I really hope Corsair, at least, is fully "selfish", or at most has an oddball (soft-utility-heavy) single-target external buff.
If we get an Onmyoji, I would expect it to have at a raidbuff, though, definitely.



If we are going to have a pirate as our melee job and it will most likely use scouting gear, I would like it to branch off of the Rouge class at level 30. The ground work is already there.
As for the magic dps class. If it is going to be the geomancer (the astrologian of kugane), I would also like it to be available at level 50 along side the samurai.
These 2 new jobs would be available for the free version as well. As incentives to draw in new players. I know that some fans may be upset if they did it this way, but I am looking at the longevity of the game.
If you have the new classes at level 70+, new players will not get the chance to try out the new cool flashy thing and be forced to play for hours of a job they didn\\\\'t want to play. Which they may decide to pass on the game all together because of it.
Not gonna happen. They tested the water with Scholar/Summoner (Plus they needed a second healer for ARR, because Paladin was the 'secondary healer' in 1.X) and there were balance issues, and some stuff can't be gotten rid of without issues (Like useless Physick on Summoner) and they weren't gonna be doing that again.
All jobs in the future will have its own job crystal and start at a boosted level, in which you need to be in the right expansion stuffs to have access to.
If people want to try out things from lower levels, they can easily go into lower level dungeons with squadron stuff/ect, or even just use a striking dummy for a while to practice the new stuff.
You just need to unlock the class and test out what it has to see if it feels like anything you wanna try out, and they have options to try out said things too.
And they're HIGHLY likely not gonna make the newest classes free for everyone to use. They need to keep newest 'Ohhhhhh shiny!!!!!' things behind some kind of pay wall to access (Buying the expansions), because those are times where they make huge boosts of money.
Also they will make both new classes start off at the same level as one another (lv30 for the 3.X classes as an example because they started with job crystals, Sage and reaper both started at the same boosts levels, same for every expac with new classes)
But these are things that 'You would like'. 99.99999999% chance they won't happen the way you want them to.
Please show support for chocobo boots to be added -> http://forum.square-enix.com/ffxiv/threads/323512-Suggestion-for-an-item-to-be-added-to-gold-saucer-Chocobo-Boots
Unhappy with how they implemented Mahjong? -> http://forum.square-enix.com/ffxiv/threads/381358-Mahjong-is-the-most-depressing-mini-game-you-ve-added-to-XIV



Make one start at level 1 and the NPC is located at Western Thanalan (X11, Y13).




It won't because it will start at level 80. SE has a consistent way they do things and they don't normally break from it.
They also tried to branch out SMN and SCH from ACN and it caused a lot of problems for balancing (although this was because of the different roles filled by a healer and DPS and their different amounts of damage), so they never did it again and it is unlikely they ever will.
It's not because they haven't made weapons for it from all the different content released prior to level 80 and even some of the level 80-90 choices will be limited. I believe that this is a major reason, but they also want you to be able to pick up the job from the start and go through the expansion with it.The ground work is already there.
To be honest, that would be easier to do if they started it at level 90, but I think they want to have some job quests for each new job to help set the aesthetic and lore for it.
They need to provide a reason for why you should buy the game and subscribe. New jobs is one of them.These 2 new jobs would be available for the free version as well.
That's true, but they can actually play them early on if they overlevel through roulettes because, after a mistake they made in Heavensward, they made all new jobs begin in the 3 starting city states.If you have the new classes at level 70+, new players will not get the chance to try out
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
The Scholar and summoner argument doesn't make to much sense. Since both will be melee DPS.



I actually wouldn't mind new jobs starting at lower levels, and not just have the entire level 80 kit dumped on me all at once. Let me get used to a simpler set of skills first, and watch the job grow and mature across the leveling journey.
People are complaining they run out of content too quickly and there's nothing to do, and although "level grind" may not be exactly what people have in mind I don't see how it's dramatically worse than no-life grinding FATEs all day in a Bozja-like zone. At least you have your pick of ways to level -- FATEs, dungeons, tribal dailies, roulettes, Deep Dungeon, get a boost from Wondrous Tails turn-ins. Or literally go no-life a Bozja-like zone again if you want.
Heck, maybe they could think about giving us a third new job for the 7.5 patch and have it start at level 1? I think I'd take that over a criterion dungeon.



After what they did with rogue/ninja, they said they would never drop another class in the middle of an expansion again.
Only way that would happen is if it's a limited class.
Please show support for chocobo boots to be added -> http://forum.square-enix.com/ffxiv/threads/323512-Suggestion-for-an-item-to-be-added-to-gold-saucer-Chocobo-Boots
Unhappy with how they implemented Mahjong? -> http://forum.square-enix.com/ffxiv/threads/381358-Mahjong-is-the-most-depressing-mini-game-you-ve-added-to-XIV
I don't see much of a point. I'm hoping the new job uses like a blade and pistol combo and has the ability to disengage to perform a ranged combo, kinda like a reverse Red Mage.
Well the Machinist quests involved a former pirate who used a pistol and a hatchet. Then again Merlwyb uses 2 pistols however she was apparently supposed to be an example of a Musketeer job class they planned to add before the 2.0 overhaul. I think there was even a job class icon for it on the same building the Marauder's guild occupies. Also other NPCs have shown to have their own customized job classes as well like Yshtola later essentially evolving into a sorceress where she becomes WHM + BLM at the same time.
that would be awesome. And what I see for the pirate job.
fits very well with the Limsa Lominsa area.
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