Ranged Caster: Blue Mage
Physical Ranged DPS: Gambler
Melee DPS: Onion Knight :3
Beastmaster: Its not known yet D:
I just think Gambler, and Onion Knight would be fun but also hilarious. :3
Ranged Caster: Blue Mage
Physical Ranged DPS: Gambler
Melee DPS: Onion Knight :3
Beastmaster: Its not known yet D:
I just think Gambler, and Onion Knight would be fun but also hilarious. :3
Geomancer. Their collection feature could basically be like the ARR sightseeing log, go to specific places at specific times to attune to the star and unlock abilities.
Keep my main job out of your mouth! Lol. (Blue mage, or Geo for Damian's position).
Please for the love of Thal and all that is good in the world stop taking jobs people want to main and locking it to limited. Go advanced, making it a great thing rather than some people hate it and it ruins their hopes and some people love it for about 1/20-2000th of their expansion time.
That said since I've thought of them already:
Onion Knight: all roles, all gear, all weapons. The FF Tactics gone wild job of FFXIV.
Magitek Operator: Ranged physical and melee physical (energy might count as a magic I guess but... Not really imo). Make your job in Cindy's Garage.. or.. uh.. I mean Cid. Yeah.
Gadabout from the Dragon Quest series. A "combat" job that focuses on personal amusement rather than actual combat effectiveness. They're generally portrayed as lazy whimsical clowns which players typically pass over labeling them as useless however have in the past had things attached to them that were actually very useful or strong later. The earliest example would be Dragon Quest 3 where Gadabouts could actually vocation change into Sage later bypassing the normal requirements to become one.
Puppetmaster/Mammeteer
Remotely controls a fully customizable combat mammet. The mammet would be mostly autonomous performing actions based on the parts and functions equipped and installed. As for the customization interface. I feel like the best example would be from the game LBX. As you level up you can install higher level parts and the amount of internal space increases giving more options which is like it's own puzzle like mini game where you fit parts into the space which come in all kinds of different sizes and shapes. External parts basically impacting it's archtype, ranged physical attacker, ranged magic attacker, melee attacker, tank, etc... As it's operator you would have skills to support the mammet and the ability to issue special commands.
Edit: Also I'd have it so you actually construct a large amount of the mammet parts via salvage acquired from exploration and defeating various mechanical enemies.
Last edited by RitsukoSonoda; 01-12-2024 at 04:11 PM.
I have a habit of word vomiting so I sometimes don't in recognition of that, :3... but to add what I thought the two could provide players:
Onion Knight:
As an aside of it's characteristic, ultimate glamour opportunity. Appear in literally anything, including mixing artifact armor up. If you can equip it on a job, you can equip it on this job.
The gameplay would be built from a selection system that I want to call the scaffold or maybe cheekily the onion layers. The beginning of the system is that each stat has value, there may be minor overlap (damage + sks) and there will be soft and hard caps (in line with a sort of Souls like consideration so quite a bit can be helpful but if you went 110% it wouldn't be the most effective). The job would make use of both slots for two different weapons that it could use (shields would be handled by automatically pairing them to their visual match, and if you wanted to override it you could do so at an NPC or something which would bind that image to your job).
Abilities would be pulled from other jobs, of course balanced to be fun to Onion Knight and the limited scene. Abilities would be tagged for filter ability but also for where they fit into the matrix. Whether they're spenders, casted, builders, etc. You could do things like place Dark Knight leap attack as combo 1 (yes build a movement attack into your base), hit them with black mage thunder (applying a dot), and then finish it off with Fel Cleave. The combo system would have a power gauges and respond to abilities tagged by tiers (for example if you placed a tier 1 ability as your finale in the chain it would deal more damage, however if you place Fel Cleave in the chain it'll remove the cost but not change much in modifier, spells cast times would be modified accordingly). As an example of tags, Sharpcast would be rewritten to show that it triggers proc based abilities, and so you could use it to trigger a whole number of events. You might place a spell into a cooldown slot which would modify it to potentially have a longer cast time and cooldown (with relationship to if it was marked instant cast already).
Might think of it like a node system where certain nodes have affix on them that impact what is placed inside of it. Charge node, that adds charges. The job may also get affix tags where you could manipulate a node or two yourself (so you get the basic scaffold of nodes with pre-affixed tags, but then you drag from a list of affix up to X capacity onto the nodes for further modifications).
Selecting passives would go a similar system, like Dragoon might provide a passive that increases your maximum combo length and grants you a rising pressure buff system for each movement related ability used (that after X times turns in a strong buff to the next damage spell). You could pick Fast Cast from Red Mage. Etc. Entirely new passives would be added where needed to add more building opportunities. Like Battle Mage might be added which makes it so every magic spell cast increases your physical damage and every physical ability used increases your magic damage, and magic under a certain cast time / tier is instant (or substantially faster) if the last move was physical (sort of a melee fast cast).
For raiding there will be capstone roles you select which will give buffs in specific concepts and limitations in others, so like how Blue Mage has mimicry. In solo content you get to go... FULL ONION.. lol (and there might be extra passives to add unique builds for solo, to prevent everyone being a mage tank-- like what happened in original FFXIV 1.0).
Leveling could relate to using skills and weapons (another reference to 1.0), and you unlock layers (levels) to each job as you used them, which would be nice given it would encourage playing the job very diversely until you get to max level and you settle on builds that make you happy.
Magitek Operator:
I'm glad you liked cause I had explicitly thought of it when I was miffed about Blue Mage lol. I was like "this idea could be interesting but lets pick things that no one was thinking 'yeah that'd be a normal job'". Very Xenogears, Saga, Armorcore, Gundam inspiration opportunity. Heat, energy, and the whole 'build' aspect could be fun. Wonder if we could give it two paper dolls, internals and externals. Who ever manages the server stress will love that idea, but oh well lol. I think resource management being very important here as one of the gimmicks, on top of building certain aspects (limited beastmaster as you said). Energy management could expand to aetherial types too, like taking certain actions and using certain pilot skills infuse the mech with certain energies that offer benefits and can be consumed for abilities. The energy system could become the 'basic instinct' / role system for the mech by making it as you invest in energy you gain resistance to others, which you could manage by venting energy but it would be an intentional 'loss'. So it's built in. Joining groups you select your role flag which simply gives you a boost to certain energy actions and natural resistance to others (but keeping in mind some abilities could have multiple energies on use, so you're still managing this diagram on top of it all).
Leveling might be pilot level (some basic pilot skills, ability to manipulate aether into the mech), garage / mechanic level (based on obtaining knowledge) like aetherial power (power for mech), materials / gear, and combat data research, and then potentially even the mech cores themselves (like you get 5 mech cores which you can customize and then slot into your mechs, adding an additional layer to building). Gear, cores, etc, may also come with an additional challenge list for unlocking. For example certain number of FATEs in a zone returns research of aetherial energies in Shroud, taking on normal primals and bosses alone, or extreme primals in groups, completing a certain number of actions like FF7 Rebirth weapon skill mechanics.
Advanced:
In my mind neither of these ideas would normally be considered normal so I wouldn't spend too much time thinking of advanced ideas (although I believe I could, if I needed). However, Blue Mage, Beastmaster, and certainly Geomancer I could think of advanced systems that would allow them to be unique yet balanced for normal play. To add onto advanced, not every job has to be advanced in the same way or really be labeled 'advanced job' as much as they might just have cool components added.
For example Beastmaster might get a DoL like side mechanic akin to Island Sanctuary for leavings (animal husbandry / farming), Puppetmaster might get a customizable minion (that you could build and summon even though you're on different jobs, and you can teach it a lot of tricks and interactions with you and other minions). Or in our current jobs for example Bard, imo, should get music gameplay to encourage the roleplay that they're bards. This would include going around the world playing at taverns and bars (with weekly bonuses for doing so), gamifying the instrument options and appearances (fancy looking drums, sure why not), as well as potentially allowing players to choose certain sheet music for their actions (add sound controls in settings, probably for everything, like we have for special effects "self" "party" "other", with "in combat" "not"). In my roleplay gameplay thread I even suggested that listening to bards grants you a food exp like buff and additional rested exp.
Anyway, I would love for SE to consider the whole advanced / gameplay roleplay for jobs.
Last edited by Shougun; 01-12-2024 at 05:51 PM.
This onion knight idea sounds really cool. It reminds me a bit of how in the game remember me you get to construct your own combos. If they really wanted to they could make it the mother of all cross class abilities and only give you the abilities in question if you have unlocked them on that specific job. That would be funny for me having leveled all combat jobs but probably not as funny for everyone who hasnt.
The limited job nature would lend itself to a roguelike game mode aswell. Imagine a deep dungeon where as you go you unlock new abilities that you can throw into combo slots.
One of the points for Limited Jobs is that they can be something completely different from the other classes... BLU as a regular Job would lose a lot of it's identity as with the way everything is setup, it'd have to learn all it's skills through leveling. And you couldn't have most of it's more unique skills as players aren't exactly intended to have the ability to cause most status effects.
You'd probably be looking at a simplified BLM if they made it into a regular Job.
FF11 and FF14 are very different kinds of games, you can't really use 11 as an example for why it would work in 14's more closed and linear world.
But that being said...
Melee DPS, take the G-Warrior from Werlyt quest line, shrink it down to power armor sized, give it attacks based on the different Weapons and make it into a Limited Job.
I mean... they could just make limited versions of current normal jobs, like with actual cc, elemental damage/resistance, and status effects. Easiest ones that come mind are "What ifs" of Bard and Dancer in that they solely use their songs and dances to buff, debuff, or summon out attacks.
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