I wouldn't be opposed to a 'Riskbreaker' job. Inspired by Ashley Riot from Vagrant Story.
I wouldn't be opposed to a 'Riskbreaker' job. Inspired by Ashley Riot from Vagrant Story.
Nothing specific, but it'd make for a cool job name and I'm imagining something with a lot of focus on combo attacks combined with a crossbow as an off-hand weapon.
Though it isn't the exact same place, 'Lea Monde' exists in name within FFXIV so there's a solid way to tie something directly inspired by Vagrant Story to the game itself.



Well I definitely wouldn't be opposed to the idea, weren't they kind of like a medieval elite secret agent type of thing?Nothing specific, but it'd make for a cool job name and I'm imagining something with a lot of focus on combo attacks combined with a crossbow as an off-hand weapon.
Though it isn't the exact same place, 'Lea Monde' exists in name within FFXIV so there's a solid way to tie something directly inspired by Vagrant Story to the game itself.
As I remember it, there was a risk meter that if it went too high would cause your combos to miss (I might be completely wrong on how it functioned, it's been awhile). That could probably be converted into the job guage. I don't think it would be too difficult to have some of the combo chains converted to gcd abilities, though there would need to be a different method for keeping them going.
It's been a while since I played it as well, but I think in addition to making it more likely to miss with high risk you took more damage from certain enemy attacks as well. I suppose that would be too 'unfair' to balance as anything other than a limited job in FFXIV, though.Well I definitely wouldn't be opposed to the idea, weren't they kind of like a medieval elite secret agent type of thing?
As I remember it, there was a risk meter that if it went too high would cause your combos to miss (I might be completely wrong on how it functioned, it's been awhile). That could probably be converted into the job guage. I don't think it would be too difficult to have some of the combo chains converted to gcd abilities, though there would need to be a different method for keeping them going.
As an aside, Vagrant Story, Final Fantasy XII and Legend of Dragoon are the three JRPG's I most wanted to see remastered someday. Given that I was lucky enough to see the second receive that treatment, maybe the other two will follow...



You are correct, I looked it up. It also apparently increased your crit chance as risk built up. I think it could work as a job mechanic with some tweaks though. Would definitely need to drop the increased damage aspect.It's been a while since I played it as well, but I think in addition to making it more likely to miss with high risk you took more damage from certain enemy attacks as well. I suppose that would be too 'unfair' to balance as anything other than a limited job in FFXIV, though.
As an aside, Vagrant Story, Final Fantasy XII and Legend of Dragoon are the three JRPG's I most wanted to see remastered someday. Given that I was lucky enough to see the second receive that treatment, maybe the other two will follow...
What if your gcds all had a risk value that added to the gauge, and they had to be spaced apart or the risk value increased. (I think VS also was like that, to prevent spamming the same attack). This way you could have more of a free form combo system instead of the x must follow y.
Then there could be an action that increases gcd speed and one that increases damage, both could stack. Maybe also have some that debuff or have some utility aspect also. The increased crit chance could stay, but instead of missing attacks, once the gauge is capped it drops to zero and your buffs fall off. So the gameplay loop would be kind like winding up to do a burst of fast strong attacks before the gauge resets. Idk, might not be the best idea, but I think riskbreaker could be adapted to be a regular job.
Hmm, perhaps having it so the entire job mechanic is in line with how MCH was back in HW, where you never wanted to cap on gauge and essentially tried to keep it at the sweet spot where it was near but never capping out? Could make it so a class mechanic on the GCD "dumps" a part of the gauge for an attack, with your big burst attacks actually adding to the gauge. Maybe a "Wildfire" type window, except instead of it being damage you do within a window, it freezes the risk gain so it cannot be gained or lost during the time frame.You are correct, I looked it up. It also apparently increased your crit chance as risk built up. I think it could work as a job mechanic with some tweaks though. Would definitely need to drop the increased damage aspect.
What if your gcds all had a risk value that added to the gauge, and they had to be spaced apart or the risk value increased. (I think VS also was like that, to prevent spamming the same attack). This way you could have more of a free form combo system instead of the x must follow y.
Then there could be an action that increases gcd speed and one that increases damage, both could stack. Maybe also have some that debuff or have some utility aspect also. The increased crit chance could stay, but instead of missing attacks, once the gauge is capped it drops to zero and your buffs fall off. So the gameplay loop would be kind like winding up to do a burst of fast strong attacks before the gauge resets. Idk, might not be the best idea, but I think riskbreaker could be adapted to be a regular job.
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