Yssen Posted February 13, 2014 Share #51 Posted February 13, 2014 Then explain to me how Gladiator's abilities will be "negated" just because it's in a damage stance? Do you know what the fucking quotes mean or are you just dense? I play scholar in endgame content. I know how to play; I'm not a complete moron like you seem to think I am. I just fucking said that the point of giving a damage-dealing role to a tank class like Gladiator makes a lot of sense because they can drop their goddamned damage stance and offtank crazy mobs in emergencies, then reactivate it and resume doing damage. Hell, in an earlier post I explained exactly how DRK being a GLA job would be absolutely amazing for fights like Garuda EX, where you sometimes need three tanks (cyclone phase) but mostly just need two! BUT NO. You continue to insult my intelligence by misrepresenting my position. The lot of ya'll are just so bound up in the idea that DRK has to have a two-handed sword or scythe or axe and be exactly fuckin' like it was from FFXI because none of you can let go of the goddamned past. AND BESIDES I already outlined a way to make it so the only, the only, the absolute only abilities being wasted on a GLA-derived DRK, would be things like their defensive cooldowns. Which, if I remember correctly, other damage-dealers have and don't use unless they get aggro. Well, duuuuuh. But since you clearly can't read (but can somehow write, not really sure how that works), you completely missed the Darkside toggled ability (or stance, if you will) that DRK would get at level 30 upon completing their class quest. Darkside, as the name might suggest, allows the dark knight to indulge in their... dark side. All of the additional enmity effects are stripped from their weaponskills, abilities and spells. Their base damage is improved by 20% and their damage taken is increased by 15%. Oh, look, nothing at all has been made useless except: Provoke... and that's it! Everything else still has a use. Maybe it's situational, but it still has a use. Even Flash can still be used to apply Blind. Whoa. Whoa. Whoa. No one here called you a moron or attempted to insult you. This response is a bit heated and uncalled for. You have your opinion, and you are more than entitled to it. You are not, however, entitled to insult anyone else because you happen to disagree with others. No one here deserves to be called dense, or have their ability to read called into question simply because you would like things one way, and they see things another. Take some time, calm down, and lets move on to discussing something else. This appears to be a bit of a heated topic for some. 1 Link to comment
Naunet Posted February 13, 2014 Share #52 Posted February 13, 2014 I think it's a little silly to expect all 7 original classes to all change role. I think we're still going to wind up with DD to DD at the very least. Because we don't need many more tanks/healers if I'm honest. The more classes you add per role, the harder it is to balance them. And if you don't balance them enough to where each class is viable in all content, then you get class stacking or you just get classes that no one plays anymore. I know this was a huge problem for SE in XI. This is the kind of "logic" that's getting my beloved Reaver changed from a tank soul to a dps soul, and I'll ask the same question: why is it possible to have too many tanks to balance but never too many dps? This game has a grand total of two tank jobs (and two healer jobs); that's absurdly low. I would hope they would add more tank (and healer) jobs in the future because of this. Variety is important. What if someone wants to tank but they don't enjoy the flavor/aesthetics/mechanics of PLD or WAR? Considering how few people want to tank compared to dps, it seems pretty darn important to make sure you rope in as many folk as possible into that role by giving them appealing options. (And seriously. Why is 3 tank souls too many in warrior calling, but 7 dps souls in the mage calling are just fine?? Uggggggggh. /rage) Link to comment
TheLastCandle Posted February 13, 2014 Share #53 Posted February 13, 2014 I agree that more tank jobs would be MORE than welcome. I fondly remember FFXI's Ninja tanks and would like to see something of that nature: an agility-based tank. For the same reason I like LOTRO's Warden tank, WoW's Druidic bear form, and SWTOR's Jedi Shadow/Sith Assassin. "A tank not encased in metal?! PREPOSTEROUS!" Shaking things up is always fun. Link to comment
Sounsyy Posted February 13, 2014 Share #54 Posted February 13, 2014 No one is insulting you or your intelligence, please be courteous enough to do the same. Nowhere in this thread have you mentioned that you main a SCH, so I apologize for going into the workings of SCH gameplay when writing my responses. It was not meant as an insult. I would like to politely discuss this, but if we cannot than this will be my last comment in this thread. ...the point of giving a damage-dealing role to a tank class like Gladiator makes a lot of sense because they can drop their goddamned damage stance and offtank crazy mobs in emergencies... While I would agree that having a situational offtank-ready class would be nice to have(It used to be Lancer.), I think the important part of your argument is "in emergencies." If you and I are the people designing new Jobs and combat, we have to take a look at how often are these "emergencies" likely to happen? Between a good tank and a good healer the answer is, very rarely. If we take a look at GLA's arsenal of skills, you can see that 9 of GLA's abilities have no use if the GLA is not tanking. (Rampart, Flash, Convalescence, Shield Lob, Provoke, Shield Swipe, Awareness, Sentinel, and Bulwark.) Each class has a total of 17 abilities. This means that 53% of GLA's arsenal is only helpful for a very unique "emergency" situation to a non-tank Job. The lot of ya'll are just so bound up in the idea that DRK has to have a two-handed sword or scythe or axe and be exactly fuckin' like it was from FFXI because none of you can let go of the goddamned past. I have no weapon preferences for DRK. It was a class I was not fond of in XI. Therefor I have no attachments to it. My reasoning for MRD > DRK was purely style based, nothing to do with weapon. I believe they share more in common and work more fluidly together than GLA > DRK. IMO. AND BESIDES I already outlined a way to make it so the only, the only, the absolute only abilities being wasted on a GLA-derived DRK, would be things like their defensive cooldowns. Which, if I remember correctly, other damage-dealers have and don't use unless they get aggro. I've already covered what percentage of GLA's abilities are defensive cooldowns, but I wanted to compare that to what other DD classes have. Lancer's only defensive cooldown is Keen Flurry. 1/17. Pugilist's only defensive cooldown is Featherfoot. 1/17. And you are correct in saying that Lancer and Pugilist usually do not use these abilities unless they are solo or have taken hate. Now compare at 9/17 abilities that will not be used unless DRK takes hate, which in most situations, should not happen. At this point you've built a stronger DRK tank role than a DRK dd role. Darkside, as the name might suggest, allows the dark knight to indulge in their... dark side. All of the additional enmity effects are stripped from their weaponskills, abilities and spells. Their base damage is improved by 20% and their damage taken is increased by 15%. I've stated before what my problem is with this move. It's a magical, deus ex machina toggle ability that magically fixes everything by completely trashing the concept of the original class. For comparison, switching to SCH does not change the effects or traits of any of your class abilities. And unless this all powerful toggle changes Sentinel into a damage buff too, your DRK is still 9 abilities in the dps hole. The next obvious question becomes: why use this melee dps Job in a party setting when I could go DRG or MNK who are both fully purposed into wrecking face? If I wanted to bring a tank/dps hybrid Job to my party, I'd just take a Warrior, honestly. Maybe if you fleshed out your idea for DRK a little more beyond Toggle and Done, I wouldn't be misunderstanding you as much as you say I am? Show me how your DRK would function and why it'd be more viable on GLA than on MRD or on a completely new class. EDIT: I'll ask the same question: why is it possible to have too many tanks to balance but never too many dps? This game has a grand total of two tank jobs (and two healer jobs); that's absurdly low. I would hope they would add more tank (and healer) jobs in the future because of this. I'm seriously of the opinion that we don't really need any more jobs. But that's not gonna happen. I would say that 3 tanks and 3-4 healers would be enough. I think the problem with tanks is that even between PLD and WAR it's a constant dick measuring contest between which is better. As for DD, I think the only extra DD class we need is a Scout type. (I'm a huge supporter of Musketeer > Thief.) Other than that, we don't really need more classes. It's all just aesthetics at this point. But almost all MMOs suffer from older classes getting lost between the cracks as they release more and more jobs, which almost always seem to be DDs that do the exact same thing as the last DD. Link to comment
synaesthetic Posted February 13, 2014 Share #55 Posted February 13, 2014 I agree that more tank jobs would be MORE than welcome. I fondly remember FFXI's Ninja tanks and would like to see something of that nature: an agility-based tank. For the same reason I like LOTRO's Warden tank, WoW's Druidic bear form, and SWTOR's Jedi Shadow/Sith Assassin. "A tank not encased in metal?! PREPOSTEROUS!" Shaking things up is always fun. I'd love to see lancer get a parry-based tank job, and if the "Fencer" class is ever introduced, it would be the perfect place to stick Mystic Knight as an evasion/self-buff tank. And when musketeer is added, while it gets Corsair as it's damage job, it ought to get Machinist and function as a pet-based tank; where the pet tanks and the Machinist (Puppetmaster, see what I did there) buffs the pet and helps it build hate via its own damage, transferring enmity in a sort of Trick Attack like manner. Link to comment
synaesthetic Posted February 13, 2014 Share #56 Posted February 13, 2014 Maybe if you fleshed out your idea for DRK a little more beyond Toggle and Done, I wouldn't be misunderstanding you as much as you say I am? Show me how your DRK would function and why it'd be more viable on GLA than on MRD or on a completely new class. You really, really did not read my post. The DRK outline that I described has them doing pretty much what every other damage dealer in the game does: using a rotation and managing some class mechanic. For BLM it's your Astral Fire and Umbral Ice cycles. For SMN it's managing MP and Aetherflow charges. For MNK it's your Greased Lightning stacks. For DRG it's managing flanking bonuses. For BRD it's weaving Bloodletters between the GCD. For DRK it's managing your MP and Blood Plague and Lethal Venom DoTs, which you have to make sure expire right around the same time, so you can land Soul Eater in that little window between 1 second remaining and the DoT falling off. So you do that by adjusting your standard damage rotation, weaving Drain between global cooldowns to restore MP, using your Riot Blade combo (but not using Lethal Strike, since that'd reset the duration of your DoT and you want both to tick close to 0 simultaneously) to restore MP, making sure you have the huge MP cost necessary to use Soul Eater when your DoTs tick down to near-zero. Honestly I don't get what the hell your problem is since the little design I did for a GLA-based DRK is actually more complex and deep than most of the damage dealers we already have. Yes, they lose a lot of their abilities when performing their role, but so does scholar, and yes as a scholar I will DPS but only when I don't need to heal. Eos cannot make up for my healing and mitigation powers on the tank when Twintania is hitting the tank like a Mack truck. Similarly, a GLA-based DRK would lose their tanking abilities when performing their role, just like SCH loses ACN's damage abilities when performing its role. But they could both fall back upon the roles of their base classes when necessary. Link to comment
Yssen Posted February 13, 2014 Share #57 Posted February 13, 2014 Honestly, the game could probably use another tank. I am unsure if that tank should be attached to a new class or come from an existing one. I do think that that tank should play differently than the other tanks that already exist. WAR plays different than PLD, and new tanks should play different from both WAR and PLD. Likely this can be accomplished by having the new tank have some sort of new mechanic. Something similar to how WAR has wrath and such, but not exactly the same. Shadows are a good option if one wants to think the NIN route. Set ups with different runes or something would work well to have a Rune Fencer/Mystic Knight thing going on. Maybe even something that relies on debuffing the enemy to tank more effectively. Someting that strips the incoming hits of their bite, rather than building up its own defense. That could be the route of either a Templar or a Mystic Knight, and could prove to be pretty interesting. Heck all three of those ideas could be combined to make something pretty intersting. Runes or tools that debuff, create shadows, etc. Give it a new resource or mechanic to manage and we have not only something different, but something that meshes well with the other tank in the party. Similar to the fun synergy stuff that can be pulled off between WAR and PLD. I mean, they have said that the set up for us as far as role will eventually break down into 2 Tanks, 2 DDs, 2 Healers, and 2 Hybrid. New ways to mesh party play are always interesting. Link to comment
synaesthetic Posted February 13, 2014 Share #58 Posted February 13, 2014 I still think Machinist as a pet-based Job for Musketeer would make a fantastic tank with a different spin. They could use their automaton to tank, building its enmity up by using their own damage abilities, and since Musketeer uses guns and is ranged, they'd be well away from the pet and able to avoid AE while raising their automaton's enmity, buffing it and working to mitigate damage against it. They could set it up similarly to a Soul Link demonology warlock from WoW, where they use a stance ability so that part of the damage taken by the automaton is shared with the Machinist and part of the healing received by the Machinist is shared with the automaton. We already have a pet-based healer and a pet-based damage dealer, so why not a pet-based tank? Link to comment
KitKat Posted February 14, 2014 Share #59 Posted February 14, 2014 MCH 35: Noiseblaster - Strikes shield to create a soundwave which lowers nearby targets' magical defense for 15s. Can only be used immediately following a block. MP Cost: 200 Noiseblaster is an instant "Yes, please!" from me. That noise still haunts me to this day: UwaaaHHHHHHHHHHHHHH Link to comment
TheLastCandle Posted February 14, 2014 Share #60 Posted February 14, 2014 MCH 35: Noiseblaster - Strikes shield to create a soundwave which lowers nearby targets' magical defense for 15s. Can only be used immediately following a block. MP Cost: 200 Noiseblaster is an instant "Yes, please!" from me. That noise still haunts me to this day: UwaaaHHHHHHHHHHHHHH My favorite: Link to comment
Erik Mynhier Posted February 14, 2014 Share #61 Posted February 14, 2014 Ok this has rolled on for a few pages so I thought I would chime in again. My take on the DRK comes down like this. It is not the only way it could happen and I of course have no special knowledge, this is all strictly based on my observations as a DRK vet from 11, and my 20+ years playing Final Fantasy games. First off I believe we are looking at the glass cannon of glass cannons. There will me some if not all skills based on HP sacrifice so in the end VIT may be near as important as STR for this DPS as to fuel their attacks without killing yourself, that and the duality, and the tradition of Sword and Shield in the class (not greatsword or scythe as 11 lead some to believe) is what brings me to the conclusion that GLD will be the most likely choice. It may even turn out that the Gladiator skills that mediate damage may reduce the HP sacrifice of the skills. Also Yoshida has mentioned a connection between the job and class before. As for those pesky enmity skills like Shield Lob and the RoH combo, its nothing a good toggle skill can't fix. My money is on one toggle skill, Blood Oath. Blood Oath - Toggle - User takes a recoil equal to 10% of all damage made - User damaged raised by 10% - Nullifies all added enmity multipliers on skills used I see the other 4 skills as standard glass cannon buffs and obvious attacks. I see at least one sacrifice skill making it in, something like burning 90% of your HP to buff your attack power for some odd seconds, maybe 10sec. That would probably be how Souleater would work. Also a counter to Spirits Within, something with a potency of 300 or 400 that adds a debuff of some kind. Your guess is as good as mine on the other three. All I know for sure is that it will come in time. I can feel the darkness approaching. Link to comment
Dravus Posted February 14, 2014 Share #62 Posted February 14, 2014 I suspect that it's been brought up already but I think it'd be pretty cool if they added a blue mage class that involved completing quest chains of varying difficulty in order to defeat interesting monsters throughout Eorzea in order to unlock new abilities. It'd be the perfect way to introduce all sorts of weird and wonderful moves. Link to comment
synaesthetic Posted February 14, 2014 Share #63 Posted February 14, 2014 I suspect that it's been brought up already but I think it'd be pretty cool if they added a blue mage class that involved completing quest chains of varying difficulty in order to defeat interesting monsters throughout Eorzea in order to unlock new abilities. It'd be the perfect way to introduce all sorts of weird and wonderful moves. This is pretty much the *only* way Blue Mage can work in XIV as it currently exists. Each of the five Job quests would need to send the aspiring blue mage to go and fight some weird and unique monster in order to learn its powers. Because Square imposed the "every class must have the exact same number of actions" stupidity, we can't have the same sort of thing we had in XI. Link to comment
Therese Posted February 14, 2014 Share #64 Posted February 14, 2014 So to all the people that like Dancer for Monk... PREPARE TO BE JOSSED. > Brawler Requires: Pugilist 30, Marauder 15 Role: DPS "A brutal warrior that solves his/her problems with a steel resolve and an iron will. Powerful, forceful, and completely lacking in subtly, this warrior wades through enemies with fierce bravado and unyielding spirit." Skills: Lv. 30 -- Sucker Punch -- Melee Range, 120 Damage, 160 from the flank. 80 TP. Additional effect: Applies a debuff that increases damage from all sources by 5%. 8 seconds (with diminish returns on each application). Additional effect requires Opo-Opo form. Changes stance to Raptor form. Lv. 35 -- Foot Plant -- Instant Cast, off GCD, 120s CD. Decreases damage taken by 10%. Grants immunity to knockback and draw in effects. 5 second duration. Lv. 40 -- Fists of Thunder -- Increases total critical hit % by 5 so long as Fists of Thunder is effect. Cannot be used with Fists of Wind and Fists of Earth and shares a recast timer with both. Effect ends on reuse. Lv. 45 -- Simian Smash -- Melee range, Instant Cast, off GCD, 120s recast. Deals 100 times the number of greased lightning buffs the Brawler currently has. The Brawler loses all applications of Greased Lighting afterwards. Lv. 50 -- Megatonze Punch -- Melee range, 100 damage, 180 from the front. Requires Coerul form. Applies a debuff that decreases defense by 5%. 8 seconds (no diminish returns). Additional effect: Grants Greased Lighting buff. Additional effect: Changes stance to Opo-Opo form. AF looks a bit like: Link to comment
synaesthetic Posted February 15, 2014 Share #65 Posted February 15, 2014 So... you just gave pugilist another damage-dealer job. What's the point of that? The point of having multiple jobs per class is to add more roles. If PGL has another job, it should be either healing (Dancer) or a tank job. Ideally what I'd like to see is... Light Party size increased to six. Full Party size increased to twelve. A true support role added; adjust BRD to focus more on songs, support and the like and less on damage. RNG can fill the damage role for ARC's jobs. By a "support role" I mean a job that, in a raid setting (i.e. Coil), it would work to supplement and, well, support the other "focused" jobs. Light Party standard composition: Tank (1), Damage (3), Support (1), Healer (1) Full Party standard composition: Tank (2), Damage (6), Support (2), Healer (2) Full Alliance standard composition: Tank (4), Damage (12), Support (4), Healer (4) (This should help with queue times... ) New classes added: Musketeer, Fencer and Nomad. Musketeer being a new ranged physical damage class, while fencer fills a melee support role and nomad being a debuff-centric physical damage-dealer. Class and Job list: Gladiator (Tank) Gladiator's Arm: Swords Two-handed Gladiator's Arm: Greatswords Paladin - Tank - VIT Primary Dark Knight - Physical Damage - STR Primary Marauder (Tank) Marauder's Arm: Greataxes Warrior - Tank - VIT Primary Berserker - Physical Damage - STR Primary Pugilist (Phyiscal Damage) Pugilist's Arm: Fist Weapons Monk - Physical Damage - STR Primary Dancer - Support - MND Primary Lancer (Physical Damage) Lancer's Arm: Spears Dragoon - Physical Damage - STR Primary Defender - Tank - VIT Primary Archer (Physical Damage) Archer's Arm: Bows Bard - Support - MND Primary Ranger - Physical Damage - DEX Primary Thaumaturge (Magic Damage) Thaumaturge's Arm: Scepters Two-handed Thaumaturge's Arm: Staves Black Mage - Magic Damage - INT Primary (I can't think of a good name) - Healing - MND Primary Conjurer (Healing) Conjurer's Arm: Wands Two-handed Conjurer's Arm: Canes White Mage - Healing - MND Primary Geomancer - Magic Damage - INT Primary Arcanist (Magic Damage) Arcanist's Arm: Grimoires Summoner - Magic Damage - INT Primary Scholar - Healing - MND Primary Musketeer (Physical Damage) Musketeer's Arm: Guns Corsair - Support - DEX Primary Machinist - Tank - VIT Primary Fencer (Support) Fencer's Arm: Rapiers Red Mage - Support - INT Primary Rune Knight - Tank - VIT Primary Nomad (Damage) Nomad's Arms: Twin Blades Blue Mage - Physical Damage - STR Primary Thief - Support - DEX Primary Link to comment
Dakki Posted February 15, 2014 Share #66 Posted February 15, 2014 Replace the THM healing class with Puppetmaster (DPS/De-Buff support) and I fully back the above list. Link to comment
Yssen Posted February 15, 2014 Share #67 Posted February 15, 2014 Well, we already know they will not be increasing the party sizes. They are pretty dead set on light party content being for 4 people and full party content being for 8. Yoshi-P himself stated that this full party content is to be 8 man so that it can have two people for each role (2 tanks, 2 healers, 2 dd, and 2 hybrid). Further, GLA will probably not be getting Great Sword. 1.) They would lose access to all of their shield based abilities (no shield bash, no shield swipe, no use for bulwark, and so on). 2.) There is a class for that they are messing with on test servers. It would be nice, but that does not seem to be their intent. Their intent for classes is that each class has one specific sort of weapon (or weapon set) linked to it. Granted their are variations in look, style, and stats covered by the linked weapon. SCH/ACN books and SMN only books are a bit of an example. Also consider the variations in HtH weapons which include; punch daggers/katars, knuckles, cesti, hora, and so on. This speaks to the idea of their being a cosmetic difference between weapons, but no actual mechanical difference when it comes to animations and the like. 1 class, 1 weapon type is the very heart of the armory system. I really do not think they are going to change something that integral to the game. Yes, I know that THMs and CNJs can use either wands or staves. Neither of those classes have any abilities tied to having a shield, though. Short conclusion. Great Sword use will be tied to the new class, which will likely come out in the first expansion. We know we are getting Musketeer at some point. It is has been teased/owed to us since 1.0. My personal hope is that they will release it semi-under the radar in the "Through the Maelstrom" patch in March. Probably a bit of a pipe dream though. Likely we will not see it until the expansion either, but I can dream. We also know we are getting some sort of Scout class. It could be Musketeer, it could not be Musketeer. We don't know at this point. In short, 2-3 new classes and associated jobs coming down the pipe already. This is not to say that what you propose is not neat and interesting. It just does not seem to be in line with what the devs have been/are working on. I myself totally believe that if the new Scout class thing is not Musketeer, it will be a class that dual wields with daggers and such. Likely similar to how PUG and MNK dual wield, the weapons will be bought/acquired/crafted and twinned weapon sets. I realize you said this is your ideal scenario. I am just cautioning that this will likely not be something that comes about anytime soon. Whatever the "Hybrid" roll is needs exist and be messed with in parties before they even think of raising the party cap. Not to mention there would need to be a complete upheaval and re-coding of a lot of existing content to achieve what you are hoping for. Yar. Some final notes. A THM class that also heals could easily fill the RDM slot. I do not particularly like this idea. I would rather see RDM be one of these speculated and mentioned jobs that require multiple jobs to get. It allows for more flexibility and staying truer to the heart of what RDM is. I would also love to see PUP. Pretty sure they are not going to have it come off of ARC. Rather, I'd like for it to branch from anything but ACN, because if that is the case we are not going to see it anytime soon. Likely some time after they have caught all the other classes up as far as job count. I think that there will be DD options for both Musketeer and Archer, likely of different flavors. This just seems natural progression for both classes. Particularly for Archer. Lastly, how is Berserker different conceptually from WAR. That concept and balliwick seems to have been covered already. My two cents. Rawr. Link to comment
Dakki Posted February 15, 2014 Share #68 Posted February 15, 2014 Lastly, how is Berserker different conceptually from WAR. That concept and balliwick seems to have been covered already. My two cents. Rawr. Personally, I would like to see a "Hero Job" system in place (but not under that name, that sounds stupid). What I mean is that, as with the Job -> Class system, you level two classes to a certain level to unlock a specific "Hero Job". I have not given it too much thought, and it is likely a massively flawed concept, but the three classes I thought might come from this would be: Berserker - Unlocked through levelling Dragoon and Warrior to 50. Technically a DPS class for the Warrior Archetype. Your story is very much the same, but instead of channelling your rage to defensive potential, you make it offensive potential. There is potential here to become like the Nordic berserkers of old (wearing beast skins, wielding two axes, etc.). Red Mage - Unlocked through levelling White Mage and Black Mage to 50. As per other games of the series, Red Mages can cast both trees spells up to a certain point, but specialise in neither. Add in a rapier weapon and de-buffs and I think this could be a real solid concept. Blue Mage - Unlocked through levelling Black Mage and Monk to 50. Again, the same as past games. Not really much to add here. Apologies I don't go in to as much detail as you guys, I'm not inclined to write loads about them. I'd rather just wait, truth be told. Link to comment
Steel Wolf Posted February 15, 2014 Share #69 Posted February 15, 2014 Pretty sure Yoshi-P had off-handedly mentioned heading into release that taking pairs of Jobs to make Advanced Jobs (which sounds slightly less dumb than Hero Jobs) would be a possibility. Honestly, I don't see how that would not work out, considering the systems are sort of in place now. It's a question of, naturally, writing and codin the affiliated quest line....and it would also be a great way to add new stuff without jacking up the level cap, and thus installing power creep into the game--which I VERY much approve of. You can totally tell my feelings are strong because I used formatting. Link to comment
Yssen Posted February 15, 2014 Share #70 Posted February 15, 2014 We do know the level cap is going up with the expansion. I assume to 60, and with it will probably come at least two new abilities for each job. That follows the current pattern of a job ability from quests every five levels. It also means two new abilities and two new traits for each class, I would assume. Which may or may not add some of the needed flexibility for new jobs we are wanting to see to be a reality. 7 job based actions as opposed to 5 is a good thing. As for the Advanced Jobs... Yeah, that is a mentioned thing. I have no idea how that will break down ability wise. Will they be cross classing from job abilities? Class abilities? Both? Lord only knows. These Advanced Jobs could be what fills the mentioned hybrid role though. Honestly I sorta hope that the hybrids come from new classes, but however you get from here to there will be fairly awesome either way. Advanced Job branches have me excited in general, being a huge fan of the original FFT. The advancement tree thing was fun to play with, and having something similar is pretty intriguing. Link to comment
TheLastCandle Posted February 15, 2014 Share #71 Posted February 15, 2014 I see a lot of potential and discussions like this are so exciting for me. As for myself, my hope is that the Advanced Jobs will include full-on support jobs (something similar to XI's version of Bard, Dancer, and even Red Mage) along with content that would make players of those jobs desirable. Because let's face it: with the content currently in the game, there's simply no need or incentive to play anything other than the typical MMO tank/healer/dd trinity. Link to comment
Dravus Posted February 18, 2014 Share #72 Posted February 18, 2014 On a side note is there any word as to when exactly the expansion is due to arrive and are there any features that have been explicitly confirmed for it? I'll probably set myself a challenge and see if I can get all the current classes to 50 before it launches! Link to comment
Sounsyy Posted February 18, 2014 Share #73 Posted February 18, 2014 On a side note is there any word as to when exactly the expansion is due to arrive and are there any features that have been explicitly confirmed for it? I'll probably set myself a challenge and see if I can get all the current classes to 50 before it launches! I think it was Live Letter IV or V when Yoshi said they were expecting the first Expansion to come out 1.5-2 years after the launch of A Realm Reborn. So Feb-Aug 2015 give or take. In a recent article ( Gamerescape PS4 Interview w/ Yoshi-P ) Yoshi seems to confirm this by mentioning that, while their development team is working very hard on the expansion, they want to get through their Summer and Fall content first before discussing the official release date of said expansion. Link to comment
synaesthetic Posted February 21, 2014 Share #74 Posted February 21, 2014 Well, we already know they will not be increasing the party sizes. They are pretty dead set on light party content being for 4 people and full party content being for 8. Yoshi-P himself stated that this full party content is to be 8 man so that it can have two people for each role (2 tanks, 2 healers, 2 dd, and 2 hybrid). This is so incredibly inane it makes my brain hurt. I can't even fathom how someone who supposedly knows anything at all about MMOs and decided to build the entire game's group content around a 1:2 tank-to-damage-dealer ratio. Every goddamned person in the entire universe knows that most MMO players won't tank. So why in the hell did they ever, ever think it was a good idea to eat up one tank per two damage-dealers? It's stupid beyond belief. We should have Light Parties of six and Full Parties of twelve. Link to comment
Ildur Posted February 21, 2014 Share #75 Posted February 21, 2014 I imagine he thinks that with this ratio he will 'force' people into playing more tanking roles. Though Squee has been kind of terrible at the time of looking to the history of other MMOs and learning from them, so I don't know. Maybe he just thinks the Final Fantasy fans and White Knights are so awesome there will be no tank deficit or something? Link to comment
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