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Thread: Comments from the Devs     submit to reddit submit to twitter

  1. #13861
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    Quote Originally Posted by Alkar View Post
    Yeah, SCH is in "4 Warriors of Light" but it's not tainted really, it's a debuffer job. In the past SCH's specialty has always been Scan and Double Item Potency (in FFIII). Chemist would fit but I doubt SE wants to introduce a job that uses money to do anything after they've removed arrows from the game.
    Well, if they didn't want to go the straight ninja tools route, they could have ALC craft Magic Vials that are not consumable but are necessary components for SCH "spells."

    Of course, a SCH that requires non-consumable items to cast spells has to have some other limiting factor; if that factor is MP, we're playing semantics and it's still a mage. So a chemist SCH would either need to be consumable-based or TP-based. I'd prefer the former.

  2. #13862
    Sandworm Swallows
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    I would rather SCH have multiple scan abilities, basically allowing players advantage over mobs with "Markings" that allows healing on hit, or dot that heals players around it, short lived and must be re applied. Stuff like a Scan that allows dmg of the next mob ws to be negated depending on player emnity. Would be cool to have a mob focused support healer instead of player focused.

  3. #13863
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    Quote Originally Posted by Niiro View Post
    Scholar and Sage were 2 different classes in FF3.

    Scholar was that useless one you got early-mid game that could check enemy weaknesses (gimmick useful for an upcoming boss and nothing else, could use low level spells in the remake). Sage was the end game class that could use all spells and summons (OP in the original, less so in the remake).
    Right, right, it was completely useless outside of 2 situations. No wonder I forgot about it in favor of its more awesomely badass brother.

    Scholar should just force an enemy to take a specific weakness type, depending on the make-up of the party. Of course, there's no reason to do this if they're going to carbon copy scholar from XI, as it was actually useful there.

    Stack monks, target weak to H2H, commence beating, receive bacon.

  4. #13864
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    Oh that would work well with my idea also.. nice

  5. #13865
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    Quote Originally Posted by Lucavi View Post
    Scholar should just force an enemy to take a specific weakness type, depending on the make-up of the party.
    If ACN has a chemist-healer base, you could add forced weaknesses as the SCH abilities (instead of enhanced chemistry as I originally suggested) while retaining consumable heals.

  6. #13866
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    I know everyone is on this SCH business....

    But the armory tab and content finder looks good

  7. #13867
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    They removed consumable ammo, they def not gonna have consumable heals imo. ofc except for the potions etc.

  8. #13868
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    As you just said, the fact that they have re-emphasized potions contradicts the idea that consumables are being done away with wholesale. I'm inclined to think that they got rid of arrows for more mundane reasons: auto-attack chewing through inventory, and/or DPS calculations that are skewed by compound weapons.

  9. #13869
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    Quote Originally Posted by Spider-Dan View Post
    As you just said, the fact that they have re-emphasized potions contradicts the idea that consumables are being done away with wholesale. I'm inclined to think that they got rid of arrows for more mundane reasons: auto-attack chewing through inventory, and/or DPS calculations that are skewed by compound weapons.
    Same can be said in having a consumable as a resource for healing class mechanics. Potions do not fall into that category really (not the way they are ingame). That and I find having to depend on consumables as a main resource (ammo, ninja tools, whatever) stupid, well not stupid but just doesn't fit with the direction ARR is heading.

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    Quote Originally Posted by Spider-Dan View Post
    If ACN has a chemist-healer base, you could add forced weaknesses as the SCH abilities (instead of enhanced chemistry as I originally suggested) while retaining consumable heals.
    Absolutely. It would give the class a bit of offense and defense, and useful forms of both. I approve.

    @Taki: Well, "potions" doesn't always have to = "consumables". Engineer uses a shit-ton of "potions", and yet none of them ever run out. ACN could work something akin to that, or you could use actual consumables to modify or enhance already-existing "stock" potion abilities. The class wouldn't be forced to have stack and sacks of consumables, yet if the player chose to, the class would perform different/better on a situational base.

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    I like how they made potions and stuff like that more useful in this game, they're great for solo play.

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    ^ And give you a good quantity of them throughout leveling so that you don't have to become a mole hoarder like in XI in the early days.

    "Fuck you; I'm broke and I only have 3 orange juices left! I'm not wasting them on THIS party!"

  13. #13873
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    Whats cool is that they are instant, but long cooldown though. Good for that emergency.

  14. #13874
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    Quote Originally Posted by Takiwaki View Post
    Same can be said in having a consumable as a resource for healing class mechanics.
    I doubt there would be an auto-heal mechanic that burns through consumable heal tools while unattended. Remember, one of the purported reasons that ARC never got auto-attack in 1.0 (when everyone else did) was because they didn't want you to "lose control" of your inventory burn.

    That and I find having to depend on consumables as a main resource (ammo, ninja tools, whatever) stupid, well not stupid but just doesn't fit with the direction ARR is heading.
    WHM fits the bill of non-consumable healing just fine. This game is in dire need of more variety.

  15. #13875
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    Quote Originally Posted by Sephiroth View Post
    I like how they made potions and stuff like that more useful in this game, they're great for solo play.
    Not having to write up a macro dedicated to a specific consumable makes all the difference in the world.

  16. #13876
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    Spider....So why does the only other way to heal, have to be consumable? there is no other way to heal? , you obviously love the idea so that's just fine, but do not act like there is no other way..

    IMO consumables should be a resource that every class or job would be part of. When you start making single classes need something more it creates an unbalance. I am not saying it cannot work, but there are many other ways to add variety to a healer than consumables.

    I would love a chemist type job, but I don't think consumables are needed for that either if the mechanics involve fake mixing of solutions, and maybe a dropping a med kit type dealio. even maybe a toss skill, healing grenades etc. Instant heals that take some prep time, with charges, that has a slow recharge. etc etc

  17. #13877
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    Quote Originally Posted by Takiwaki View Post
    Spider....So why does the only other way to heal, have to be consumable? there is no other way to heal?
    It's not the only way, but I'd like to see some non-MP-based options as soon as possible... and from an historical FF perspective, SCH is one of the best candidates for a consumable heal system. Furthermore, it adds immediate gravity to ALC, who (outside of turbocraft crystal pseudo-exploits that are almost certainly removed) was arguably the least useful DoH in 1.0. Three birds, one stone.

  18. #13878
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    I rather chemist.

  19. #13879
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    I hate to join this runaway speculation train, but I can't see them creating a consumable-based job right after they removed consumable ammunition.

  20. #13880
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    Quote Originally Posted by miokomioko View Post
    I hate to join this runaway speculation train, but I can't see them creating a consumable-based job right after they removed consumable ammunition.
    I just said that a few posts up . lol

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