This stems from a post I read and replied to on the OF talking about jobs/new tank ideas. I figured I'd throw my thought up here as well in a little more depth since works a bit slow.
I want to preface though, that FF14 so far has done a pretty damn fine job so far with their job concepts/designs. In fact, in all my criticisms of the game job concept/design/aesthetics is probably one of its strongest features. Even though the FF universe is massive, it does suffer from one issue. It has a staggering amount of overlap within itself. What I mean by that is core concepts are used and re-used frequently so the pool to draw inspiration from is a lot more shallow than we think.
Looking back, they've been pretty clear that adding new jobs is a hallmark of an expansion. I don't think adding 2 meaningful jobs every expansion is honestly sustainable though. There's PLENTY of jobs within the universe not represented, but remember that we have to consider the existing design constraints:
1) Weapon Types
2) Holy Trinity/Roles
3) Overlap/Redundancy/Depth
What I mean by this, is something like Thief, is an iconic FF Job, but its essence and weapon are already captured by ROG/NIN. Then you have other jobs that could fit, but just how robust could you design an MMO kit around them? Then they have to ensure a good # of tank/heal jobs and DPS jobs.
Looking forward, I do see some opportunities so I figured I'd share some of my thoughts:
Blue Mage (BLU)
Tank that wears lighter armor and uses a whip as a weapon with Blue Magic to bolster self and debilitate enemies. It does not use MP.
Core theme is tied to "enemy skills" and its job gauge is loosely based on the enemy skill known as Big Guard. The gauge starts at 100, and once activated drains down. You'd replenish/fill it by using weaponskills, oGCDs, and some enemy skills. Big Guard grants damage reduction and haste (skill/spell speed). You generally want it running all the time, unless its during downtime where you can turn it off to save the drain. This would be to implement a tank with a sort of active mitigation model (whereas now we have whats known as a "mitigation check" model).
BLU would have several melee combos with the whip that manage specific functions like enmity, Big Guard generation, damage, etc. In addition it would have enemy skills that are very short cast times with varying levels of defensive/offensive utility.
Some example defensive ideas:
- White Wind - Grants a shield equal to 20% of your current HP for 8s. If the shield is broken, you are instantly healed for that amount
- Death Force - Consumes current "Big Guard resource" granting you the effect of being unable to die for Xs per amount of resource consumed
- Bad Breath - Deals AOE potency, while also reducing all damage enemies deal considerably for Xs. To minor enemies it can inflict the myriad of status effects
- Dragon Force - Basically Sentinel
- Angel Whisper - Give a tank the ability to res, long CD.
Some example offensive ideas:
- Matra Magic - deal damage, gain enmity, very short recast
- Trine - Instead of like the O8S iteration, it could be a similar graphic, that is placed and repeatedly deal AOE damage and paralysis or something
- Beta - Maybe a single target hit, that puts a burning DoT on the enemy. same thing - generates resource on hit and on tick.
- Aqualung - Deals damage, generates resource, and places a puddle on the ground. Enemies inside the puddle take increased damage from Trine
- Magic Hammer - deals low damage, but generates considerable "Big Guard resource" probably like a 30s CD
- Death Sentence - could be an effect like MCH's wildfire where it's placed on an enemy and doesn't deal damage, but accumulates damage done and then compiles it at the end. Maybe something like 60s CD. Alternatively - could be a combo with Death Force where you use Death Sentence like above, and it builds up a shield that you generate by casting Death Force
So the niche would be an active mitigation model, maybe give the BLU a little bit more ranged on autos/weaponskills due to whip, has unique utility in that it is the only tank that can res, and it would use fast casting spells frequently.
Dancer (DNC)
Melee DPS that wears light armor and uses Chakrams as weapons. The idea would be that it's a whirling dervish of dancing death with fast paced mobile combat. Lots of low fast hits and the ability to transition to a ranged form (think opposite of RDM). In that it can use chakrams as ranged weapons for a brief period before returning back to melee. I'd even support it being a "melee version of a BRD/MCH" with some utility attached to it. I draw my inspiration from a game called C9. It was an niche action MMO, but it had a chakram based class called Erta that was STAGGERINGLY fun to play, even if the game itself was pretty mediocre/bad.
I just don't think Dancer really makes sense as a healer. I just imagine someone sitting in the back of the room break dancing or cupid/electric sliding and it heals people? I think it'd fit as a melee DPS really well, but I am a little worried about overlap with NIN and it utilizes a lot of "spinny" attacks, but I really feel Chakrams offer a ton of opportunity for cool animations for a job that does a lot of spins, and dancing. I don't have any ability ideas for it atm, but maybe I'll make one.
Moving on - Possible jobs:
Looking strictly at FF11 at the moment (which I have NO EXPERIENCE WITH, so by all means correct me where I am wrong):
- Beastmaster. I guess I could see it as a melee DPS variant of SMN, but not sure what weapon it'd use. Hammers maybe? 1h axes?
- Ranger/Corsair - have way too much overlap with BRD/MCH.
- Puppermaster seems to suffer from same issue Beastmaster would. I guess the puppet itself could be the weapon, but how would it translate into FF14 designed gameplay?
- Rune Fencer seems like a lot of overlap with our existing iteration of RDM.
- Geomancer appears to have some overlap with out iteration of WHM.
There's other oft mentioned jobs like Green Mage, Time Mage, and a few others that have not distinct enough niches or are already captured pretty well.
I suspect we have some room for what people talk about like a Magitek Knight etc.
One thing I wanted to discuss was:
I think the game may need to shift to allowing jobs to differentiate from roles in the future a la specs, or open new avenues of job customization in the future. It's going to get strange in a few years when the source material dries up and they're forced to create content that stands on its own with no guidance or nostalgia to bolster it. As I stated before while FF is a massive universe, there is a ton of overlap between them that limits the depth of the pool somewhat.
A few examples could be:
Holy Knight/Swordsman - a la Agrias, Wiegraf, & Orlandu. This "spec" would drop its defensive utilities (HG, Cover, Sentinel, etc.) and pick up more offensive abilities. It would be built off the PLD archetype, but still uses a Sword and Shield and heavy armor and be a DPS.
Chemist - Branches off from MCH and is a healer that uses an elemental pistol. It specializes in "Mix" to craft items that do all kinds of positive and negative effects to be used on the party and enemies.
SAM - could be a tank iteration of the job that specializes in less physical attacks and more "Draw Out" katana effects with blade parries and other defensive utility. Same thing could apply to DRK, a DPS and a tank iteration.
Obviously not all jobs have the ability to "branch out", but it might offer some room to add new jobs or at least differentiate them enough where there aren't a lot of new ideas for jobs.
Alternatively - maybe they go an expansion with no new jobs and focus on revamping a lot of aging systems/code. I'd support that.