It would be nice to have a new DD class though to complement the magic / support one.
It would be nice to have a new DD class though to complement the magic / support one.
I could do, though it would have to be the same world otherwise I miss out on the opportunity to meet people on my main world. Kinda regret not getting legacy status for my alt. But then the "entry" service (1 character per world) should be enough for an alt anyway.
Indeed. I can imagine everyone who played V1 in the past year will be starting as arcanist and there will be a shortage of other roles for partying. But maybe that will get people partying with new/long quit V1 players.
It shouldn't be too bad. Carby will have a tank mode and arcanist is looking like it could have healing ability as well. 8 arcanists parties will be fun!
There are already enough DDs. Before there is any thought of making more DDs, the game needs to have:
- 2 widely viable tanks
- 2 capable main healers
- an additional support job/class (hybridized is fine)
This can be accomplished via new jobs/classes or just tweaking the existing ones.
There is/was already too much bottlenecking at WAR and WHM. The last thing we need is more DDs clogging the system.
No, we're getting a new magic class because in 1.0 there's a huge gap between DoW and DoM (7 to 2), let's not make this new addition void by default.
There's enough DDs for now, focus on something else (like a pure support class that's still missing).
Edit: And I think you guys are trying to compare this to one of XI's expansions, this is a new game. "Everyone is gonna level Arcanist" doesn't apply here unless it bombs again and only returning players play.
Let's also not forget that it'll launch on PS3 as well.
Good point on that last edit. Hopefully there will be a fresh crop of new players who don't all have 50 jobs that will even out the low level parties. They are also retooling job if I remember what I read correctly, maybe they will make it so PLD is actually a viable tank with an AOE hate generation ability like war.
It's true that new players are coming in, but they're also going to have servers they can go to where can't. Now I think old servers are definitely going to get some population growth of new players (I personally have a handful of friends wanting to play), but it is possible that we'll end up mostly older players and thus end up in a situation that feels like everyone is only leveling Arcanist.
5 to 2*
As of the end of 1.0 PLD was a lot better off than it had been, but it still failed on multiple targets (healing hate distributing among all mobs certainly didn't help, never seemed to stop me from getting killed on WHM tho -_-).
Another healing class is definitely needed, and hopefully they look to BRD as the proper way to implement future support jobs (healers included). They did a decent job with WHM retaining CNJ's nuking ability but I'm afraid that the bar for healing has been set too high considering all of the 8 man events you could do with just 1 WHM (with how piss-poor Cure was on BRD you could hardly even consider it a backup healer).
I doubt they'll segregate the population to the extent that old players will mostly be off by themselves. I'm sure they'll provide newer players the opportunity to go to a completely new server, but allow them to join servers with pre-existing populations.Originally Posted by TacoTaru
I want my goddamn thief, goddamn it.
Actually, I disagree with something being just -purely- support. I think the impression for me is that every job has a viable way of dealing some sort of decent damage.
Bard is a pretty good example of how something that was originally completely support based with just songs (ala FFXI) became a more active damage dealer with support abilities on the side.
Same with White Mage as they have some sort of damage capability as a secondary role since they received Stone and Aero, so long as you don't be a silly person and try and nuke in pure healing gear (a sad trend sometimes).
There's definitely still some issues with some jobs like Paladin, but I hope that they keep this route of jobs having a defined role, but still having useful secondary abilities that help make them more flexible and refreshing.
Arcanist sounds like it could be like a magical tank type job, with DD/support or something when it becomes Summoner... but we'll have to wait and see.
I think it's a good rule of thumb to make sure every DoM/DoW class is capable of at least solo'ing something "even match."
The problem I have with their implementation of Bard is they took away a ranged DD class. No one wants an Archer in their raid party, they want a Bard. If you could take a Ranger and a Bard you could have two people on the same class playing completely different roles. I'm sure they'll address that in the future but they really should have done it from the outset when making such a drastic change to Archer. Also implementing Ranger would allow them to make Bard more Bard and less DD.
I think rather than implement new classes (Arcanist excluded) they should expand the job system to two jobs per class. Once that is all working we can think about new classes. More support/tank roles could be added on top of current classes like they did with Archer.
Musketeer, please.
Some class>job transitions in 1.0 were simply badly implemented imo or they decided to do that because the "2 jobs/class" part was never gonna make it for 1.0.
THM>BLM is a pretty good example. Arcanist seems to be built with that in mind however and I can easily see it branch in 2 jobs that expand certain things (Summoner is obviously the pet part, something like Scholar could focus on the DoT/enfeebling). We'll see what happens with classes and jobs in ARR when they decide to tell us anything more than a generic "they'll be different".
If RIFT did one thing (and it did quite a few things), it created multiple jobs that were viable fighters as well as supporters.
Choloromancer still remains genius in design for a mage healing through nearly pure damage, and bards in RIFT were capable of fighting straight up melee DPS without breaking a sweat if specced for it.
As long as Yoshi's looking in the right areas and is keeping an open mind on how things can work and compliment his game, I don't think you'll run into a problem with 2.0 where you have "battle" classes actually failing at... battling.
Ditto.As of the end of 1.0 PLD was a lot better off than it had been, but it still failed on multiple targets (healing hate distributing among all mobs certainly didn't help, never seemed to stop me from getting killed on WHM tho -_-).
Flash and War Drum just don't cut the mustard. I'm really anxious to see what they have in mind for PLD. *~* I really miss Circle Blade, for one thing. I'd love it even more if they put shiny lights on it and called it Stasis Sword.
Some Holy Explosion and Lightning Strike wouldn't be bad either! Maybe even Mighty Sword abilities from Meliadoul... seems pretty appropriate to me.
Paladin definitely is a job in need of a bit of improvement I think.