zoogelio wrote:
2-4 new Jobs, in 1 expansion? No.As I see it, there's only openings for 4 more jobs in FFXI: Geomancer, Chemist, Berserker, Time Mage. Years ago I outlined how each could function in FFXI (too lazy to dig up the post). I think the ideal model for FFXI would be 4 new expansions over the next few years, 1 every 1-1.5 years (only if they can devote to it the same level of attention ToAU on back had), each with a new direction (Far East, South, West, North), each with 1 new job. That would be the ideal balance. Probably best to start with Geomancer to jumpstart people's interest again as Geomancer was the 2nd most request job years ago (behind Blue Mage). Far South is probably the direction people are most interested in, followed by the Far East.
I'm sorry, but I fail to see how there are any openings for any of those jobs whatsoever.
I admit, of all the crazy ass jobs people ramble on about the game needing when it doesn't need them, the one I love is Geomancer, because I will always be a total geomancer fangirl regardless of how unnecessary it is. That said, I'll give you that it could probably be worked in, though the end result would basically either be a gimicky blm/blu/sch hybrid, or would step all the @#%^ over poor sch's already totally broken beyond repair toes, since there's not a lot of unique tricks Geomancer could do with it's niche that sch can't do already with its storm and helix spells. I'd absolutely play the @#%^ out of the job if they added it, and wouldn't complain if they did, no matter how much it ended up sucking, but I'd still prefer the fix the other jobs first...
As for the others... what the hell would chemist even do? Main heal? SE's already made it clear that that ship is for whm, and only whm. Support heal? Get in line, there's already 5 jobs that can do that. What else? enfeeble? Rdm says back the @#%^ off. Buff? Brd, Cor, and Sch say high, gtfo. DD? We don't need another DD. Ranged DD? We don't need another @#%^ing DD. Tank? Those don't exist any more. What non-existant opening do you see for job that doesn't have anything specific it can do? Another hybrid job? Rdm, Blu, and Pup have made it pretty clear how much we "need" those.
Berserker would obviously be a heavy DD, but we already have DDs coming out of our ears. We absolutely do not need another DD job, under any circumstances. Sure, berserker could give a job with A+ Greatsword, or make clubs a viable melee weapon, but @#%^ing why? There's nothing original it could do. Heavy Weapon specialist that can take hits if they pull hate, constantly pounding out damage, and only meleeing? That's warrior. Heavy DD that can cast spells? Dark Knight. Heavy DD that abuses the @#%^ out of WS and Skill Chains? Sam. Heavy DD that focuses on Melee DoT rather than WS damage? Mnk. Heavy DD with some limited enmity shedding/control? or a pet? Drg. Heavy Range- There's a job named after that one. The only gimmick that hasn't been used is a heavy DD that can cast white magic, but that's because pld's offense sucks, and is more of a reason to give pld an offensive boost, since it needs it to tank anyway. Speaking of, no, berserker cannot be a tank, because tanks are no longer relevant until SE fixes enmity. It's so stupidly easy to cap it out now that there's no point.
Time mage has been absolutely discussed to death, and there's just no way it would @#%^ing work without either stepping all over a half dozen different jobs and being totally overpowered, or being so bland and underpowered that it completely erases the lol
pup stigma from people's memory by taking it's place with loltim. Haste and Slow are the only "time" related spells we have, and while haste is absolutely amazing, it's already so easy to hit the haste cape/delay floor with the jobs that can make use of it that there's no need for another job to try and throw itself into the mix. Slow, on the other hand, is basically rdm and brd's baby, whenever SE gets around to making enfeebling useful again, anyway. That leaves Time Mage without need for the two main time spells. What other time-related effects could such a super-niche gimmick job make use of? Stopping time? That's called stun, which we have a million different versions of, or terror, which most monsters would resist the @#%^ out of regardless of enfeeble buff. How about reversing time to heal wounds/restore mp? You mean Refresh and Regen? Yea. Speeding up time in some other form? What else is there? Regain? Already done. the only other niche thing would be reducing party JA recast times, but there's no way they could go about doing that in a way that would be both useful and not totally broken. Slowing time? aside from slow, there's just Inhibit TP, which is kind of a nice, but they didn't let Penance and Yurin stack, so why step on mnk and nin's toes? What else could Tim possible do aside from being a messy collaboration of rdm, sch, whm, brd, and cor with a little dash of nin/mnk/blm on the side? What would it possible add that would be worth adding the new job over buffing existing jobs like, say, sch, which is pretty much only useful for Embrava?
Seriously, we don't need another job, and we sure as hell don't have room for another job. Think about it practically for a moment (and
please don't say "Who cares about practicality, some of us want to play for fun" because that's what's keeping all of the jobs that need fixing from getting fixed.).
FFXI's Generalized Party Roles:
Damage Dealer: War, Mnk, Thf, Blm, Drk, Bst, Rng, Sam, Nin, Drg, Smn, Blu, Cor, Pup, Sch, Dnc; 15/20 jobs
Healer: Whm, Whm, Whm, Whm, Whm, Whm, and only mother@#%^ing Whm, (as far as SE's concerned), but also Rdm, Blu, Pup, Sch, Dnc; 1/20 jobs and staying that way, except for support healing which is 6/20, before considering subjobs
Buffer: Whm, Rdm(well, buffing themselves anyway. trolololololol), Brd, Smn, Cor, Sch; 5/20 plus rdm
Tank: Pld and nin, as well as situationally war, mnk, sam, and dnc, 2/20~5/20, but nigh useless these days because the enmity system is completely useless
Puller: Any job can pull.
As far as generalized roles go, the only thing we don't have several options for are tanks, but we don't need tanks any more. They'd be better off making tanking viable and buffing one of the 15 @#%^ing DD jobs that doesn't heavy-focus on DD into another tank, if we really want another one after they fix enmity.
So what about FFXI's Niche Party Roles? Well:
Melee DD: War, Mnk, Thf, Drk, Bst, Rng, Sam, Nin, Drg, Blu, Pup, Dnc; 12/15 jobs. I'm serious. We don't need another @#%^ing DD.
Ranged DD: Rng, Cor (as far as ranged attacks), but over all, Blm, Rng, Smn, Blu, Cor, Pup, Sch; 7/20 (Sorry, not including shuriken.)
Magical DD: Blm, Smn, Blu, Pup, Sch; 5/20
Support Healer: Though almost entirely moot at this point, I already covered it above with Healer
Debuffer: Whm, Blm, Rdm, Drk, Nin, Smn, Blu, Pup, Dnc; 9/20
Crowd Control: Rarely ever needed any more, outside of stun, but it was really only ever sleepga and stun before, anyway.
What other role am I not seeing that we're apparently lacking?
That said, I completely agree with wanting to see the four far regions; except the far east, because I really don't give a @#%^ and I don't understand why everyone has such a massive goddamn hardon for the japanese gaming company to introduce a virtual japan into the westernized fantasy world that is vanadiel. I realize that a lot of people are just japanophiles, but seriously, Japanese mythology has been done to death so @#%^ing hard so many @#%^ing times, and they've set up such diverse and potentially amazing foundations for other mythologies in the far north (Norse/Germanic/Slavic mythologies), Far south (they've set the mithran homeland up to easily work with any or all of indonesian, indian, african, and central/south american mythologies), and the far west (seems to lean towards the world's various shamanistic mythologies, such as the huge variety of North American myths), of which only norse mythology has been done a great deal, while the others are pretty much universally ignored despite being as or even more intense/dramatic/drawing as Japanese Mythology.