Date
    Apr 2014
    Posts
    778
    Character
    Tabi Fox
    World
    Mateus
    Main Class
    Scholar Lv 100
    The thing with healer imbalance is that the whole regen vs shield thing is stupid. Especially now that all of the healers have some kind of shield to use to mitigate tank busters. The ideas behind the 3 healers is alright, but that's the problem. What can they do that's different?

    Yes all 3 healers have under-the-hood issues, but from a general standpoint they heal ether by raw healing output or mitigating damage through temporary HP via shields. The only thing that separates them is their utilitarian effects: Sch has it's heal turret-I mean Fairy, whm has a bunch of free panic button heals and the highest dps overall, and ast has its cards to increase dps.

    I proposed the idea of something like a shaman that focuses on aura effects through the use of totem/zodiac/spirit critters. It would naturally have the basic healer kit, but it's main draw would be the wide array of utility auras that it would place down. Such as one marking an ally to radiate a regen aura or marking an enemy with vulnerability down but it radiates a vulnerability up effect to all enemies around it. Things like that.
    (3)

  7. #107
    Player
    Roda's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    2,249
    Character
    Roda Tirhaalo
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by SomeRandomHuman View Post
    The thing with healer imbalance is that the whole regen vs shield thing is stupid. Especially now that all of the healers have some kind of shield to use to mitigate tank busters. The ideas behind the 3 healers is alright, but that's the problem. What can they do that's different?

    Yes all 3 healers have under-the-hood issues, but from a general standpoint they heal ether by raw healing output or mitigating damage through temporary HP via shields. The only thing that separates them is their utilitarian effects: Sch has it's heal turret-I mean Fairy, whm has a bunch of free panic button heals and the highest dps overall, and ast has its cards to increase dps.

    I proposed the idea of something like a shaman that focuses on aura effects through the use of totem/zodiac/spirit critters. It would naturally have the basic healer kit, but it's main draw would be the wide array of utility auras that it would place down. Such as one marking an ally to radiate a regen aura or marking an enemy with vulnerability down but it radiates a vulnerability up effect to all enemies around it. Things like that.
    Yeah SE needs to get out of the shielding vs regen dichotomy for defining their healers. Like DPS designs aren't being stagnated because they can either be a dot class or a direct damage class. Healers need to be differentiated by interesting skill mechanics and gauge interaction like every other role is.
    (4)

  8. #108
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Well the healers community is complex yet simple at the same time. You have a camp that doesn't want to DPS and one that does. One that wants to heal yet wants to be business when not. The fair compromise is to redesign Healer into a Healer/Support role. When not healing it is buffing and debuffing to help the raid DPS. As for healing there is three different styles; Direct Heals, Damage Mitigation, and Health Over Time. 2.XX worked well because WHM and SCH complemented each other. AST tossed a wrench in the gears because SE wanted it's toes in both Shield and HoT, mistake in my opinion. How you toss fourth healing in the mix makes it even hard. Maybe divide it into two categories; Direct Heal + Shield and Direct Heal + HoT. Keep the DPS skills as is but add a Tank Pet for solo play.

    But more importantly is every job needs to play different from one another.
    Can see White Mage as your basic direct spell cast with classic raid utility like Berserk, Haste, Protect, Slow, so on. Scholar could be stance dancing. Chemist would mix different potion together for different effect. AST would have the old card system but retooled to buff Roles rather than blanket stats. I would go more in depth in concept but trying to keep post light.
    (0)

  9. #109
    Player Gothicshark's Avatar
    Join Date
    Nov 2015
    Location
    Northridge, Ca USA
    Posts
    562
    Character
    Marielle Sansoleil
    World
    Balmung
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by BasicBlake View Post
    Disagree about what? ...xxvaynexx is right.
    Not being able to have Necromancer. Since Diablo has Necromancer, and WOW has Death knight, and has 2 death-themed expansions. So even if the Chinese game has different art, Death themes are not a problem, so you are both wrong.
    (2)
    Last edited by Gothicshark; 08-16-2020 at 10:21 AM.

  10. #110
    Player
    BasicBlake's Avatar
    Join Date
    Apr 2020
    Location
    Gridania
    Posts
    504
    Character
    Basic Blake
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Gothicshark View Post
    Not being able to have Necromancer. Since Diablo has Necromancer, and WOW has Death knight, and has 2 death-themed expansions. So even if the Chinese game has different art, Death themes are not a problem, so you are both wrong.
    Good thing we aren’t playing a Blizzard game then. They aren’t gonna make Necromancer a good guy in this game.

    Every class introduced to this game has been done from a good guy or benevolent standpoint in SOME way. This is what.... our third Necromancer we’ve had to kill because they are evil?

    This isn’t some edgy game, at the end of the day it’s a Final Fantasy.
    (0)
    Last edited by BasicBlake; 08-16-2020 at 11:39 AM.

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