Well, Paladin has certainly been given holy magics like Holy Spirit and the heal, so I think Paladin actually fits more at least from a skillset perspective... lorewise, I can't remember anything from the Paladin job quests lmao(Not to mention that the job is just called ナイト -- "Naito", i.e., "Knight" -- in Japanese. "Paladin" was a localization choice, and personally, I don't think it's an entirely unfitting one... Though I'm betting the team just thought it sounded more exciting and evocative than the alternative.)
Last edited by KooriGraywolf; 03-07-2024 at 10:50 PM.
If we were trying to salvage the HW Paladin storyline (because god knows it needs it), there'd be some solid value in having an actual storyline about a meeting between the Ul'dahn 'for queen and country'-style knights and a group of Ishgardian 'our holy will be done' paladins. English would've had some hurdles in translating it, but that could've been a really fun dynamic that shouts out the modern D&D-style paladin while making it clear that isn't what we're playing. It'd also be a clever way to bridge the fact that all the 'holy magic'-styled Paladin moves start happening in Heavensward. (fun fact: Hallowed Ground, the only exception to that, was called Invincible in Japanese.)I know the devs are likely considering Knights & Paladins are one and the same in FFXIV universe, but I just like to indulge this curious idea in my mind that maybe. Maybe someone in the dev team will have that funny idea of introducing a different Paladin job and naming it accordingly in Japanese.
This is because in a few FF games, Knights and Paladins are considered to be different. But it depends on the game. However most of the time they're considered different terms for the same meaning (Like FF1 Knight is a Paladin because it can casts some of the White magic, and so on)
It also kinda skirts the issue that instead making Paladin an Ishgard-homed job like Dragoon would've had, because being a religious warrior of Ishgard would've gotten... y'know, a little awkward in Heavensward.
I will always lament that Thief got swallowed up by Ninja. Thief and Ninja are both interesting enough to be their own classes, and Thief was my main in FF11...
For me the part of the class fantasies I miss most is the specific lore aspect where these are the 9-5 day jobs of regular NPCs and not even exclusively martial at that (Yes, you can tell I was lured into playing XIV in part for the story/lore hype but also the assurance that the non-combat jobs were fleshed out). That Arcanists are just customs officials and Thamaturges are specialized funerary rite providers.
It's also a secondary element to why my most desired job to be added to XIV has been Blitzballer for years. That FFX was my gateway into the series is the main reason, but that it would be, at its root, a job that was retrofitted for combat but created as a team sport played among civilians. One in which Dancer and Blue Mage already took over some of the entertainment niches. And ideally it would have the ranged support I love in my combat main Bard. I don't miss Archer or begrudge the fact that any Archery MMO class needs another gimmick to combine with to add more unique animations for move sets; I just never use Performance. And I think that there needs to be a non-combat Bard/Troubadour NPC somewhere in some side quest so that there is the two schools more apparent than a line from Jehantel, like how there are plenty of catgirl dancers in Limsa and Ul'dah (and Stormblood's weaver quests) distinct from the Dancer combat job.
All this talk about Ul'dahn knights makes me wish that we'd ever gotten an "immortal" job or something equally inspired by the Achaemenid Empire. Of course the Immortal Flames are already an organisation, but there's very little to associate them to Persia's historically dubious troops.
Anyways, on topic, I wish that astrologians had more time mage flavour, which they sorta lost over time.
I miss a few of the ones that felt like all their interesting flavor got buried in the new job flavor instead.
Rogues and their code was interesting and totally lost when you become a Ninja. Gladiator feels like it has no connection to Paladin other than "hey sword." Arcanist has this neat figuring out the odds and tactics that gets completely overshadowed by "Summoning big colorful things." It doesn't mean I don't like the new jobs I just miss that flavor and feel like they could have had interesting class specific stories that are lost and never told because the class only exists for thirty levels.
This is gonna sound really really dumb, but I really don’t like the gathering/crafting …”fantasy”. I guess.
I get that new expansions need new materials, but it just doesn’t make sense why the old materials wouldn’t work.
Why is it if I want to make newest-fanciest-apple-pie I can’t just use common apples?
Why aren’t the newer ingredients more complex things? Like making spice packs. Or actually making a new alloy by mixing old metals with the new special ores?
I guess I’m just not excited for “uh, new world steel, but it’s purple now, and definitely different from common steel. Because it’s purple!”
I was always a fan of Guildwars 2, where the more complex crafting just uses a larger variety of base materials in new or interesting ways.
I get what they were going for…I guess I just wish it was more logical…and maybe more complex.
I wouldn’t be against something like making a high high level sword requiring 10 or so different crafted bits before actually getting the final product.
Last edited by kaynide; 03-14-2024 at 03:37 PM.
Final Fantasy was originally heavily based off of Dungeons and Dragons wherein Paladins are not required to be religious and don't necessarily get their divine powers from a deity (though many players choose to do so). Paladin's get their divine powers from the dedication they show to the oaths that they make; no gods or religion required.
I really miss the feral mage fantasy that we were givin in the form of blue mage in FFXI and just despise how they destroyed it here in XIV.
In XI, blue mage was a mysterious, fierce and formitable warrior who roamed the wilds and sought out foes to battle with so you could absorb them into yourself and gain the ability to mimic their attacks. The lore was deep and dramatic, with the ever present danger of losing ones mind to the beast within lurking around the bend. It felt good to go into the wilds of Vana'diel either solo or in a pack and seek out monsters to then slowly dps them down until they used their attacks befoire you unleashed your fury upon them. It felt like you were hunting and studying these creatures. When you were doing content you could them use these skills in combinations or by themselves to rain pain down on your enemy and claim your reward. It was a true beastial sort of class that felt like it had power always brimming underneith.
In XIV they are a circus side show. *play the Price is Right lose melody here*
A feral mage or some sort of wild druidic style class is really sorely needed in this game.
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