As an ex gw2 player, no.
I do wish SMN used a staff like FFX, rather than a book.


As an ex gw2 player, no.
I do wish SMN used a staff like FFX, rather than a book.


That kinda conflicts with the armoire system.
On the other hand, having at least some form of trait selection... Im all about standarizing for regular content stuff like Lost/Forgotten actions. Even if it gives away to a more defined "meta" (which already exist anyway, numbers gonna number) for the rest of us who aren't exactly into optimizing and just want to have more fun. Some way of character building for overworld and regular instanced content would be great.
"The will of my friends has etched into my heart, and now ill transform this infinite darkness into eternal light
Unmatched in heaven and earth, one body and one soul that challenge the gods!"



I'm not skipping it over. What my post is saying is that some of the substantial hoops actually would be easily overcome by such a repurposing. They won't need to create new weapon templates/hitboxes. They won't need to create new armor templates or categories. They would have a basic moveset to level 30 to develop in a different direction (cutting somewhere downwards of a third of moveset development). And they could likely reuse a fair number of animations, or otherwise tweak them a bit.
Yes, there is a lot of work that goes into making a wholly unique job, but that is not what I am advocating for because unique jobs are becoming increasingly more development-heavy with (ymmv) decreasing returns. I would rather the devs inject new life into the base ARR jobs than kill themselves trying to develop new classes from scratch with a level 1-100 ability progression, on top of figuring out how to, yet again, add another 10 levels of complexity to classes which have already undergone tiered evolution 1, 2, 3, 4 times.
And even if they have it in them to make 2-ish more jobs at level 100, I would still be advocating for this to extend the lifespan of the game two years from now. If not right now, at some point the cost-benefit of eeking out new archetype niches versus building out already great classes is going to shift.
I'm not saying this is the only direction they can/should take the game, but I am saying that it would be a logical and totally reasonable move to make. At least as long as classes still exist. It's not like we have many solid options left for jobs, as Reaper and especially Sage demonstrate.I don't see a mystic or rune knight happening as long as we have RDM and BLU (given that elemental affinities aren't a thing in this game). Chemists already exist in the game as alchemists and honestly make more sense in that form because mixing and throwing crap on the battlefield does not fit well with XIV's distinction between combat and crafting classes. Beastmaster would likely be a limited job. Corsairs are a GC aesthetic accessible to any job.
With changes to AST and WHM I can see us possibly creating a niche for geomancers or chronomancers, so there's still *some* classic design space, but it's not much. I really like what the devs have managed to put out, but it can't last forever and it seems like we are approaching the end of good, original job design.



Two additional thoughts, to try and steer things in a more positive direction:
1) Anyone have a good idea of what a second "scouting" job could be? Seems like the deliberate separation of NIN gear from MNK/SAM might point toward where the devs think they can expand jobs.
2) Someone suggested "Judge" as a potential job in another thread and I think it would actually be a solid choice for an out-of-the-box design similar to GNB being an ode to VIII/XIII. Dual-wielded swords/daggers/maces that can combine into a staff. Some "rule" debuffs, make it function as kind of a time mage/green mage.





The system can work, in other games, but I think a lot of people have already said why it wouldn't be that good for here unless we were seeing some maaajor changes to the game (in order to properly facilitate whole new skill system and tangibly interesting choices).
With that said, for fun, I'm sure we could imagine a job that might do this. Like taking the FFXV swords, axes, shields, etc, flying and floating about, you might be able to wield many spiritual weapons and changing your main weapon would shift some of your kit around. Noctis the job lol. Fun part of that is it could theoretically be any role you wanted to design it for, as it'd be a mostly physical. non-elemental, psychic based motif with loads of weapons to call art from.
Or maybe they might make it FFXIV's Onion Knight, as a limited job, literally get to slot in different weapons (that then 'literally' show up in your spell arts). Switching to different main weapon causes you to switch to different set of skills, while 'background' skills are based on the entirety of your selection (so some skills are determined by your loadout in general and some are determined by which weapon you're 'maining' at that time). To make stacking and diversifying interesting might see a formula on weapon diversity such that you might get more powerful abilities if you stacked more weapons of a certain stat type but that the stats have a progressively ramped stat benefit such that the difference of 1 to 500 is not the same as 500 to 1000 and so having a high stat diversity may be seen as advantageous (while also granting a greater diversity of skills, almost like classic sub job systems), yet also having high stat stack unlocking deeper tier abilities on that stacked role would it's own advantages too.



While I'm not opposed to this Noctis or Onion Knight concept, I imagine it would only work as a limited class, and only as one that "leeches" off of whatever classes you have already leveled, reusing abilities and weapons, instead of being its own distinct thing (outside of maybe a handful of flashy unique moves or weapons specific to the job).
I still think it would be overly complicated to deviate from the "one job, one weapon template" concept. I would concede to have a class change weapon at level 30 for a different job, but outside of a one-time swap I would never expect the developers to have to design more than one weapon type for any given job.
If you start changing a jobs weapon, you would definately need to start changing animations. How stupid would a Dragoon using a sword look doing something as simple as True Thrust, or something more complex like Chaos Thrust. However, you could keep the same weapons, no problems there. Wouldn't need to make new animations there. They don't need to make new armour templates at the moment either. The last time they added a new set was when Ninja was released.
But that is the thing, you are developing a new job. You change a role, that is a new job. Look at Summoner and Scholar. Vastly different kits with the same base ideas. It is not as simple as, just add a few defensive cooldowns and you suddenly have a tank, you then need to start looking at ability potencies, looking at how the job plays etc. The DPS rotation of a Dragoon would have to be toned down and it will not play the same. Again, it is essentially a new job, you might as well start from scratch with a blank plate as it will be easier to work with.
But that is the thing. Poeple want fresh new ideas. They typically don't want Dragoon but tank, they would want something new. Having every expansion have, Dragoon but tank, or Warrior but DPS will get stale quick. However, bring in a new job with a new weapon to play around with and I guarantee that will get poeple excited more.
They have talked in the past about getting rid of classes completely, but they are too baked into the game, so unless a complete overhaul to a job's progression comes around, they are stuck where they are for the time being. You say there aren't any solid options left, quote Sage and Reaper, but how are they not solid options? Reaper has a ton of the community hyped for it and while I don't spend much time around the healer forums, I can tell you I have an FC mate who is hyped about sage and I can guarantee they are not the only one. Why not a Rune Knight? No, it probably won't be, enhance sword with element to do physical elemental damage, but then again, Red Mage was never use black and white magic to enhance your physical attacks. Traditionally, Paladin's have not had offensive spells, now we have 3. They can take jobs and put the FF14 spin on them or they can create new jobs. The new Sage job is not like your classic Sage at all and you could probably class it as a new type of job, just given a classical name. Astrologhian is a completely new job to the FF series as a whole. There is so much potential they can play around with that limiting themselves to current job kits would just stifle their creativity.
What makes you say that? Just because Sage and Reaper do not appeal to you? What makes a 'good original job design'? What basis are you making this claim? It all seems completely subjective.
The only reason why Ninja shared gear with Monk originally (Samurai wasn't even around then) was because Ninja was released mid way through ARR. they could use the levelling sets as all physical sets were shared so they all had Strength and Dexterity, it is just the few gear sets at level 50 they share and since they didn't want to create new sets just for that, they just added Dex onto the Striking Gear (remembering Samurai was not a thing back then). As for a new job, it could wield a weapon akin to Zidane's Thief swords, not relying on strength to do damage, but the dexterity of using it properly.
Last edited by Mikey_R; 09-01-2021 at 07:57 AM.



What I am saying is if the new weapon reuses an old *template*, then the job can just appropriate animations from an existing class. To use your example, a Lancer job that, after level 30, uses a sword and shield and Paladin poses/animations. You are correct that using those templates for the base class abilities like true thrust would look weird, but we already have jobs that "upgrade" abilities. It wouldn't be totally out of place to just replace the "lance-y" moves at level thirty with different abilities, maybe even just using gladiator animations as a base.
The "same base ideas" of SMN and SCH have been substantially diverging with every expansion. As to whether a "blank slate" being easier to work with, I think that is quite subjective. To my mind, "White mage but tanky geomancer" or "Paladin but DPS mystic knight" practically write themselves.Vastly different kits with the same base ideas.
You may be correct that totally new classes might be more popular and marketable, but I'm not arguing from popularity. I'm arguing from a) personal preference and b) development creep. But even so, I'm not sure where the balance actually lies. If we got, say, a geomancer that was 80-90% warrior but with greathammers and flashy new effects, I think that would be very well received. Even if players tend to be extremely critical of developers reusing assets, it really comes down to a matter of "perceived effort." Sure, one repurposed job seems lazy, but if we got say three, four, six of them (or maybe one totally new job and two retooled jobs), I think most reasonable players wouldn't complain.Poeple want fresh new ideas.
Sage and Reaper, while totally fine job designs in themselves, illustrate two things to me.Sage and Reaper, but how are they not solid options?
1) That the developers are running out of design space for "classic" FF jobs. Reaper might smack of XI Dark Knight with a bit of V Necromancer, and Sage might superficially resemble III's job, but they both feel at least equally "new concepts", if not more new than old.
2) Those new concepts are already running a little thin. Reaper is basically a fanservice job. And Sage is just...I don't get how/why a healer job needs floating laserguns. Reaper is really stretching the lore of the game to implausible limits, and Sage had, afaict, absolutely no precedent. They are *fine*. But they are not DRK/MCH/AST or SAM/RDM or even GNB/DNC, and I can only expect that future new jobs will only get more ridiculous.
Ah, like swords that combine into a staff? I guess I'm okay with the concept, though I would much rather it be used for "judge" class than a "thief" class. Especially since thieves don't really have an archetypal weapon across the FF series.As for a new job, it could wield a weapon akin to Zidane's Thief swords
You do realize that all of the 'good old jobs from previous Final Fantasy Games' were brand-spanking new at one time, right?
And you also realize that, while Final Fantasy XIV may have similarities with previous Final Fantasy titles, the job of the developers is not to recreate the feel of Final Fantasy III or Final Fantasy XI, right?
The game stands by itself, as every other title in the Final Fantasy genre does.
You can say "I am disappointed" or "I don't care for the new jobs", but "new jobs will only get more ridiculous" isn't a statement of fact. It's your response to the announcement of jobs for which you have little to no interest because ... nostalgia?



If you are boiling my opinion down to pure nostalgia, you are vastly mischaracterizing me.
Although what I am observing is that not only is there a very vocal fanbase which *wants* nostalgia, not only have the developers leaned into fanservice, but that a lot of buzz surrounding XIV's "quality and "success" has somehow often coincided with pandering to classic Final Fantasy tropes. Whether we like it or not, referentialism is a huge factor in how XIV is perceived.
The way I see it, other than trials/raids, giving players their classic job fix is a huge part of holding their attention. You look at the chatter online for wanted/speculated new jobs, and it's 99 percent throwing around ideas based on old jobs. Call the fanbase unimaginative, but that is the predominant public discourse and what the devs see when considering what to implement each expansion.
And so, when I see the devs *deviating* from strict nostalgia--i.e. very safe, money-making design choices--I have to ask why they might be doing that.
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