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None of the dancers in the trailers are dual wielding.
I don't see any reason in previous FFs or in common sense to make dual wielding inherent to DNC. If you want dual wield that bad you can sub NIN for it; if it's not as important to you as berserk or sneak attack or whatever else, then sub for those things instead. Building in DW would reduce the diversity of subjob choices and is unnecessary.
Making Dancer, or any other job, a superpowered awesome-at-everything job would be a supremely bad idea, which fortunately SE has more sense than to implement.
None of the dancers in the trailers are dual wielding.
I don't see any reason in previous FFs or in common sense to make dual wielding inherent to DNC. If you want dual wield that bad you can sub NIN for it; if it's not as important to you as berserk or sneak attack or whatever else, then sub for those things instead. Building in DW would reduce the diversity of subjob choices and is unnecessary.
While I would have agreed with this a few months ago, its pretty clear to me that some aspects of the game have been allowed to go on for too long that the dominance of other trends are now limiting the potential of hour you play jobs.
SE has options:
(1) Make mobs HARDER, even the ToA ones. We've been playing pattycake in meritpo for too long now. WotG takes place during a war, the beastmen's new armor better not be for show and they should be a hell of a lot meaner than ever. Increased difficulty forces new tactcs. If we fight IT++ again, that changes things, you can't burn them the same way.
(2) Give jobs some freedom. WARs do not want to be tanks, apparently. NIN and PLD are forced to sub WAR to be tanks for most of their levels. Maybe a native provoke from within those jobs or given to another would afford them some subjob options. It needs to happen either by main, sub or new jobs.
(3) Make Utsusemi: Ni exclusive to NIN.
OR
(4) Give other jobs comparable damage mitigation abilities within the main jobs. Players sub NIN because they are chickenshit and greedy, not because it has Dual Wield. DW is a distant second to Utsusemi for most people. SAM got Seigan, DRK got Dread Spikes, DRG has Jump, RDM/WHM/BLU have Blink and Stoneskin abilities. There's room for more.
Its just SE constantly does these late revisions to jobs based off long-term complaints, yet they let these broken trends continue in the face of them. If "leave some things broken" is going to be the way they do things, they probably need to make some compromises on the original design. I don't think giving PLD their own Provoke or another job Dual Wield would be game-breaking.
technically, Flash is PLD's "provoke". well at least for me, it really works 99% of the time. even saved some low levels from aggro using Flash.
But ya, it will be a very sensitive case how they will balance and pack Dancer with abilities that ultimately will determine what role they are intended to play, and what and how they end up being played if people find other uses and ways to use them for other roles in a party.
but ya hopefully they make Dancers really powerful, cool and useful otherwise they will have a harder time finding parties than even BSTs and THFs.
There's lots of ways to make dancers powerful, cool and useful that don't involve giving them one of the job-defining traits of another job.
Regarding BBQ's list of suggestions: I think you're missing the point with (1). There ARE hard mobs already. Any of the old Uleguerand camps could send the current tp burning monkeys crying to their mommies in less time than it takes them to figure out how to spell "Condemnation".
But players avoid those camps because they are rewarded *more* for massacring the easy ones. Parties who fight like men (or mithra or whatever they happen to be) get half the exp/hr, or less.
And actually this is very relevant to dancer: what's the point in introducing an enfeebling-focused job (possibly even more so than RDM, which after all has some fairly decent enhancing and healing capabilities as well) to a game where enfeebling has lost its usefulness in exp because common exp targets are so weak? Dancers may be fine 1-60, but without radical readjustment of the high level game, they're likely to be in big trouble after that (at least, if they're designed along the lines players are expecting based on the dancers of games past and the information released so far).
ya I think Dancer besides being the ultimate enfeebler, should also be a solid DD class as well. That would help its offensive capabilities and usefulness. yet I think most of the DD should come from the Dances/Dance abilities/Dance spells/whatever rather than from the weapon they are using, which would simply boost the damage they are causing to the mob. but chances are like THF, some Dance abilities may channel and boost the damage their weapon does. But I think it would be more unique if the Dances themselves do the real damage, and the weapon would add extra points to the total damage for that round.
the description did say Dance abilities rival that of the most powerful sorcerers (probably more directed towards BLMs) so I believe at least some of the abilities have really destructive properties, cause of course the priority is reducing the mob's HP to 0 while the defensive jobs keep everyone in good health.
I vote making DEF/VIT useful....
Also, on topic: Stock up on CHR gear while it's cheap!
Dammit, quit jinxing it! DX
At any rate, we barely know what Dancer will be like. All we have for now are theories. For all we know it could end up being a main healer (not saying that's going to happen, just trying to point out that we don't know all that much yet).
At any rate, we barely know what Dancer will be like. All we have for now are theories.
SE has already laid out the description of the job, which makes it certainly sound like it falls somewhere between FFV and FFVI's version of dancer. Its magically inclined either way.
"Theories" would be that its "like a BRD." Knowledge of the series would tell you that Dancer is the exact opposite.
Now, how it translates out into the online world is another matter, but assuming its original functions are translated over into the online realm isn't unrealistic given how other jobs function online and how this jobs functioned previously.
It could go Ninja on us and take on a differing role, that's possible. In fact, I wouldn't deny the possibility since SE did state they wanted to continue the job design trends they started in ToA. PUP, COR and BLU are versatile roles, so I'm pretty sure this will be as well.
but ya it would be cool if Dancer has some nuking abilities too! enfeebling and stuff is nice and all but parties search for healing, tank, then the rest (mostly DD ranked 3rd) in that order.
so in order to be versatile and compete for the party's invite, and since Dancer is likely opposite of BRD, it's gonna need some powerful and useful Damage Dealing capabilities (possibly in the form of nuking) to help contribute beyond the "making the mob feel sick" offensive abilities. XD
Cause I can tell right now Dancer won't be used for tanking (hope not, I already have a whole career length experience with tanking. lol. wanna support role next.)
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