« on: September 29, 2015, 12:26:22 AM »
Haha, I'm not really taking -requests- per se, but I'm always up for new ideas!
-Soldiers have lost Mug Gil and have gained MP Gift, which allows them to transfer their (unused) MP to another unit. Their Rends are also Weapon Range now (I forget if they were in Vanilla A2), and First Aid has 1 Range and cures some minor debuffs (Poison, Blind, and Oil). It also heals substantially more HP, but we'll see if that'll need to be nerfed back or not. Provoke now has 3 Range as opposed to 1, and Gauge is now Weapon Range, but decreases Defense and Resistance.
-Thieves are a tricky one for me. Quite frankly, thanks to Steal being changed so heavily, I was tempted to axe them totally for something new. Instead, Loot Lv. 1/2 are being consolidated, as are Loot Lv. 3/4. Steal HP and Steal MP are going to be a thing as with FFTA GG. Steal Gil is now Mug, which (of course) deals damage within Weapon Range and steals Gil. Steal Limelight will probably become Steal Armor. Sadly, Steal Weapon isn't a thing I can make yet, to my knowledge.
-Fighters are even trickier for me because of Myrmidon by proxy. Many skills are shared between the two jobs, and as my experiments today showed me, I can't just up and erase skills and put them on new weapons and use other skill slots to create new things. Ultimately, I'd love to give Fighters Rend Weapon/Armor, but that depends on what happens with Gladiator/Myrmidon. Grapple is definitely a working thing already though, which makes them infinitely more interesting than they were before. (And no more Backdraft spam!)
-Parivir skills now deal normal damage with their normal debuffs. Geomancy will be limited to Gria (Geomancers) now, so that won't be quite as abused any more. I -was- going to make them into FFTA GG Samurai, but Bangaa -really- need the extra magickal damage in their race.
-Ninja skills are now very much like FFT Geomancy. They're free, have AoE, deal minor damage, and rarely inflict debuffs. They also have Japanese names, akin to FFTA GG.
-Seers are... difficult. I actually really like Magick Frenzy and want it to stay in some capacity. I might end up making it boss-only just because of how cool it is. That, and I think Illua with Sheol/Magick Frenzy spam would be hilarious. Ultimately, I think they're going to become the Red Mage for Humes... albeit leaning more towards Speed and Resistance than Red Mages focus on Attack.
-Warriors are basically how they were before, but that again depends on how I end up dealing with Myrmidons. If Myrmidons become a thing, then Warriors will mostly stay the same. If not, Warriors will end up being the ones to get the Rend skills for Bangaa.
-Gladiators are (hopefully) going to become Myrmidons, a job originally seen in FFTA GG that uses FFT Swordskills. They would be physically powerful, but slow. Myrmidons would have Stasis Sword, Split Punch, Crush Punch, Lightning Stab, Icewolf Bite, Shellbust Stab, and Yell (Defense Down on a single enemy).
-Dragoons are another tricky one. Wyrmtamer will be able to literally Control Wyrmkin upon the next release (just like the Beastmaster's Control), but I don't know what else I want to give them yet. I might make Fire Breath completely linear (like Earth Render), and change some other Breaths, but I'm not sure yet.
-Templars are great. Debuffs are ridiculously common in my patches, so Astra is a lifesaver. MP starts at full and doesn't regenerate now, so Rasp is also good for dealing with enemy magi. Piercing Cry is one of the few skills that flat out reduces an enemy's Speed (and stacks with Slow), which combined with Haste can make for some really interesting combos. I want to change Soul Sphere so it's not so same-y with Rasp. It'll probably end up some totally new skill.
-Nu Mou have Necromancers now, as well as Ultima. Arcanists will (eventually) be given a facelift, mostly because I like them too much not to make them more fun. Scholars are going to get a chance eventually as well, I'm just not sure how. Alchemists (thanks to Blanky) will be wearing heavy armor and using hand cannons as of the next update though. Boom boom! I may end up making Scholar or Arcanist a physical-oriented job. That was the point of Reavers in FFTA GG, but Reavers are on Seeq now, so Nu Mou need something to make up for it.
-Green Mages have increased use, in that Protect/Shell now have summon AoE and Leap is still around.
-Elementalists are still around in their same capacity, but White Flame now removes some debuffs instead of healing HP, as that's what Earth Heal does. That being said, Spellblades will probably be something new soon. I'm toying with the idea of a job that can use any equipment and uses "Stances" to alter and mix/max their stats for maximum versatility. For example, "Stonestance" would increase Defense and Resistance, but lower Speed and Evasion, "Swiftwind" would increase Speed and Evasion, but lower Defense and Resistance, etc.
-Tinker has become Orators, which have been detailed above. Basically, they're a lot more fun now!
-Chocobo Knights are so... everywhere that I'm not sure what to do with them. I'll figure something out eventually.
-Vikings are mostly staying the same, but I don't know what I'll do with things like Pickpocket.
-Geomancers are becoming the sole user of Geomancy. It just makes sense, afterall. I'd also like to give them an ability similar to Viking's Tsunami (usable only while in Water), akin to FFT's Water Ball, but I don't have any room for it in their skillset.
-Raptors are going to be completely rehauled, I'm just not sure to what yet. Maybe a Dragoon-esque class similar to Llyud from Revenant Wings.
Also, Snipers have a really cool looking Arrow Rain skill now, which is summon AoE 50% weapon damage at normal accuracy, which is great for sniping off enemies while damaging non-damaged enemies.