Ideas for a Two-Tier Class System: Jobs on Top of Weapon Specializations
I. Introduction
So there have been a lot of ideas floating around the forums about how to incorporate traditional FF jobs into FFXIV. One of the main reasons people want traditional jobs is that they feel right now there isn't a very strong sense of class uniqueness or role identification in the game. For example, a Conjurer is a hodgepodge of different skills that can be used for nuking, buffing, and and/or healing.
Warning: This post is really long (sorry ; ; ). If you don't want to read the background/intro stuff then I suggest skipping to section III where I lay out the details of this system.
We need more Class Uniqueness and Role Identification
As the game is right now there is no way for a player playing a Conjurer to let other people in their party know what type of role they want to play. Sure, you could create a specialist class (ex. healer/buffer) by mixing abilities from various classes, but it's hard to identify with vague class hybrids the way that we were able to identify with clear-cut classes (classes filled with a rich tradition of lore) like those in FFXI and previous FF games.
Bring back Traditional Final Fantasy Classes
Obviously there are many ways to go about doing this, some more obvious than others. A lot of people on the forum have been suggesting that one way to handle this problem is to just bring back traditional final fantasy jobs alongside the classes that are already established in FFXIV. One idea is to unlock them FF Tactics style, and have the classes that are out now be “base” classes and that leveling up these base classes, you could unlock the “advanced” classes. This idea puts FFXIV classes on the same plane as FFXI jobs, which doesn't make sense with the current armory system because in FFXIV class=”weapon skills”, and in FFXI class=”job”.
Armory System : Jobs are not Classes, Class = Weapon Specialist
In another post, Cairdeas clarifies the difference between class and job, explains what the armory system really means, and where the confusion about what classes in FFXIV are comes about:
http://forum.square-enix.com/ffxiv/t...t-Jobs-dev1033
The basic idea is that within the armory system a class is just a weapon specialist. A gladiator is a sword expert, a pugilist is a hand-to-hand expert, a marauder is an axe expert, etc. DOMs are a little trickier to classify, but you can think of a conjurer as a direct-magic expert (with elemental themes) and thaumaturge as a damage-over-time-magic expert (with light/dark themes).
The classes we have right now do not define roles, but instead comprise a collection of skills associated with a particular weapon. We tend to think of gladiators as “tanks” (because they have some defensive abilities such as “rampart”, “sentinel”, “cover”, etc.), but there is nothing inherent to them being “the” tank class...in fact, if marauder could wield 1-handed axes with shields you could argue that they would be equally effective tanks (if not better) with abilities like “defender”, “disorient”, “foresight”, etc. So as the system stands right now, classes do not define any particular roles, but are the building blocks for creating roles or “jobs”.
Armory System allows for a lot of Customization
Even though the armory system seems to create rather “grey”, “undefined” classes, it does have some benefits that are worth keeping or putting into consideration when thinking about a possible redesign. I'm sure everyone can appreciate the convenience of being able to change your current class simply by changing your weapon. The other advantage of the current system is all the options for customization available—being able to directly swap abilities between classes allows us to really support our own playstyle to maximum effect.
Goal: Class Uniqueness and Role Identification with a lot of Customization
Hopefully whatever redesign gets implemented, it will give us the “best of both worlds”: give us the role identification and class uniqueness we are looking for, but let us maintain the customization that allows us to put our own little twist on our characters.