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What jobs would you like to see added to FFXI in the next expansion?

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  • #91
    Re: What jobs would you like to see added to FFXI in the next expansion?

    Originally posted by BurningPanther View Post
    I voted "Other'" in the sense that I'd like to see the current jobs get augmented/complimented/balanced, rather than adding new(and possibly redundant) roles.
    This concept always bugged me, especially after ToAU's success. It's painfully obvious that SE can add new, useful, popular jobs *while* buffing and balancing the existing jobs. It's not really a one or the other type of choice as much as it's an inevitability, the existing jobs will be changed and new jobs will be added. Often at the same time.

    Although, if I had to pick new class(es), I'd like to see Alchemist/Chemist, or Dancer. It'd be interesting to see Bard/Dancer portrayed as it is in FF:T, where only males can play Bards, and females are Dancers exclusively.
    One thing's for sure, it'd save us from having to endure any Galka rump-shaking.
    Though I would hate to see an ass shaking galka, I would hate it even more if the gender/race of one's character affected their job choices other then base stats. One of this game's best features is it's ability for anyone to be anything. I would hate to see that changed, even if it does mean Galka dancers.
    "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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    • #92
      Re: What jobs would you like to see added to FFXI in the next expansion?

      Originally posted by Ziero View Post
      This concept always bugged me, especially after ToAU's success. It's painfully obvious that SE can add new, useful, popular jobs *while* buffing and balancing the existing jobs. It's not really a one or the other type of choice as much as it's an inevitability, the existing jobs will be changed and new jobs will be added. Often at the same time.
      I agree, sort of. At least two of the new jobs seemed interesting and well done(well received too), with the third being sort of an half-baked last minute add in*cough*PUP*cough*. PUP seems little defferent from DRG, and with some tweaking with the individual abilites of the pet Wyvern, DRG could do the same. But instead of doing so to the Wyvern, they opted to add PUP. Why? Just to throw something new into the mix?
      And those job adjustments didn't just come along, they were long awaited, some arriving after much bitching and grousing from the players(case in point, the sexy changes to PLD). I imagine that had the player base not had a voice, the new jobs would have come and gone, and the previous jobs would have seen no improvement.
      And again, the problem for me is that many of these new jobs people are clamoring for(not just on this forum, but on many others), are little different from existing jobs. The current jobs were built in a manner that, while having their own niche, they can also branch out to a degree to encompass other roles(sometimes). Some of the desired jobs while interesting in concept and style, are either too specialized, and end up needlessly overlapping with existing classes, or are as poorly imagined as PUP seemed to be.
      Though I would hate to see an ass shaking galka, I would hate it even more if the gender/race of one's character affected their job choices other then base stats. One of this game's best features is it's ability for anyone to be anything. I would hate to see that changed, even if it does mean Galka dancers.
      I get your meaning, but I also kind of think that some exclusivity might make things interesting with respect to people's job/gender choices.There are obvious differences between races, so why not some subtle differences(that should be) between sexes being played upon?

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      • #93
        Re: What jobs would you like to see added to FFXI in the next expansion?

        If Galka rump-shaking were added in, I would lol heartily and ask for moar. I don't really think there's any really practical job additions that can be made anymore though, since we've got everything covered already. Another tank would be cool, preferably one that makes use of the awesomeness of Clubs (I'd love to as a Paladin, but we're not allowed to due to faggotry), White mages have had that on lockdown for too long. I remember being really excited about Corsair, "OMG Pirates!" but when it got here...Gaaaayyy. Hopefully that won't happen with any new jobs that get added in.
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        • #94
          Re: What jobs would you like to see added to FFXI in the next expansion?

          This concept always bugged me, especially after ToAU's success. It's painfully obvious that SE can add new, useful, popular jobs *while* buffing and balancing the existing jobs.
          After reading the thread on the changes to the paladin job, which also included some of the changes to other jobs, I do have to wonder why SE doesn't buff the old jobs a bit. SE seems to have a plan, I'm curious to know what it is. Puppetmaster is interesting, very interesting, but I think SE should have looked at all the grief dragoons got after they got hit by the TP nerf, and about their armor selection, then took another look at Puppetmaster's what, C rank H2H skill and abilities and thought about it some more.


          You have the right to remain silent, anything you say can and will be misqouted and then used against you.

          I don't have a big ego, it just has a large mouth.

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          • #95
            Re: What jobs would you like to see added to FFXI in the next expansion?

            As far as PUP is concerned, it was added to semi-appease those who wanted NEC but without the devilry of having undead running around with players.

            As for Ass-shaking Galka, who cares? Some people are disturbed by males in subligar... Therefore, I occasionally parade around in them just to annoy any people who might be offended by my character's pixellated upper thighs--most recently while wearing the surprisingly high-cut Dream Robe +1 (Seksi Sabaron Claus). Besides... We have male dancers in real life... Are they offensive to the sensibilities?

            I was thinking on the eastern motif of the Dancer class to put them in the Katana area...

            I had thought of using fancy Kimono and Kabuki masks (esp. the cool scary demon ones). But then I thought... Katana really don't suit a dancer, what Eastern weapon does?

            Gunsen... The Blade Fan.

            Now, I don't think they need their own skill unless we're going to give Gunsen skill to others... plus, as a class, they'd be rather small with nearly no variety, so it needs to be stuck into some other class of weapons perhaps... Katana? Dagger?

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            • #96
              Re: What jobs would you like to see added to FFXI in the next expansion?

              Sainti are to HtH as Gunsen are to Katana? It'd work for me. And let them equip some Kunai at certain levels.

              PUP's an extremely interesting class. But, similar to Blue mage (though on the opposite end of the spectrum), it gains next to nothing from Sub job. In fact, the PUP itself has very little to offer a party outside of his 'maton. I would like to see a method wherein the PUP mimics it's puppet. Thus creating an interesting circle of who's controlling who. Also, it'd make PUP become FFXI's Mime.

              But that's not a new class... just augmenting the old (well, new).
              "And if he left off dreaming about you, where do you suppose you'd be?"

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              • #97
                Re: What jobs would you like to see added to FFXI in the next expansion?

                Goddamn, this thread moves too fast. On the topic of Geomancer, if it's ever integrated, I would like to see it have A- in Great Axe. This game needs more Breaks, and the Warrior population definetely isn't providing it (too many people using swords in the early levels, then dual wielding in the mid levels, and broken multi-hit weapons give dual wielding a tremendous advantage by endgame) while DRKs are already overburdened with two two-handed weapons to keep skilled up.

                And yeah, I feel way too many jobs use swords. I know they're different kinds of swords with different (real life) applications and advantages, but that doesn't carry over that well into the game. A scimitar should cut better than a broad sword or bastard sword by design, etc. etc. Yet they all fall under the exact same skill and use the exact same WS (moreover, even if you use a WS with a piercing sword, it still does slashing damage!) I don't think differentiation of the different sword types was ever one of the dev team's goals.

                But, I would gladly sacrifice all that if S-E gave me the ability to dual wield shields. No questions asked.

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                • #98
                  Re: What jobs would you like to see added to FFXI in the next expansion?

                  Pup, to me, is a last minute addition that they didn't think too much about. It's intent was to create an job that could call a pet, without the use of MP, and have it perform different actions according to it's master's desire. It was an attempt to create a Necromancer like job, without the use of undead. Unfortunately the Puppets weren't as useful as SE had hoped and the master didn't have as much control as SE intended. Thus you have another weak pet controlled by a rather useless master, as without a Puppet the player can not contribute as much to a party.

                  To me the two biggest problems with Pup are 1) non scaling maton attachments and 2) a more or less useless controller. With the attachments, you can equip them all at lvl 1, but as you grow they don't get stronger. The same attachment you had at 1 is the same at 75. They should have either made it lvl based like gear or just grow along side the pup. Personally I feel a lvl based system would have been best as you'd be able to equip stronger attachments at higher lvls and so on. And as for the master itself, they have no MP, they have a very low main weapon skill and they have rather poor gear choices as far as DDs go. They can't heal as good as a Smn or Brd, DD as good as a Thf or Drg or tank as good as a War, thus leaving them to rely on their lil robot to do everything. And the only control they have over that is what attachments it uses and the ability to 'suggest' to it what elemental spells/abilities it should focus on using.

                  Unlike Drg, which is a good DD regardless of what people say, Pup needs a severe reworking to compete. It's not just bad equip choices and slightly weaker WS, it's a fundamental problem with how the job works and acts. But with SE you never know as at any time they could do a major update making, or breaking, the rolls and popularity of the jobs we have. They started these types of change long before even CoP came out and I can't see them doing things differently now that they obviously pay attention to what we ask for.
                  "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                  • #99
                    Re: What jobs would you like to see added to FFXI in the next expansion?

                    Who the hell keeps voting up Geomancer. That's the most retarded job ever. How many times have you guys/gals used Mog in FFVI? Geez.

                    Edgar was far better as a character due to all his Gadgets that he used.
                    Time Mages in FFTactics was very useful to get your strongest character moving faster to position & Attack vs. the enemy, which was very useful.

                    Vote for Gadgeteer / Engineer & Time Mage.
                    Hacked on 9/9/09
                    FFXIAH - Omniblast

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                    • Re: What jobs would you like to see added to FFXI in the next expansion?

                      Originally posted by Omniblast View Post
                      That's the most retarded job ever. How many times have you guys/gals used Mog in FFVI?
                      Constantly. He was my favorite character. The best to me: Mog, Gau, Cyan, and Setzer. Deal with it.

                      Armando, I always fancied that Geomancer could use Great Swords at an A+ with an AF GS, something no current job has.

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                      • Re: What jobs would you like to see added to FFXI in the next expansion?

                        Classically speaking Geo's never really used big swords, but in tactics they did get the best axes so it makes sense they should get Gaxes in this game.

                        And I always thought of Mog as more of a dancer, seeing as he danced and stuff.
                        "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                        • Re: What jobs would you like to see added to FFXI in the next expansion?

                          In FFT, Geos used axes and swords. It just seems like they would step on less toes if their clearly superior weapon of choice was one that wasn't currently the obvious choice of an already existing job.

                          And Mog was considered a dancer, and he did dance, but his moves were a slightly more organized set of Geomancer moves. Up until then, previous Dancers (FFV only iirc) were completely random and only had a handful of moves. Very annoying IMO.

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                          • Re: What jobs would you like to see added to FFXI in the next expansion?

                            Originally posted by Hantz View Post
                            Up until then, previous Dancers (FFV only iirc) were completely random and only had a handful of moves. Very annoying IMO.
                            But Sword Dance (whatever... it hit for 5x damage) + dual wield kicked ass. Two items that increase your chances of getting that move too. It was incredible. Not as incredible as my main character hitting for 80k/turn as Bare class though...

                            PUP has a lot more thought in it, I think. They wanted a pet you controlled more through AI manipulation than simple commands. It's meant to be the in-between of DRG and BST.

                            And I have to get out of here. Expect a double post in 10 minutes.
                            "And if he left off dreaming about you, where do you suppose you'd be?"

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                            • Re: What jobs would you like to see added to FFXI in the next expansion?

                              Originally posted by Lmnop View Post
                              But Sword Dance (whatever... it hit for 5x damage) + dual wield kicked ass. Two items that increase your chances of getting that move too. It was incredible. Not as incredible as my main character hitting for 80k/turn as Bare class though...

                              PUP has a lot more thought in it, I think. They wanted a pet you controlled more through AI manipulation than simple commands. It's meant to be the in-between of DRG and BST.

                              And I have to get out of here. Expect a double post in 10 minutes.
                              That was the whole "trick" to that game. I was always trying to combine a good job with useful abilitites from others, until I realized that all the JTs you had learned in any job that you took to cap were ALL present when your character was Bare. So the whole trick was to master things like Ninja for Dual Wield, Monk for all the HP+, Summoner for the MP+, Samurai for Blade Grasp, etc. and then set your job to Bare at the end. Each character could wear the best armors and dual wield 2 legendary weapons each.

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                              • Re: What jobs would you like to see added to FFXI in the next expansion?

                                Originally posted by Hantz View Post
                                In FFT, Geos used axes and swords. It just seems like they would step on less toes if their clearly superior weapon of choice was one that wasn't currently the obvious choice of an already existing job.
                                Their sword choices were limited to the smaller swords with their best option being the Rune Blade iirc. Knight swords, which are the closest thing to Gswords in this game, were resigned to a very specific few classes and 'special' characters. However they could equip the strongest of the strong 2 handed axes.

                                I understand what you intend by wanting them to use an 'unused' weapon as that was my intention as well. Most Drks seem to rely on Gsword over Scythe, where most wars seem to favor single axes over the Gaxe, so giving Geo's a decent Gaxe skill would not only stick closer to their more classic style but give another job access to one of the more 'ignored' weapon classes. There are already three jobs with B rank or higher Gsword skill but only two jobs can even equip a Gaxe(ignoring the rune chopper) and neither of them seem to prefer it for the most part.

                                Then again it could just be that we have a different idea of what makes a Geo a Geo. I always saw them as a 'mountain man' type of class with good physical stats while at the same time having a strong understanding of nature to allow for mystical abilities as well. And an axe always seemed to fit that image more to me then a giant sword. Though historically speaking both weapons were very common amongst said type of people so either could work I guess. But in the end, I just Gaxes.
                                "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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