Forum Settings
       
« Previous 1 2
This Forum is Read Only

What New Jobs Would You Like?Follow

#1 Jun 04 2009 at 10:29 PM Rating: Sub-Default
*
101 posts
I would like to see.

1.Knight: Give the ability to use a shield and mace or sword. Specializing in Rend abilities like in FF Tactics. Rend Power, Speed, Mind, etc. Also Armor Breaking abilities and what not.

2.Time Mage: If there is gonna be massive group combat then this job would own. Slowga, Demi, Haste, Meteor, Quick, and the ability to lengthen Status affects and Buffs. Also dont forget about Stop.

3.Sky Pirate: This job would be the new thief. Specializing in gunblades. You would pull with the weapon do ranged damage and then backstab steal, Flee you name it I think it would be amazing.

That is just some of the ideas I came up with.
____________________________
"The Greatest Foe Lies Within Ones Self." Parasite Eve
#2 Jun 04 2009 at 10:34 PM Rating: Decent
Scholar
39 posts
perhaps... mimic or divine knight.
honestly, as long as i have mnk, nin, sam and blu i'll be fine, just having one would be good enough for me.
____________________________
You say this ferry goes to a place called Eorzea?
Heh... I suppose this is destiny...

MNK75 SAM75 NIN75 BLU60 THF54 RDM40 WAR40

Tienshinhan of the Ragnarok server.
RETIRED
#3 Jun 04 2009 at 10:41 PM Rating: Decent
*
101 posts
Why settle for old when you can have something new and exciting. We got to play those other jobs for years. Bring on the new. Thats what i say.
____________________________
"The Greatest Foe Lies Within Ones Self." Parasite Eve
#4 Jun 04 2009 at 10:45 PM Rating: Decent
*
132 posts
Let's see what I can pull out:

Tinkerer - Buffer based on luck but with much higher risks and rewards

Berserker - All strength, no defense. Abilities would link onto one another in order to maximise constant increase in dps, hopefully downing opponent after all skills are used otherwise long cooldowns are its downfall.

Sage - Red Mages with absolutely no physical aspect. Can use White/Black magic though not as proficient as the individual classes and can cast spells that also apply other effects when a healing/damage spell is cast.

Technologist (Al Bhed) - Uses technology as its weapon. Base design includes daggers and bombs. Fast and agile but generally weak toe-to-toe. Makes up in damage when attaching bombs to opponent and combining explosion with intricate attacks.
#5 Jun 04 2009 at 10:56 PM Rating: Decent
Scholar
*
219 posts
I would love to see the Chemist (or Alchemist) as a job for FFXIV.

Bring Items back in line to their costs in actual FF games so that a regular Potion is cheap (like 100 gil) and heals a small amount of HP (~50 hitpoints), but only to yourself. It would take about 10 seconds to use one for a non chemist and you can only use it on yourself (A Hi-Potion could cost 500 gil and heal 300 hitpoints). A Chemist however can double the potency of the item, use it in 2 seconds, and use it on enemies or party members (including themselves). They can also Mix and create different or random effects for potions and items. Job Traits would increase potency of Items by 50/100/150% and range of use by 10/15/20 feet.

The Chemist however is not a front line fighter. They would wear Robes or at most Light Leather. They wouldn't get any Evasion, Attack, or Defense bonuses. Their weapons would be Knives and Guns.
#6 Jun 04 2009 at 11:20 PM Rating: Default
*
101 posts
I can see Chemist being very viable. If they have alch as a profession again then you are self sustaining. Add the fact they can use guns and what else do ya want.
____________________________
"The Greatest Foe Lies Within Ones Self." Parasite Eve
#7 Jun 05 2009 at 4:26 AM Rating: Good
Sage
Avatar
**
448 posts
i fear Foreman will be pretty popular. Order everyone around and sit back and drink coffee.
____________________________
"We're getting close, real close. And now for some more bad news... Ready?"
-- Egg Shen
#8 Jun 05 2009 at 4:57 AM Rating: Good
Mystic Knight: These warriors lace black magic to their weapons to smite their foes with graet ferocity.

I want to see the old Mystic Knight job from FFV come back to its glorious form and not an add-on from other jobs. (no RDM is NOT Mystic Knight! En-spells was a weak *** version of Spellblade.)
#9 Jun 05 2009 at 4:58 AM Rating: Decent
**
871 posts
I'd still like to see Necromancer implemented, personally.

I mean ****, whenever the pirates attack on the ferry between Selbina/Mhaura those humes that come out and start using "Summoning Magic" type ability to make Skeleton mobs appear.....those, folks, are freaking Necromancers!
____________________________
Linkshell: LordOfTheBeasts (Pet LS/Social) and Heroes (Endgame)
Server: Shiva
Jobs: 75 BST, 75 THF, 75 BLM, 75 SAM, 75 DRK, 75 PUP, 75 SMN, 72 SCH, 69 BRD, 67 PLD, 66 RNG, 66 WAR, 63 RDM, 61 BLU, 57 DRG, 56 NIN, 54 MNK, 45 WHM, 32 COR (Jobs updated as of 8-28-09)

Leathercraft/Clothcraft Mule "Andersoncooper"
90.1 Leathercraft (Tanner's Gloves and Tanner's Apron: O)
55.0 Clothcraft
#10 Jun 05 2009 at 5:03 AM Rating: Good
**
255 posts
I'll probably be something that uses Great Sword or Sword & shield
#11 Jun 05 2009 at 5:10 AM Rating: Decent
13 posts
how bout Monster hunter? who can swing big *** sword,hunting horn,gunlance etc..
____________________________
Character name :Tadatada
race: Tarutaru Male

75 BST RDM
#12 Jun 05 2009 at 5:16 AM Rating: Default
**
255 posts
They'd have to pay to Capcom for it :x
#13 Jun 05 2009 at 5:17 AM Rating: Decent
Scholar
Avatar
*
203 posts
With how the "Character Growth" sounds so far in this game, I would love to use a gun and cast blue magic effectively. Always been a fan of blue magic in Final Fantasy games since V and VI were out. Love dealing out the same moves on a monster that it just hit me with, and say "How do you like the taste of your own medicine?"
____________________________
FFXI: Jackvanelraton, Hume Lv.99 Blue Mage of Bastok.
Guild Wars: Jack Van Elraton, Lv.20 Ranger/Monk.
Guild Wars 2: Jack Van Elraton, Human Lv.80 Engineer.

I'm loving this Tyria place almost as much I love it back in Vana'diel.
#14 Jun 05 2009 at 5:48 AM Rating: Decent
It would be nice if the jobs in FFXIV were to get more in touch with their older counterparts, rather than take parts from other old jobs from old games for example, Rdm took Enspells from Sorcerer/ress's sword magic and Sch took a weird turn (since a Sch was bassically alchemist) and has access to black/white magic like a sage along with some geomancer type spells.

I want Morpher simply cus being sble to literally become your enemy would be a very cool thing indeed, however it more than likely wouldnt involve weapons and in a MMO enviroment it could prove too powerful so i dont hold any hope that it would be in the game.

The only other thing is it would be cool to see a real revision of DRG, i like the wyverns and they can be useful but if they wont let you customize them in anyway and not allow them to being able to deal consistent and worthwhile damage nobody is going to put an ounce of effort into improving them through gear/points.

Edited, Jun 5th 2009 9:24pm by Galeofthedragonknight
#15 Jun 05 2009 at 3:17 PM Rating: Decent
**
340 posts
we will all start out as onion knights!
#16 Jun 05 2009 at 3:18 PM Rating: Good
***
1,013 posts
Geomancer at long last.
#17 Jun 05 2009 at 4:39 PM Rating: Decent
***
1,218 posts
{Time Mage}{Can I have it?}
#18 Jun 05 2009 at 5:24 PM Rating: Good
**
480 posts
Geomancer and Time Mage would make me very, very, very happy.

In fact, if Time Mage is in FFXIV, I'll get the game on day 1.
____________________________
Frejan - Ragnarok
SCH 99 PUP 99 WAR 99 RDM 49 NIN 49 SAM 49
Windurst Rank 10, ZM+CoP: The Last Verse, ToAU: Eternal Mercenary, WotG Champion of the Dawn.
#19 Jun 05 2009 at 6:01 PM Rating: Decent
I would like a Scavanger job. Once a mob is killed it shouldn't just despawn the corpse should hang around for a bit then you could a Scavanger obtain extra drops from it. Also certain types of mobs should have nests which a Scavanger should also be able to obtain drops from. I picture the job being a bit like Thief maybe crossed with some kind of Trapper or Beastmaster type job but not a pet job. It should have abilities that help it elude/stalk animal mobs rather then Beastmen and traits that help with fighting animal mobs.
____________________________
75 WHM/BLM/PUP/BRD/MNK
Clothcraft 86 Cooking 60 Rank 10
http://www.themuteki.com
#20 Jun 05 2009 at 6:06 PM Rating: Default
Scholar
39 posts
whats so great about time mage.... and geomancer? it couldnt work if the weather always changes..
____________________________
You say this ferry goes to a place called Eorzea?
Heh... I suppose this is destiny...

MNK75 SAM75 NIN75 BLU60 THF54 RDM40 WAR40

Tienshinhan of the Ragnarok server.
RETIRED
#21 Jun 05 2009 at 6:12 PM Rating: Decent
14 posts
Personally I'm pulling for Chocobo Knight, Morpher, Gambler (a la Setzer) and Robosnake Charmer
#22 Jun 05 2009 at 6:20 PM Rating: Decent
*
210 posts
I like the Alchemist idea.
Necromancer I can't help but think would be a copy of other melee pet jobs, only a little more morbid.

I'm also hoping they have a form of DRG where the wyvern grows in size with you. I remember I first started playing DRG and I kept asking my LS when my wyvern would get bigger. I DIDNT KNOW! :'(

Time Mage... I don't really understand it, but it seems to be in high demand so I'll root for it.

I just don't want to see any copies of FFXI jobs, period. If they're going to bring back any jobs, they should find a way to reinterpret it and make it new.
____________________________
R.I.P Teraud, Dragoon main on Seraph (2004-2007)
R.I.P. Atli, Blue Mage main on Seraph (2007-2008)
R.I.P. Silje, Beastmaster main on Odin (2008-2008)
R.I.P. My Final Fantasy XI Account forevahz

Back on ZAM for FFXIV!
#23 Jun 05 2009 at 7:12 PM Rating: Default
mortalabattoir wrote:

Necromancer I can't help but think would be a copy of other melee pet jobs, only a little more morbid.


Puppetmaster in FFXI was originally going to be Necromancer and was changed at the last minute maybe for it's morbidness but I'm going guess its because of china they don't like skeletons hence WoW's wrath of the lich king not getting released there.



Edited, Jun 5th 2009 11:13pm by Ommadon
____________________________
75 WHM/BLM/PUP/BRD/MNK
Clothcraft 86 Cooking 60 Rank 10
http://www.themuteki.com
#24 Jun 06 2009 at 11:11 AM Rating: Decent
*
73 posts
I would really like to see an improvement of Dark Knight. That would be pretty cool. I would also like to see Beastmaster return. But to the new jobs I would like to see. ALCHEMIST woo. Always loved these in FFT then and now I would also like to see DRG return but be more of a Lancer type DRG along with a wyvern but lancer abilities like Freya from FFIX. And finally I would like to see something along the lines of what Agrias from FFT was. She was teh Secks ^~^.
#25 Jun 06 2009 at 11:22 AM Rating: Decent
*
101 posts
Necromancer will never see its way into FF14 because they want to stay true to there roots and there was no necromancer job in FF games. Take that into account that your playing a HERO in a story. HEROS dont start Zombiepacolyp's. It would also change the whole atmosphere of the game to a much darker tone. That would be fine for games like WoW but not FF.

Edited, Jun 6th 2009 3:23pm by JingleHymer
____________________________
"The Greatest Foe Lies Within Ones Self." Parasite Eve
#26 Jun 06 2009 at 11:30 AM Rating: Good
**
401 posts
JingleHymer wrote:
Necromancer will never see its way into FF14 because they want to stay true to there roots and there was no necromancer job in FF games. Take that into account that your playing a HERO in a story. HEROS dont start Zombiepacolyp's. It would also change the whole atmosphere of the game to a much darker tone. That would be fine for games like WoW but not FF.


I agree, I doubt you'll ever see a necromancer because its not really a job that the series has ever had. I would like to see a time mage, geomancer (although not sure how that one would work), and DEFINETLY a chemist. If nothing else the chemist should make it in there.
____________________________
FFXI: Server Ifrit
Licksthekitty - 68THF/41WHM/37NIN/30BLM/20COR Mithra Retired

WoW: Realm Darkspear
Claybosmash - 80 Orc Warrior Retired
Ipwnrice - 70 Undead Rogue Retired


#27 Jun 06 2009 at 11:56 AM Rating: Decent
Avatar
***
3,317 posts
Alchemist, Gun Mage (X-2 style), Geomancer, Psychic, Trainer. Is it obvious I loved Final Fantasy X-2?
#28 Jun 06 2009 at 12:08 PM Rating: Decent
Avatar
7 posts
As long as they have Paladin and Warrior I dont care lol

Warrior was by far the most fun job in 11. (as long as u could afford to gear them right :P)
#29 Jun 06 2009 at 1:19 PM Rating: Good
Sage
****
4,960 posts
Needs moar Bacon Mage
____________________________
Siralin the Vile wrote:
Zisa doesn't need to drug ******** ******* come to Zisa.

75DRG/75PLD 3/24/04-12/24/08, 6/1/09-??/??/??
#30 Jun 06 2009 at 2:10 PM Rating: Decent
Scholar
*
83 posts
Personally, I'd love to play a dual-wielding Berserker on this; something that is heavily (and aggressively) melee-offensive. I play Paladin and BlueMage in ffxi and seriously enjoyed both in their own distinctive ways. But this time around on ffxiv, I wanna go all out attack/offense.

*(Stares again at the ffxiv logo)*

Yeah, definitely all out offense

Edited, Jun 6th 2009 6:10pm by LeoTarvion
____________________________
This is my future FFXIV Character and this is his theme...at least that's the tentative plan. Yep. (Concept Art of Rasler by the legendary Akihiko Yoshida) I asked for the Qiqirn to be added in FFXIV since October 2009 and we now have them! Yessss!



#31 Jun 06 2009 at 2:13 PM Rating: Decent
*
73 posts
Quote:
Personally, I'd love to play a dual-wielding Berserker on this; something that is heavily (and aggressively) melee-offensive. I play Paladin and BlueMage in ffxi and seriously enjoyed both in their own distinctive ways. But this time around on ffxiv, I wanna go all out attack/offense.


Personally, if they're gonna make a Berserker. They need to do it FFX-2 style. Even though I didnt quite like FFX-2 the jobs they had in that game were quite awesome.
#32 Jun 06 2009 at 3:12 PM Rating: Decent
*
56 posts
out of the FFXI jobs

jobs that are all but garunteed to make a return

-WHM
-BLM
-THF
-WAR

all of the basic jobs really are pretty much garunteed

as well as

-SMN...not counting X-2 summoning has been a pretty major part of the PS FF games and has been big in older titles as well. especially in X. SMN isnt going anywhere
-and i think BLU has a pretty good chance as well


i want to see the return of

-PLD
-SAM
-DRG <with improvements>
-DRK

yes...yes i love "knight" classes...pld <the holy knight> sam <the eastern knight> drg <the dragon knight> and drk <the..well...dark knight lol>

because of that...

classes ide love to see implemented

-knight..something like PLD or DRK but with no magic. sacrificing the magic for more defensive and offensive abilities. i know that sounds a lot like WAR but i want it to be different than that. its hard to explain. i kinda want it to be a TRUE upgrade from warrior <since most physical damage jobs are simply a warrior with a more focused fighting style> but at the same time i dont want it to eclipse warrior and make it worthless since warrior in itsself is great and no job should make another obsolete...that is unless they take the route of job upgrades and paths. where say <as an example> you start as onion knight, turn into warrior then turn into knight,pld,drk,drg, or whatever physical job you wanted to be your final job.

-time mage. and no not just because others are saying it. it would just be awesome. haste and haste advancements, hastaga and hastage advancements, slow&slowga and their advancements, stop&stopga and their advancements, passice abilities that make buffs cast on you <from protect to food effects>, spells, and active abilities last longer and make your debuff spells last longer on the enemy. that would make it a great main and subjob <assuming they keep that system> and would work amazing with a RDM subjob or as a subjob to RDM <assuming RDM stays basically the same...obv i want all jpbs to change at least slightly. some more than others> with all those enhancement and debuff spells that both jobs would supply

-alchemist. the story may have sucked but imo FFX-2 had great gameplay and i loved the jobs from it <some more than others> so i would love to see soemthing like that. mixing and basically fighting with items. and their weapon being, as someone else said, knives and guns..though personally ide expand that to using swords and possibly spears as well, but thats it. maybe having decent H2H as well...err sorry, my heads thinking fullmetal alchemist right now XD but perhaps that isnt a totally wrong direction to go in. yes SE needs to learn from edward elric when thinking about the alchemy job! <ok leaving out the stuff that would make them utterly broken lol> what would be cool is if one of their abilities was, similar to mix <though theyd have that as well> was to combine items to temporarily enhance their weapons...and in the case of guns perhaps even allow them to fire off without the need of ammo for X amount of time <that or make some special alchemic ammo...thatd be cool for when your running low..or perhaps theyed have their own pros and cons and you could in many cases, and in the alchemists case perhaps EVERY situation, use the newly created special ammo instead of normal ammo>

-geomancer. two spell sets. terrain and weather and you can only use certain spells if the terrain or weather allowed it <or perhaps you could always use it but the terrain/weather effected its power>. terrain deals elemental damage based on the terrain <so in a rocky or sandy area it would do earth. in high up places you could use wind + whatever your standing on watery areas (being your either in water or on a boat) you do water and so on.> and weather, well it depends on the weather.weather is posbably more powerful since its less controlable. assuming certain aspects stay the same for FFXIV from XI the party can stay in an area that compliments the geomancer and the puller would simply bring the mob to the party where as the weather will always be what it wll till it changes, for better or worse. and for both perhaps the day could also effect it <again assuming they keep the days being like elements> but because of the predictability, perhaps geomancers should be a bit more sturdy than other mages

-trainer. yes i know its pretty much BST. but assuming they keep BST ide love to see this as well as a completely different job. they still capture animals <or perhaps it works more like DRG and they "summon" the animal, but you have to have captured it beforehand and you can only have one animal at a time. you can send it away where it can rest but if it dies, its gone for good and you must capture a new animal> but are more for parties where BST's were for more solo play. you could say that trainer is the social version of BST but at the same time is its own class and not JUST a more party friendly BST <though it is to an extent> i think thatd be pretty neat

-onion knight and onion mage. as is expected, they are the weakest jobs <perhaps even the only jobs till you complete a low level quest that unlocks all the basic jobs (or all the jobs if they dont have two seperate types of jobs like XI does [basic and advanced]>...till you max out their level. then they are beasts with overly high stats, abilities <both active and passive> and spells. and they only have 2 sets of equip. level 1 and level max <whatever it is...hopefully it'll be a true FF game and have the max be 99. that 75 stuff is crap> where the level 1 stuff is horrid but the last level stuff is OMFGodly. the catch? nobody will want them in a party and they'll be too weak to solo stuff. and grouping a bunch of onion classes together wont work either since they'll be too weak to fight anything that would give 1/2 way decent experience and fighting weaker stuff would result in low experience...if any at all. and to top it off when they max out their levels and become gods, they can no longer party with anything besides other onion knights/mages who have attained the highest level. gods dont mingle with mortals ^_~

-sage. like others have said, a non figting RDM. devoted completely to magic. though theyd have to be careful not to eclpise RDM <like they would with knight eclipsing warrior> unless, as i said with knight, they have a class progression type of system where sage is the rdm upgrade

-viking or berserker or whatver would also be awesome.

-any other cool FFx-2 job <or any previous FF job really> that i missed. i'll say it again, the story was "meh" at best as were alot of other things. but the actual gamepay itelf in x-2 was quite enjoyable imo and the jobs were awesome

jobs that exist that ide like to see improved

-THF. now i now it is fairly solid. but im not seeing too much of the thief aspect in THF. i see an agile/dexterous character who MIGHT steal an item of varying worth once every 5 minutes or might take a small amount of gil. other than that, treasure hunter is really all im seeing...and judging from the name corsair *cough*pirate*cough* could have gotten that ability just as easily. ide love to see them get a bit more to the roots of the thief and make stealing items and gil a bit more efficiant. nothings wrong with the job itsself. its.just...not a theif. not in my eyes anyway

-DRG. nice idea, needs some powerprovements. maybe do what somebody else on here said and make the wyvern grow and you level up? and a bit more control over the wyvern and make breathe attacks more like spells than weapon abilities so it takes the wyverns MP not TP so you can activate them whenever you wanted. and give it some more abilities. and improve the DRG itsself, though improving the wyvern in turn makes the dragoon more powerful so perhaps thats enough. and, also like somebody else said, make the wyvern more customizable



Edited, Jun 6th 2009 7:15pm by vedina
____________________________
if Allakhazam falls in the middle of a forest, its because bruce lee pushed his *** down

former FFXI player and future FFXIV player
#33 Jun 06 2009 at 3:47 PM Rating: Decent
**
817 posts
for drg, i don't care if wyvern grow, what i want IS a wyvern, ffxi being the only ff where drg has one, it woudl'nt be impossible for them to remove it...

so, keep the wyvern, with a skin somewhat like we have in ffxi(amongs others skins/models would be nice too, but at least make it possible for us to keep our little blue flying partner)
#34 Jun 06 2009 at 3:54 PM Rating: Decent
****
5,684 posts
As long as Bard and Beastmaster make a return, in some form, I will be happy =)
____________________________
Almalieque wrote:
I admit that I was wrong

God bless Lili St. Cyr
#35 Jun 06 2009 at 3:57 PM Rating: Good
Sketchy Character
*****
10,105 posts
Zisaa wrote:
Needs moar Bacon Mage

This.

I'd also like to see a Puppetmaster style class again.
____________________________
Toohotforu wrote:
Just punch her in the vag and tell her to @#$% off.

#36 Jun 06 2009 at 4:16 PM Rating: Decent
Scholar
*
219 posts
If they keep the Wyvern, and the Dragoon "job" for that matter, I would like to see customizable Wyverns. Maybe you want a Red one or a White one, or even a Pink one. Maybe it has fur, or it's chunky like a Galka, or even a pint size shoulder model.

I guess alot depends on how much customization they want to give to players in character creation yet alone pets.


#37 Jun 06 2009 at 4:25 PM Rating: Good
Guru
Avatar
**
635 posts
Split Green Mage's abilities away from the current inclusion into the WHM/RDM/SCH jobs, into a separate entity, but structured in such a way as to encourage combination with them through the subjob system (assuming it still exists).

#38 Jun 06 2009 at 4:28 PM Rating: Decent
*
132 posts
The funny thing is, people say they want the DRG to be improved, but in FFXI, it is already a fine job if you know how to play it. It was also one of the best healers if you were in a leveling party (too risky in gods/HNM etc.) and had the best hate control of all DD. Add in the fact that Penta Thrust coupled with acc gear was actually good (but had a bad rep ever since they reduced tp gain) and your wyvern does blunt damage to compensate for mobs not weak to piercing, youcan then see it is actually better than people expect.
#39 Jun 06 2009 at 4:36 PM Rating: Decent
*
56 posts
thing is though, every job should be good so long as you know the basics. you shouldnt have to know how to use it properly as you said for it to be worthwhile. obv every job should get better or worse depending on the player playing it. but every job should be adaquate in the hands of anybody who knows game basics. in that sense DRG doesnt cut it since at its most basic use, it is outdone by the other DD's
____________________________
if Allakhazam falls in the middle of a forest, its because bruce lee pushed his *** down

former FFXI player and future FFXIV player
#40 Jun 06 2009 at 4:41 PM Rating: Decent
*
132 posts
But DRG combined with a subjob such as WAR or SAM actually makes it equal to other DD jobs. And considering the whole game required subjobs, it was fine. Even the jumps alone were good enough. If a DRG didn't know that High Jump shed hate, then they didn't know how the class worked. Obviously if they knew that, they could manage. Sure it might not do as much damage but being able to lose hate resulted is not having to make the mages watch him as much. Jumps generally aren't used for the damage but to build tp or manage hate. This is the basics of the DRG.
#41 Jun 06 2009 at 4:53 PM Rating: Decent
Scholar
Avatar
*
224 posts
As long as they have Ninja in FFXIV, I don't care what other jobs they add :P
____________________________
75 blm, 75 nin, 75 brd, 64 bst, 57 pld, 53 rdm
NPC 65
RotZ= Complete
CoP= 8.1
Retired from FFXI.
Retired from LOTRO
Retired from Rift
#42 Jun 06 2009 at 5:03 PM Rating: Decent
*
56 posts
that must happen on higher levels then...i quite playing after getting a few jobs to mid level cuz i couldnt afford it <IRL> anymore and i dont recall a DRG matching some of the other DD's from memory...of couse that was like a while ago, if thats changed then i take back what i said. but <at the risk of sounding old> back in my day they were just BARELY subpar at early and mid levels. if a job is subpar in early and mid levels, its kinda hard for them to party and level up and get to the point where they are on par or better then yes, they need an upgrade of some sort. no job <asside from onion knight/mage :p> should be useless at any given time in a party

EDIT:unless there is a special event or a special party or boss fight or whatever, but you get the point

Edited, Jun 6th 2009 9:04pm by vedina
____________________________
if Allakhazam falls in the middle of a forest, its because bruce lee pushed his *** down

former FFXI player and future FFXIV player
#43 Jun 06 2009 at 5:16 PM Rating: Decent
*
132 posts
Well generally when a DRG gets Hasso/Berserk/Warcry/Mediatate they become much better. Yeh they aren't fantastic in the beginning but they do get better. But going from 1-30 I always found pretty simple. Just follow everyone else and if no invites, make a party. So many people would level in Qufim and Valkurm that parties were not hard to find though this was a way back too. In a couple of days you'd enter Valkurm and a few more leave it. It was just I'm a moron that killed the class really.
#44 Jun 06 2009 at 5:17 PM Rating: Decent
***
1,457 posts
Homozygous Dominant.
____________________________
Hunter Avril
Rogue Ultra
Paladin Awhellnah
Mage Shantotto
Shaman Lakshmi
Faith (Valefor)

#45 Jun 06 2009 at 9:20 PM Rating: Decent
*
68 posts
I like most of the suggestions going on. Maybe not Bacon Mage... too oily for me. But it occurred to me that maybe we're missing the mark on our theories.

SE has stated that they are changing the game play so that we won't "level up" simply by grinding out monsters. I read one of the interviews on the ZAM Wiki site for it, and they are pushing for weapons to be the keystone of growth. This leads me to believe that each character will start off without a "job" and will end up earning them based on what skills they use the most. Such as, say, using an axe will increase your strength. Where as using a club or staff would increase your ability to use magic.

That being said, maybe each class will be limited to what weapons they can use, and will have to specialize by using certain weapons / schools of magic.

The only thing that I am concerned about is making a system of specialization and then still being flexible enough to switch jobs. The thing I admired about FFXI the most was that the job system was surprisingly flexible. You can change your job just by visiting your Mog House. I hate to compare MMOs, but in games like WoW, you were stuck with one character staying one job. In FFXI, if you find a rare item that would be perfect for your other job, then you can change jobs after you get it. For example, the Soboro Sukehiro fight goes a lot smoother if you have a couple BLMs around to stun the mob. But it is such a large event that most people who go want a swing at getting the sword. In a game without such a flexible job system, it would be difficult to get a mage class to go to an event that benefited one specific melee job.

As far as what jobs I want to see in the game, I really want to have more viable tank classes. One thing that is far too common in MMOs is an over abundance of Damage Dealing classes, and a shortage of healers and tanks. I was thinking if they made most of the melee jobs have some form of threat control and a way to lessen damage, (particularly for a game that allows for solo capabilities), it wouldn't go unappreciated for tough situations, but it would also allow for more utility in a group. In this way, you could make certain jobs specialize in more defense, and others in offense, so that traditional roles could be sustained, but also have more leeway in getting a quick group for relatively simple goals. That way, end game content is preserved for each job to fulfill their natural role, but every day minor challenges don't take hours to accomplish.

A change I would enjoy seeing is less consumables. I did not enjoy classes that were based on using items continuously. For example, Ninja was a class that seemed to be noted for two abilities; Dual Wielding and Shadows. Many other jobs would seek Ninja as a subjob because it allowed for more mistakes with less risk. Unfortunately, particularly for melee DD, it was crippling to other subjob choices that would allow for more damage output. It seemed to me that it became over used for most situations. It became a "go-to" answer, and I would love to see more strategy than to simply throw shadows at whatever new obstacle we're met with. I'd really like to see SE address that issue. To stop picking on Ninjas, jobs such as Ranger and Corsair were also very item-based. I understand that for "reality's sake," when they shoot an arrow, it's gone. But it made leveling the classes that much more expensive, on top of how difficult it was to make decent money. (Not quite as hard once you had a higher level job.) But it still deterred from time that could be spent better playing the game than farming the same drops for money. I don't see any reason, other than to consume time, (not something the casual player wants to do), that SE couldn't implement a system similar to FFXII with the ammo selection, in that you simply choose what type of ammo you wish to use. /end rant.

I'd like to see some more exotic weapons. Keep the basics. Swords, axes, daggers, and the like. But what about something along the lines of a whip? Or maybe even more artistic weapons, like a fan or spiked poi? No one else thinks that'd be cool? Add in some elemental weapon buffs... Have a fan that shoots fire when you wave it. Maybe get a different form of dancer when you skill up?

I'm just tired of seeing everyone running around with the same weapons. Whenever an expansion came out with new jobs, I was hoping that they'd add more weapons / weapon skills. They proved that they could do it with Katanas and Great Katanas. So I was disappointed that they decided against doing it again.

The only thing I really don't want to see is anything similar to Dark Cloud. (For anyone who has played it, you know what I'm talking about.) I really don't want to continuously repair and upgrade your weapon by customizing it. I'm just hoping SE steers clear of that type of upgrade system.

We all know that there will be a default healer, default tank, and probably a few melee/ranged/magic Damage Dealers. I am just hoping for jobs that are both deeply rooted in the Final Fantasy series, and inventive in their own rights.

Short Answer: Beastmaster Pride!
#46 Jun 06 2009 at 9:27 PM Rating: Decent
13 posts
How bout some race exclusive job? example :- master monk for galka , assasin for mithra, templar knight for elvaan..etc.
____________________________
Character name :Tadatada
race: Tarutaru Male

75 BST RDM
#47 Jun 06 2009 at 9:30 PM Rating: Decent
*
132 posts
Meh I am still up for the FFTA style. Weapon types have abilities that you can master. Learn enough abilities and unlock a job. Unlocking a job grants access to other abilities, which unlocks other jobs. Development of character through use of weapon.

EDIT: My bad, FFTA, sorry

Edited, Jun 7th 2009 11:12am by Feyted
#48 Jun 06 2009 at 9:59 PM Rating: Decent
Scholar
**
279 posts
"How bout some race exclusive job? example :- master monk for galka , assasin for mithra, templar knight for elvaan..etc."

Oh please no.

And learning abilities from equipment is FFTA, not FFT.
____________________________
WoW - Quel'dorei <ON HOLD>

Main: Tancoo (80 Tauren Enhance Shaman)
Other: Saraah (63 BE Paladin)
Raymund (47 Troll Hunter)

FFXI - Carbuncle <RETIRED>
Raymund - 45 DRG, 42 PLD, 26 BLU, 30 RNG, 1 NIN <- I miss you Buster!
#49 Jun 07 2009 at 12:37 AM Rating: Default
*
101 posts
Well I personally hope that there are no to few repeated jobs in ffXIV from ffXI. I know alot of people would be sad to see their favorite jobs go but then again why not try to fall in love with a whole different class. The top of the post are some good replacements for the old school jobs.

Thf >>>>> Sky Pirate (For explanations on how they would run check top of the thread.)
War >>>>> Knight

Would be good examples have some of the old abilities combined with new unique stratagies. Why would you switch from FFXI to FFXIV to play the same class. BORING ><
____________________________
"The Greatest Foe Lies Within Ones Self." Parasite Eve
#50 Jun 07 2009 at 1:15 AM Rating: Decent
Scholar
**
473 posts
Aslong as IXV has warrior/fighter and loricas im a happy camper.
____________________________
Demonviper :-
90 war, 90 rdm, 90 pld, 90 nin
#51 Jun 07 2009 at 1:17 AM Rating: Good
Scholar
**
997 posts
Quote:
but I'm going guess its because of china they don't like skeletons hence WoW's wrath of the lich king not getting released there.


So in retrospect we should have reported the majority of RMT to the Chinese secret police?


Dear China,

Some of your sweat shop slaveshappy citizens, are playing a game with skeletons. Please torture, imprison and murder give them a stern talking to immediately.

Boomshankur (that means "may the seed of your loins be fruitful in the belly of your woman" btw, and we really mean it),

The FFXI Community

PS, Tell General Tzo that I really love his chicken. I bet he could kick the Colonel's *** in a cook-off any day.
____________________________
Shhh! My common sense is tingling. ~ Deadpool

FFXI Server: Valefor Char: Lowkey


« Previous 1 2
This forum is read only
This Forum is Read Only!
Recent Visitors: 18 All times are in CST
Anonymous Guests (18)