YakaRyu wrote:Is healing potion something an alchemist can do? I find that a doctor is redundant to Surgeon. Seeing how surgeon can heal heavy wounds while doctors only minor-moderate.
Stealth Fields appear in line.
Artistry Field I agree with Regalia with bard. Nightingale and Minstrel appear distinctly different one uses voices the other instruments but they should both be able to provide buffs and de-buffs. With minstrel being able to hurt with sound with obvious needing the instrument to pull it off.
Gun Play
Bounty Hunter it says they have skills with all types of weapons. I don't really agree with this unless it is less skill than those actually choose an occupation that focuses on a particular weapon set. If this is the cause the description should say so.
Arms dealer seems to be very irrelevant right now. It seems that it is only something that a staff member can pull off because of permissions and what not. I would like to see more of an IC benefits.
Is spiritual energy suppose to be like Zoro's Asura attack?
Priest vs paladin. Tell me whether my unstanding is correct.
Priest heal minor damage of alliesin 10m radius 3x per thread. While Paladins heal moderately heavy wounds (which would include minor wounds) and 2x per thread they can treat damage as a rank lower. This makes priest obsolete partially cause their range/target(s) aren't defined
Navigators are naturally a benefit to the ship because with a better navigator your less likely to damage the ship. Ships themselves don't need to be stronger that is what a shipwright is for. In saying this having a shipwright shouldn't produce bonuses to the ship, their ability to create higher tiered attachments is the ships benefit. Ill get back to this below. Sea Master is almost Weather guru but I don't agree with the passive ability to avoid to elemental attacks. It is too vague. For example a flaming sword slash and or fire/magma punch all are elemental attacks but there is no reason for a weather guru dodge them. However hail storm from an ice logia would make since. Better yet I would just not have that passive ability. Make navigator include Sea master's passive and Weather guru passive capable of detecting weather changes before other people (this would include weather attacks like the hail storm)
Experimentation field
I am not sure what defines and attachment please tell me. But right now it seems that Engineer is more desirable than a shipwright because they can do everything a shipwright can plus "repair weapons and just about everything else". There bonus
Bonus: Engineers are capable of creating weapons (of a predecided type), ship attachments, and weapon attachments of up to one tier higher than their own.
Scientist could use some work i am not sure what yet
Cooks/chef healing wounds seems bogus. Restoring energy/vitality decreasing recovery time makes since
For Bounty Hunter, that seems to be a mistake a former staff member made, as I don't recall allowing them to be able to use any weapon.
Spiritual Energy is like Ki, but I feel that we can do something much better.
I should note that a former staff member made the occupations, and while a good chunk only requires a few edits, they made no changes to the source material from Romance Dawn, which frustrates me. Also, some of the occupations that seem pointless NOW is only because we are not done adding systems to add to the dynamics of the site. Trust me, Arms Dealer and Navigator will have more benefits later on that don't involve a simple boost. Please note that your occupation is supposed to be more than just a benefits and a boost, it's supposed to be a part of the character.
As for Artistry Fields (bard ones), I feel we can remove them as they will always be the underdogs with little to no significant dynamics. Paladins shouldn't be healing better than a Priest, a Paladin should be the mixture of SOME powers of a priest and SOME powers of a warrior-like class.
As for attachments, the wording can be changed as it refers to ship parts. I feel we can condense the occupations as well, removing the inferior occupations that seem to only be extra. But not without seeing if they can be something dynamic. Also, for Blacksmiths, they are the only ones who can make weapons and armor. Period. So trust me, for non-ship related things, they'll be extremely useful later on, seeing as they can hunt for material for free and say the 5 million you'd spend on a T6, as well as influence story development rather than having a magical weapon pop into your hands.