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The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

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  • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

    Dancer's enfeebled and charmed/confused enemies, they also dealt poison-like damage to an enemy's MP. They were as about as close to a BRD as a DRK is to a PLD. Dancers in other RPGs served similar roles to a Bard, but not so much in Final Fantasy, though Songstress in FFX-2 was a Bard/Dancer hybrid.

    I think there's a good chance that SE would do a hybrid take on Geomancer and Dancer, Mog's take on both jobs is just too classic to pass up.

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    • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

      Does anyone have like a link that shows a list of all the old Final Fantasy jobs... I would like to read up on some of those.

      I didn't come into FF until FFVII .... so I don't know about some of the jobs you all speak of.

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      • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

        Originally posted by Vonlock View Post
        Does anyone have like a link that shows a list of all the old Final Fantasy jobs... I would like to read up on some of those.

        I didn't come into FF until FFVII .... so I don't know about some of the jobs you all speak of.
        http://www.ffcompendium.com/h/jobs.shtml

        Final Fantasy Wiki
        Last edited by Omgwtfbbqkitten; 07-12-2007, 03:48 PM.

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        • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

          How would Time Mage work?

          Other mages already have all of the spells it could possibly have.

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          • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

            Originally posted by Auron517 View Post
            How would Time Mage work?

            Other mages already have all of the spells it could possibly have.
            The only good thing I see them for is for Time Teleporting party members to certain points in the past world map... almost like WHM can use teleports now.

            Some other ideas I had for Time Mage:

            - They would get the "Reflect" spell, "Demi" ... maybe higher lvl Haste and Slow.

            - I'm sure they would have some kind of erase spell to kinda roll back any status effects on party members.

            - Whenever a Time mage is in a party .. all recast timers are cut in half

            - Whenever a Time mage is in a party .. all bad status effects are cut in half

            - whenever a Time mage is in a party .. food effects last longer.. ect.

            maybe some kind of spell that rolls back everyone's HP and MP. to what it was at the start of the battle.

            Square is creative... they can come up with some amazing things! Time Mage ... traveling in TIME ... come on .. this would be the perfect time to include this job.

            ... I would love to be a Time Mage.

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            • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

              http://www.ffcompendium.com/h/jobs/magicknight.shtml

              http://finalfantasy.wikia.com/wiki/Mystic_Knight

              ^ My favorite job. Ever. FFV FTW
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              • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

                Originally posted by Auron517 View Post
                How would Time Mage work?

                Other mages already have all of the spells it could possibly have.
                Why did people want a pirate? There were no pirate jobs in the series. There were pirates in various games. Fargus was a pirate, Setzer had the philosophy of a pirate but was a gambler otherwise. The SAMs and NINs of Norg were technically FFXI's pirates.

                Having a pirate class didn't really make sense, but players wanted it because the PotC moves were so teh coolz. So SE shoehorned Gambler into being a pirate since that was just about as close to pirate-like as the jobs got. Pirates gamble, like ranged weapons and daggers.

                Selphie, Wakka and Cait Sith sure as hell were not pirates. Selphie was a ditz, Wakka was a Bad News Bear and Cait Sith was a animatronic cat controlled by a corporate stooge. Setzer was closest, he had his own airship, with an on-board casino at that (eat it, Cid). He lived how he pleased and kidnapped opera singers. And gambled. Pirates are not above kidnapping and gambling.

                I guess if you were to do Time Mage, you'd have to give them things like Gravity II, Slow III, Haste II, Stop, Reverse (direct Damage turns into healing), Countdown (basically Doom), Numerology (damage increase per with successive hits, mini Hundred Fists), Horology (Deal damage based on a factor of time to all foes in range).

                Some of his lifted directly from FFXII.

                The well of ideas isn't totally dry for Time Mage, its just that SE would have to do a lot to make them play well in the earlier portions of the game while not overpowering them late in the game.

                Note: Demi is Gravity, Gravity is Demi. They removed the fractioning HP damage and changed it to reduced movement speed and evasion.

                We will never get Reflect, its overpowered and can be detrimental to allies.

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                • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

                  I'd just love casting reflect on mobs infront of RMT partys and seeing if they noticed it. hell, casting it infront of any pt.

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                  • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

                    Here's another 1up interview about the new expansion .... not too much new info.

                    1up.com/do/newsStory?cId=3159493

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                    • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

                      Originally posted by Omgwtfbbqkitten View Post
                      Why did people want a pirate? There were no pirate jobs in the series. There were pirates in various games. Fargus was a pirate, Setzer had the philosophy of a pirate but was a gambler otherwise. The SAMs and NINs of Norg were technically FFXI's pirates.
                      Having a pirate class didn't really make sense, but players wanted it because the PotC moves were so teh coolz. So SE shoehorned Gambler into being a pirate since that was just about as close to pirate-like as the jobs got. Pirates gamble, like ranged weapons and daggers.
                      Selphie, Wakka and Cait Sith sure as hell were not pirates. Selphie was a ditz, Wakka was a Bad News Bear and Cait Sith was a animatronic cat controlled by a corporate stooge. Setzer was closest, he had his own airship, with an on-board casino at that (eat it, Cid). He lived how he pleased and kidnapped opera singers. And gambled. Pirates are not above kidnapping and gambling.
                      I guess if you were to do Time Mage, you'd have to give them things like Gravity II, Slow III, Haste II, Stop, Reverse (direct Damage turns into healing), Countdown (basically Doom), Numerology (damage increase per with successive hits, mini Hundred Fists), Horology (Deal damage based on a factor of time to all foes in range).
                      Some of his lifted directly from FFXII.
                      The well of ideas isn't totally dry for Time Mage, its just that SE would have to do a lot to make them play well in the earlier portions of the game while not overpowering them late in the game.
                      Note: Demi is Gravity, Gravity is Demi. They removed the fractioning HP damage and changed it to reduced movement speed and evasion.
                      We will never get Reflect, its overpowered and can be detrimental to allies.
                      Square implimented Gambler with a Pirate twist, I don't see how that's a problem because there was room for gambling abilities to be added into the game, this is not the case with Time Mage.

                      Slow III and Gravity II would belong to Red Mage, seeing as they are A+ Enfeeblers.

                      Also, considering that Slow II is Merit ability, even if Time Mage got this spell, it certainly wouldn't be until after level 75. Haste II would be another spell that wouldn't be available until capped exp and has to potential to be broken.

                      Stop is the exact same thing as Stun, and Reverse would just be Dread Spikes for everyone that's not Dark Knight.

                      My issue with Time Mage is there's simply not enough new material that they could add to the job that wouldn't step on the toes of other spells and/or abilities.

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                      • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

                        Players don't seem to need new material though; just new spells/abilities' special effects and new AF armor to be happy.
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                        • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

                          Originally posted by Auron517 View Post
                          Slow III and Gravity II would belong to Red Mage, seeing as they are A+ Enfeeblers.
                          If they were going to add a job in the game that specializes in Time Magic, then no, it would not belong to Red Mage. It would be Time Mage. RDM's A+ doesn't explain why BRD gets a higher tier slow w/o the aid of merits.


                          Also, considering that Slow II is Merit ability, even if Time Mage got this spell, it certainly wouldn't be until after level 75. Haste II would be another spell that wouldn't be available until capped exp and has to potential to be broken.
                          COR can also essentially make a Slow become a Slow II starting at level 40. Also, see BRD's Carnage Elegy again.

                          Stop is the exact same thing as Stun, and Reverse would just be Dread Spikes for everyone that's not Dark Knight.
                          Terrorize is technically Stop, seeing as it brings enemies to a complete stop for a few attack rounds, only BLU and BST can do it. Bind gets the animation of Stop, but only stops enemy movement, not action. Stun stops the enemy from acting briefly.

                          Reverse turns healing into damage and damage into healing. It could be cast on allies or enemies. It would have to have a long recast to keep it from being overpowered. What if it could also turned reversed elemental magic effects? You could do skillchains that might traditionally be resisted by a mob.

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                          • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

                            Originally posted by Omgwtfbbqkitten View Post
                            Dancer's enfeebled and charmed/confused enemies, they also dealt poison-like damage to an enemy's MP. They were as about as close to a BRD as a DRK is to a PLD. Dancers in other RPGs served similar roles to a Bard, but not so much in Final Fantasy, though Songstress in FFX-2 was a Bard/Dancer hybrid.
                            Well, I'll admit that I don't really know as much you do about Dancer, but it seems unlikely that they would create a job that did what you're saying they did in previous games. There really isn't any need for a job like that.

                            I don't have a preference with regard to new jobs. As long as they serve a useful function in a party and can contribute as consistently as most of the currently existing jobs, then that's cool with me.

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                            • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

                              Do you guys seeing them adding a melee or mage job? I wanna be a white mage so i would want a new mage job that would go good with whm

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                              • Re: The OFFICIAL "Wings of the Goddess" @ E3 2007 Thread!

                                I guess when I said we'd be seeing Chocobo Knights, I should have clarified that I wasn't specifically referring to a job class. Yay for forgetting important details? @.@

                                Anyway. Around the time of the Crystal War and before, Chocobo Knights were a definite class of combat in San d'Oria, though the game has referenced this very little if at all (until chocobo raising at least), and there was hardly any evidence otherwise. I just have a feeling we'll be getting them; I'm probably wrong, who knows. I agree that it's hard to imagine a Chocobo Knight class, but if it does end up being one of them I personally think it'll be interesting. When it comes to Chocobo Knights anyhow, they never were an actual playable job class in Final Fantasy (except for tactics, but that's just a character hopping onto a chocobo in mid-battle and doesn't really serve much of an example at all since there are no special abilities/skills/etc), so we have very little to go off of anyway.

                                As for those two threads you pointed out, I haven't read anything like either of them at all.

                                I'm really not sure about Geomancer; in previous Final Fantasy games (let's use 5 for an example), they were known for their terrain-based attacks. It was easier for games such as FFV since the different terrains consisted of one "block", and the map system was very simplified. I'm not saying Geomancer isn't a possibility, it is; it would be difficult to code, however. In 3D, you have a mesh, and over it is stretched a skin. When you move around, you can move a single pixel or across the entire map; there are endless places to "stand" if you get my meaning. Coding the terrain to work with a geomancer in 3D would not exactly be easy, and if they did, they'd probably have to update every zone in the game in the process...unless they configure Geomancer differently than I'm thinking about. Don't get me wrong, Geomancer is surely doable, but I can't quite imagine how...

                                As far as I'm concerned, I wouldn't make too many assumptions on new job classes, depending on their frequency and use in the series. People were able to really believe stuff like Blue Mage because those jobs frequently appear in the series and they were used to how they worked. Most of the common Final Fantasy jobs are already in the game, so there's not that much more to think familiarly on when it's being added. Also, SE has a tendency for thinking outside the box and surprising people, so it's hard to expect something to be a certain way/not be a certain way. Who knows, something completely original might pop up.

                                I know almost for a fact that we're not going to get time mages - time magic is already spread over the current color magic categories and such. If a time mage of any sort does appear, it's probably going to be the guy that sends us into the Crystal War era or whatnot (sort of an "unplayable job class", like certain bosses/npcs seem to have).

                                Dancer seems like a neat idea if you ask me, but I have no idea how it would work.

                                Personally, I'd like to see a morpher or maybe a machinist/engineer. A pet class that you could control your pet with more precisely (make it walk around the area without needing it to follow you, send text through it, et cetera) would be pretty neat - it wouldn't be the same adding such functions to the already pet-possessing jobs, it would be like, I dunno, a spy-oriented job or something? XD Some form of Elementalist (not to be confused with geomancer) would be neat. Necromancer is probably a no-go, though. One thing I would like to see personally would be a job fit to explore with. I could go on, but I'm running out of ideas, lol...

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