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  1. #21
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,878
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by ThorneDynasty View Post
    Why not just go full on Time Mage then? It's always been a time and space magic after all, and as mentioned we've seen from boss mechanics how you would go about implementing time elements in a MMO. Time magic is already closely related to the void in the game's lore, whatever ideas you have for void magic could easily be rolled into the additional FF14 Time Mage flavor. All of the jobs have some of that after all.
    I'd like to see a Time Mage myself. That being said, any time a new job references previous entries in the series, there's a player expectation that it be faithful to all the previous iterations. You see this in jobs like DRK where we still see complaints about the job not using HP as a resource even still, seven years out. I think this is why more of the newer jobs have been completely fresh, to allow them more room to design into.

    You could very easily create a 'not-a-time-mage' job with an oddly familiar conical hat, that uses Void magic to manipulate space-time and apply DoTs, without having it be beholden to any previous expectations around Time Mages. A recurring boss in Eden uses some neat 'void magic' spells, so there's plenty of inspiration to draw from (if they don't end up in the BLU spellbook).

    You could design Haste as a personal cooldown or even a trait. Perhaps 'Slow' could be used to delay a spell effect and make it pop up later under buffs, like a 'delayed' spell. Perhaps 'Float' could let you cast while moving. Warp could let you set up an interactable teleporter between two points and a set number of charges. What if X-zone worked in reverse, bringing in an eldritch horror from the void briefly to psychologically damage the target? There's a ton of creative approaches that they can take to time magic, the only limitation is going to be how players respond with their preconceptions on how a 'Time Mage' is 'supposed' to play. Which is why I think they're better off creating a job that pays homage to them without fully committing to being one.
    (2)

  2. #22
    Player
    AmpelioB's Avatar
    Join Date
    Jun 2017
    Location
    Ul'Dah
    Posts
    374
    Character
    Kaimir Barone
    World
    Behemoth
    Main Class
    Summoner Lv 100
    I am not agaisnt the idea principally if lore themed is present with more diferences to the past similarities made to conjurer and ast during stormblood questline.
    I don't think its impossible to do a caster like this principally if its very earth/wind themed since are more natural elements that come in abundance but honestly this is just a game they can bend their lore to fit something just by using aether.
    on the thing about "more original jobs" so far they are still going about 1 classic vs 1 original job so i dont think its impossible.
    (0)

  3. #23
    Player
    ElysiumDragon's Avatar
    Join Date
    Apr 2019
    Location
    Gridania
    Posts
    274
    Character
    Mimilla Milla
    World
    Spriggan
    Main Class
    Archer Lv 92
    What about Green Mage? The game as a whole lacks any class that cares about DoT's after Summoner's 6.0 rework (a good thing, by the way), and I think some of Summoner's old kit could be repurposed into a Green Mage job. I could see a rotation based around applying DoT's in a specific order, and casting spells that 'chain' off those DoT's to inflict additional damage, with DoT procs maybe allowing a gauge to build up to unleash some sort of ultimate attack (especially as Bard lost their DoT 'procs' with Endwalker).

    Not to mention of course that with Green Magick historically also having access to Beneficial effects, you could also throw in defensive 'buffs' if needs be.
    (0)

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