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View Full Version : (IDEA) Increasing the Support Job level cap to EQUAL main job level!



Metalgod
04-22-2011, 04:51 PM
With the raising of the level cap I have always wondered how can certain NPC's and Monsters have dual jobs. So thinking about this and bouncing ideas off a friend, I came up with this.

The proposal is having a total of 6 quests you will have to complete. Initially the 5 quests will be progressively harder than the last with the final quest be..... wait for it...... complete unlocking of the support job (no restrictions on abilities).

Quests 1 thru 5 would go as follows:
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Quest 1: NPC will ask for x amount of items (probably 100 Kindred crests). After visiting the NPC for completion, your cap is now raised to 60% of main job level. Example:

lvl 90 RDM / lvl 54 BLM

Game balance tweaks to certain abilities will need to be in-place still and/or modified
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Quest 2: NPC will ask for x amount of items (probably 100 High Kindred crests). After visiting the NPC for completion, your cap is now raised to 70% of main job level. Example:

lvl 90 RDM / lvl 63 BLM

Game balance tweaks to certain abilities will need to be in-place still and/or modified
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Quest 3: NPC will want you to fight 5 Fomor NM's scattered around vana'diel. NPC will give you a Key item that allows you to pop NM from 5 different ??? which are difficult to get to unless you have progressed through original mission storylines. Example for zones are: Ru'Aun Gardens, Al'Taieu, Mount Zhayolm, etc. These NM's are not easy and you have to be on the quest to get credit for quest (temp key item). ??? respawn is 1 min. After visiting the NPC for completion, your cap is now raised to 80% of main job level. Example:

lvl 90 RDM / lvl 72 BLM

Game balance tweaks to certain abilities will need to be in-place still and/or modified
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Quest 4: NPC will want you to fight 6 very strong elusive NM's. These monsters (reskinned Wyrm, Hydra, Behemoth, Cerberus, Khimera, Turtle) each with a different elemental affinity will be 30 minute battles in BCNM spots. 1 to 18 people can join the BCNM. Cannot try the same one more than once a day. These monsters will be harder than the last batch of NM's needed to be killed. Need to be on the quest to get credit for kill (temp key item). After visiting the NPC for completion, your cap is now raised to 90% of main job level. Example:

lvl 90 RDM / lvl 81 BLM

Game balance tweaks to certain abilities will need to be in-place still and/or modified
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Quest 5: NPC will tell you that the secret to unlocking the cap is located in the past; Lost with King Kupofried. After speaking with King Kupofried in the past he will give you the secret: a Key item and a location to find the secret @ the Throne room (S). After inspecting the Door, you will goto battle with your Shadow-Self. Your shadow has access to any abilities you have upon entering plus any fomor TP ones. You will have 10 minutes to either kill our outlast your shadow. Your shadow will attack within 1 minute of entering. If you fail you have to wait 1 game day to try again and get Key Item back from Kupofried. If you win, you get New Temp Key item and head back to unlock your max lvl.

Game balance tweaks to certain abilities will need to be in-place still and/or modified
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So what could the final quest be, you just unlocked your support so it will equal your main job lvl. What is left to do?? Well you know those pesky game balance tweaks I had at the end of each quest. Well this will remove all job balance tweaks. In other words, you will have full access to your support job's abilities. For example:

A BLM using both Manafront and Chainspell. Or a MNK using both Hundred fists and Mighty strikes.

Get the picture!! So here is the quest details:

Quest 6: NPC will tell you to unlock your full potential of your support job you need to locate a job testimony scattered around Vana'diel. Once you get one for a specific job, you bring back to the NPC who will then grant you a temp key item (specific to the job; example: Essence of the Black Mage). After you head to Nyzul Isle and locate the specific ??? spot that will give you access to the battle --

Boss: Balrahn (Fomor)
He will have your Job level and access all abilities and the one of the testimony. He will also have your Main Job's Mythic Weapon equipped. His HP/MP total will be the same regardless of level. Battle lasts 10 minutes and he will attack after 1 minute. You have to kill or outlast him proving your worth.

Once completed Balrahn will unlock that testimony's job level on you and you will get a permanent Key item in that regard. The catch is that you will need to gather a testimony for every support job you want to have fully unlocked and fight Balrahn. Which requires reactivating the quest. Seeing NPC after successful first win will complete the quest line.

For repeating for different jobs, the battle can take place in different BCNM area's as long as you have completed the quest once.
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So this is my Idea. I like to thank my buddy Tsu for assisting me with quest idea's. I hope this gets read by the Community rep's and passed along to the Developers as an Idea for future use.

-Metalgod :cool:

Rambus
04-22-2011, 04:56 PM
Wouldn't this make a huge amount of balance issues? like anything/sam since you will have sam merits AND full STP traits and so on?

Flunklesnarkin
04-22-2011, 05:12 PM
This would make the game waaaaaaaaaaaaaay to easy

Venat
04-22-2011, 05:28 PM
Might as well add a 3rd sub job as well. Give it lv25cap

Main lv100, Sub lv50, 3rd Sub lv25

Andylynn
04-22-2011, 07:05 PM
Just no...

Mirage
04-22-2011, 07:40 PM
While it sounds a bit fun, I think it will open up for a real shitstorm of imbalances.

What about this:
100fist, blood weapon, souleater, multihit weapon.

It's n ot that it would be impossible to balance all the new abilities, but I think it's gonna take more resources than the dev team can put into it to do it properly. Level 100 alone would probably add a lot of new stuff to balance, considering how many traits and abilites are added at lv50 on many jobs.

Sotek
04-22-2011, 07:49 PM
Why have job uniqueness when everything can be the same bland mess through imbalanced sub job systems. Seriously, what is the point of having sub job level equal to main level? You either go all out and SAM/WAR = WAR/SAM, which is obviously stupid, or you gimp the hell out of sub job abilities like Innin/Yonin, in which case why even bother?

Laciante
04-22-2011, 08:45 PM
Just no.
It would not just break balances, but the entire job system. Even raising regular job caps over 75 is stressing the system.
And even if you limited to 1 job you could use unrestricted, it wouldn't end up as cool as it sounds. NMs get double jobs because they are not player characters and don't really need to be balanced.

Mirage
04-22-2011, 08:48 PM
Yeah, the only kind of balance you need in an NM is a fair difficulty:reward ratio :p.

Also, many of them are gods, demons, spirits, not mortals like us players are.

And if it is hyperpower you want, you already got it. They're called atmas and brew.

AyinDygra
04-22-2011, 09:09 PM
This is not really viable for the game-world as a permanent unlockable feature. However...


Add the "subjob level restriction removal" as a feature of a new endgame system like "the opposite of Salvage."

* In this new endgame area, players unlock higher stats and abilities, perhaps even adding traits and spells/abilities from other jobs while in the event through items. Subjob level could be unlocked in stages as suggested in this event too.

* Add the "Merit Badge" key item (from FF3/6j) that allows any job to wear any equipment during this event. This item could have 2 stages, one where it only allows main and sub equipment, and then full unlock.

Now you've got some interesting strategy options opening up to take on new challenges worthy of this strength. (And it's different from Abyssea in a fun new way)

Malamasala
04-22-2011, 11:51 PM
Even raising regular job caps over 75 is stressing the system.

Actually raising it past the initial 50 cap was the start of stressing the system. But you'll always have people who think "What the game was when I started to play is how it was intended".

Seriha
04-23-2011, 12:00 AM
While I'm not totally against the idea, the sheer thought of needed macro space to possibly compliment something /50+ is maddening.

Sotek
04-23-2011, 12:09 AM
Actually raising it past the initial 50 cap was the start of stressing the system. But you'll always have people who think "What the game was when I started to play is how it was intended".

Errr, no. Sure the game started with a Lv.50 cap, but that doesn't mean it was intended to stay there.
Lv.75 cap was intended for RotZ and RotZ was intended to be part of the original game, ergo Lv.75 was intended from the start. The Lv.99 cap is completely different, they didn't make the game with Lv.99 in mind and as such none of the game mechanics or events facilitate anything but a Lv.75 cap (except Abyssea, obviously), where as all class balance, spells, etc., RotZ, CoP, ToAU and WotG were all based on the Lv.75 cap.

Rambus
04-23-2011, 04:22 AM
Errr, no. Sure the game started with a Lv.50 cap, but that doesn't mean it was intended to stay there.
Lv.75 cap was intended for RotZ and RotZ was intended to be part of the original game, ergo Lv.75 was intended from the start. The Lv.99 cap is completely different, they didn't make the game with Lv.99 in mind and as such none of the game mechanics or events facilitate anything but a Lv.75 cap (except Abyssea, obviously), where as all class balance, spells, etc., RotZ, CoP, ToAU and WotG were all based on the Lv.75 cap.


RoZ was out then 75 cap came out, just sayin

but ya FFXI is still based on 75 cap rules.

Glamdring
04-23-2011, 04:31 AM
I'd have to say no as well. HOWEVER, they should let us have the full HP/MP of our level 45 sub job instead of just a fraction. Just embarassing running around on my 90 brd/whm with 168 MP and some of that is from gear...

Krisan
04-23-2011, 04:32 AM
The Lv.99 cap is completely different, they didn't make the game with Lv.99 in mind and as such none of the game mechanics or events facilitate anything but a Lv.75 cap (except Abyssea, obviously), where as all class balance, spells, etc., RotZ, CoP, ToAU and WotG were all based on the Lv.75 cap.
Actually, they did. There was plenty of evidence even from the early days through data mining that proved they always intended to raise the cap upwards to level 99, if not even maybe higher originally. The problem was that after they hit the level 75 cap, they realized this would be impractical to implement, and too difficult to balance. It wasn't until many years later - the present in other words - that they decided to go back to the drawing board with the idea and give it a whirl anyway.

Abyssea is certainly not how they envisioned the cap increase to be originally, this much is true. But they did from the start plan to take it to 99.. It just didn't pan out that way.

Zyeriis
04-23-2011, 05:19 AM
I'd have to say no as well. HOWEVER, they should let us have the full HP/MP of our level 45 sub job instead of just a fraction. Just embarassing running around on my 90 brd/whm with 168 MP and some of that is from gear...

You do get the max benefits of your sub job's hp/mp. The difference is, that job has a base hp/mp upon which it builds. You only get the bonus hp/mp because your main job already has it's own base hp/mp. Which in BRD's case, is 0 MP. (Base HP/MP increases more per level than bonus for job).

Edit: If you want them to add the base hp/mp of the sub job then it wouldn't be base hp/mp because your main job already has that covered. Yes, they could combine the two but still, that would be a general rewrite of what a job's base hp/mp is (also /mnk would become rdiciulously popular for tanking, which I'd personally prefer to never ever be the case.)

Meyi
04-23-2011, 06:43 AM
Lv.75 cap was intended for RotZ and RotZ was intended to be part of the original game, ergo Lv.75 was intended from the start. The Lv.99 cap is completely different, they didn't make the game with Lv.99 in mind and as such none of the game mechanics or events facilitate anything but a Lv.75 cap (except Abyssea, obviously), where as all class balance, spells, etc., RotZ, CoP, ToAU and WotG were all based on the Lv.75 cap.

Ah, except there were .dats for the tier V spells we're gaining access to now. Whether or not they had determined to facilitate these spells at a later time or not I cannot say for certain.

That, and we could always /sea all 1~99, not just ~75.

I never thought they'd raise the level to 99. So, who knows! Maybe we'll get subjobs to 99 too. And it might be fun.

Zyeriis
04-23-2011, 07:47 AM
If the "sub" job was 99, it wouldn't be a "sub" job now would it?

Miera
04-23-2011, 08:03 AM
Why not a third Subjob instead, that seems more realistic. =\ Half the level of a sub. then you could be NIN/DNC/WAR

90/45/22 or 99/49/24 100/50/25 (Though I doubt Cap will reach 100)

I can see it now PLD/NIN/WAR or something like that.

Kagato
04-23-2011, 08:48 AM
No. No. No. No.








No.

Metalgod
04-23-2011, 12:31 PM
I think I need to be more clear. This idea is intended for FUTURE USE! I do see that currently this idea isn't feasible in the current state of the game as of NOW. But 2012 and beyond, this could be incorporated in the development cycle if SE so chooses and then new content can reflect this.

I also saw someones response of making this available as just an End Game Zone ability. I like that idea!

Also Subjob isn't the correct term, look when you change jobs and it says "Support Job" not sub. Thus limitations imposed on "Support Job" is up to SE. In this case the ability was limited to 50% of the main and that's where I think the term subjob came from.

Zyeriis
04-23-2011, 01:12 PM
Support or Sub Job, doesn't matter, same logic applies. It would still just be like being 2 jobs at once (2 main jobs) rather than a Support Job.

I cannot honestly say I support this idea in any way. I like the diversity of each job and have no wish to be 2 jobs simultaneously thus destroying those walls. I really do not want to see BLM99/THF99 running around -againg stuff (or everyone running around as JOB99/THF99 for TH). PLD would be screwed as well (even more than it currently is).

Krisan
04-23-2011, 02:34 PM
Why not a third Subjob instead, that seems more realistic. =\ Half the level of a sub. then you could be NIN/DNC/WAR

90/45/22 or 99/49/24 100/50/25 (Though I doubt Cap will reach 100)

I can see it now PLD/NIN/WAR or something like that.
I'm not sure how practical this would be.. At most you'd get one (maybe two?) more JA that you don't already have, and in a few cases that would admittedly not be anything to scoff at (Provoke, Sneak Attack, Divine Seal, Elemental Seal) but I'm not sure that every job would be bringing something practical enough to the table to make this worthwhile.

It's a better idea than what the OP is proposing though.

Swords
04-23-2011, 03:00 PM
Not to be or sound mean but the Ops idea breaks the game in so many ways, even with the new challenges SE has in store for us for the final cap I highly doubt they would be difficult enough to warrent such an overpowering fix.

The third SJ granted is a more realistic idea, however still opens the door to a slew of ingame inbalances. Think something along the lines of people subbing /DNC/NIN, /WAR/NIN, or /NIN/WAR although it would open up thecapabilities of some of the lesser DD's (not to mention trigger WS's) it also stands to overpower the stronger DD jobs more than they already are.

Zyeriis
04-23-2011, 03:07 PM
I'm not sure how practical this would be.. At most you'd get one (maybe two?) more JA that you don't already have, and in a few cases that would admittedly not be anything to scoff at (Provoke, Sneak Attack, Divine Seal, Elemental Seal) but I'm not sure that every job would be bringing something practical enough to the table to make this worthwhile.

It's a better idea than what the OP is proposing though.

There are already jobs that are essentially useless as sub jobs. Summoner and Puppetmaster come to mind mostly. Same can be said about Bard and Corsair in most cases as well. So as it is right now, with sub jobs, there's already jobs that aren't practical enough to be used as them.

This doesn't mean I entirely agree with that idea either but still. There are other reasons to not implement such a thing (the pld/nin/war idea is a bit much, that plus I don't want to see JOB/NIN/RDM).

I also do not wish to see MNK/DRK/DNC. That would just be absurd, as would MNK/DRK/WAR. Let us not forget how badly it would screw Dragoon up. I'm not even sure how that would work, with the wyvern being based on sub job and all. Would a tri-job interfere with it? Bugs? Would the wyvern get benefits from both? Would it not? If it doesn't, how will DRG make up for that lack of extra fire power/versatility that other jobs would be able to get?

What about JOB/JOB/BST? Would having BST99 make having JOB/JOB/BST usuable charm wise like sub jobs are? That seems like it would be the most ridiculous job combo ever.

The list goes on.

Selzak
04-23-2011, 03:20 PM
I like the Main/Sub/Sub idea a lot more than this, way too broken.

Krisan
04-23-2011, 03:26 PM
There are already jobs that are essentially useless as sub jobs. Summoner and Puppetmaster come to mind mostly. Same can be said about Bard and Corsair in most cases as well. So as it is right now, with sub jobs, there's already jobs that aren't practical enough to be used as them.
SMN used to be moderately useful for WHM to sub back in the old days, what with the auto-refresh trait and beefier MP pool it brought to the table. That is admittedly a relic of a sub by todays standards though, as there are far better options now, and MP is no longer much of a concern endgame thanks to the absurdity that is Abyssea. Still, it wasn't always worthless.


This doesn't mean I entirely agree with that idea either but still. There are other reasons to not implement such a thing (the pld/nin/war idea is a bit much, that plus I don't want to see JOB/NIN/RDM).

I also do not wish to see MNK/DRK/DNC. That would just be absurd, as would MNK/DRK/WAR. Let us not forget how badly it would screw Dragoon up. I'm not even sure how that would work, with the wyvern being based on sub job and all. Would a tri-job interfere with it? Bugs? Would the wyvern get benefits from both? Would it not? If it doesn't, how will DRG make up for that lack of extra fire power/versatility that other jobs would be able to get?
I don't necessarily think it's a wonderful idea either, but it's better than the OP's suggestion. I also don't really consider some of things like PLD/NIN/WAR so game breaking, really. PLD really only ever subbed WAR for Provoke anyway (which is all you're getting with WAR being as low as it would be) so the issue would just be boil down to a PLD using shadows with a voke. (Which basically just turns them into NIN/WAR with PLD tools.) Not saying this wouldn't be subject to balancing issues altogether, stuff would need to be tweaked, but it might work. It's far more realistic than the OP's suggestion anyway.

As far as DRG goes? That's subject to whatever SE would want to make out of it.


What about JOB/JOB/BST? Would having BST99 make having JOB/JOB/BST usuable charm wise like sub jobs are? That seems like it would be the most ridiculous job combo ever.

The list goes on.
I actually wasn't even aware Charm worked like this.. In fact, it shouldn't. Why does charm work like this? I would assume if anything like this were ever implemented, Charm would be readjusted as a subjob ability.

Zyeriis
04-23-2011, 03:44 PM
I am in total agreement that the op suggestion is completely off the wall. (Which is obvious if you read my earlier posts).
I just don't find the third job idea to be applicable either.

PLD/NIN/WAR is probably the least troublesome of what I listed. Being that we might see NIN/PLD/WAR as well or NIN/DNC/WAR (which frankly, would be more powerful than PLD/NIN/WAR in many ways). I only mentioned it because it was the example used.

What of MNK/DRK/WAR or MNK/DRK/DNC?
That would be extremely overpowered in terms of job combos that would be available to other jobs. SAM/DRG/WAR would be powerful but it wouldn't even come close to the MNK combos (Double Attack stacks with Jump), at the very least that combo would be getting TP at a ridiculous rate (as in, more tp than anyone would be able to use fast enough). The cap at which a human could pull off the weaponskills fast enough would hinder the job combo as a whole and make it significantly less effective than the MNK combos.

As for /SMN, it really hasn't been relevant since scholar was released, 3 years ago. Abyssea has nothing to do with that. Even then, it was only subbed on WHM and only for Auto Refresh, to try to bring WHM up to RDM in terms of being able to solo heal a party on birds and the like.

That doesn't really change the other examples either: PUP, COR, BRD, etc.

DRG would be a massive problem due to their af/relic/emp gears and how they can affect the wyvern's sub job and breaths. (Not to mention other balance issues).

As for /BST, I'm honestly suprised how many people don't know about it's sub job capabilities. The way SE figured it was that it wouldn't be as effective as maining BST because of jugpets being BST only. This still doesn't change that any job could and still can sub beastmaster effectively, and charm mobs easily so long as their BST, as a main job would be equal to or higher than the job they are subbing it on. BRD's used to sub it to solo since they could charm enemies with a song and with a job ability, not to mention their naturally high CHR (plus CHR based gears). I've seen a few PLD/BSTs in my day too. Still, it gets largely overlooked for some reason, especially these days. Which would likely change should they add such an idea as second tier sub jobs.

What they really need to do is allow a way to change sub jobs in the field. This seems like a far more balanced approach to the matter. Switching Main Jobs while in the field? No, that's too much, not to mention gear constraints even if it is feasible with mog satchel/sack.

Firesped
04-23-2011, 03:47 PM
Parallel Vana'diel was envisioned from the start, but wither that is WotG or Abyssea, I don't know. I have a FFXI World Concept book that shows it.

I don't agree with either idea, as they both imbalance the game way. IMO, a third SJ would almost exclusively be used for Ninja. and a 100% SJ would put jobs out of commission.

Atomic_Skull
04-23-2011, 04:09 PM
Just no.
It would not just break balances, but the entire job system. Even raising regular job caps over 75 is stressing the system.
And even if you limited to 1 job you could use unrestricted, it wouldn't end up as cool as it sounds. NMs get double jobs because they are not player characters and don't really need to be balanced.

Attestation NM's in Dynamis have three jobs. Quiebitiel is BLM/WHM/BRD for example.

Andylynn
04-23-2011, 04:12 PM
This thread is awful and should be locked.

Krisan
04-23-2011, 04:38 PM
I am in total agreement that the op suggestion is completely off the wall. (Which is obvious if you read my earlier posts).
I just don't find the third job idea to be applicable either.

PLD/NIN/WAR is probably the least troublesome of what I listed. Being that we might see NIN/PLD/WAR as well or NIN/DNC/WAR (which frankly, would be more powerful than PLD/NIN/WAR in many ways). I only mentioned it because it was the example used.

What of MNK/DRK/WAR or MNK/DRK/DNC?
That would be extremely overpowered in terms of job combos that would be available to other jobs. SAM/DRG/WAR would be powerful but it wouldn't even come close to the MNK combos (Double Attack stacks with Jump), at the very least that combo would be getting TP at a ridiculous rate (as in, more tp than anyone would be able to use fast enough). The cap at which a human could pull off the weaponskills fast enough would hinder the job combo as a whole and make it significantly less effective than the MNK combos.
Right, there are a lot of problems with the idea, which is why I said I didn't fully agree with it myself. I don't think it would be completely impossible to balance though, perhaps just by making certain things from the third job inaccessible. (There is precedence for this, what with Afflatus Solace\Misery, and some others I think.)


As for /SMN, it really hasn't been relevant since scholar was released, 3 years ago. Abyssea has nothing to do with that. Even then, it was only subbed on WHM and only for Auto Refresh, to try to bring WHM up to RDM in terms of being able to solo heal a party on birds and the like.
Well as I said, it's a relic sub. I'm aware of this, and my Abyssea example was only to exemplify the fact that it is indeed a relic. It was worthless as soon as SCH came about, really. I only mentioned it because the sub did have some use for a good many years, and I think that counts for something. Times change and things become more or less practical over that time, new things are introduced and old things phased out.. Implementing a system from the get-go where a good many jobs wouldn't be useful subs on the other hand.. that's just meh.


That doesn't really change the other examples either: PUP, COR, BRD, etc.

DRG would be a massive problem due to their af/relic/emp gears and how they can affect the wyvern's sub job and breaths. (Not to mention other balance issues).
Admittedly, I can't think of too many examples where PUP, COR, or BRD were ever useful for anything as a sub. COR and BRD though are like two sides of the same coin, and are in a kind of unique class of their own - I don't think they were ever designed as being subs and were meant as exceptions. PUP I think is just an unfortunate victim of the system and doesn't really fit in anywhere with how the game is actually played.

As for DRG I really don't know. I'm not here to iron out every detail of this idea, as I've already said that I don't fully support the notion myself. If this idea were meant to fly, it would be up to SE to figure out things like this. (And I imagine they could, if they wanted to.)


As for /BST, I'm honestly suprised how many people don't know about it's sub job capabilities. The way SE figured it was that it wouldn't be as effective as maining BST because of jugpets being BST only. This still doesn't change that any job could and still can sub beastmaster effectively, and charm mobs easily so long as their BST, as a main job would be equal to or higher than the job they are subbing it on. BRD's used to sub it to solo since they could charm enemies with a song and with a job ability, not to mention their naturally high CHR (plus CHR based gears). I've seen a few PLD/BSTs in my day too. Still, it gets largely overlooked for some reason, especially these days. Which would likely change should they add such an idea as second tier sub jobs.
I just had no idea. That example with BRD actually sounds kind of kickass to tell the truth, I ought to try that sometime.. I think the reason people don't realize this though, is because it's probably the sole exception where anything like this occurs. It's also kind of bizarre, I guess? There's nothing in the game itself to suggest it would be this way, so no one would ever have any idea about this until they tried it for themselves. (And I imagine most people just never thought to try it themselves, what with not seeing the practicality of a BST sub.)

I'm surprised honestly, and I thought I knew all the little quirks in this game since forever ago.


What they really need to do is allow a way to change sub jobs in the field. This seems like a far more balanced approach to the matter. Switching Main Jobs while in the field? No, that's too much, not to mention gear constraints even if it is feasible with mog satchel/sack.
This is a much better idea overall, I think. I'd love this, so very much. It would be awesome on some jobs like SMN, what with being able to use /SCH for soloing or what not, and having the option of switching to /WHM when called off into an event or a party.. and then being able to /BLM after the day is done, so I can actually warp myself home. That would be glorious.

Mirage
04-23-2011, 05:27 PM
There should probably be a cooldown on changing subjobs in the field. If not, you could end up with people (especially mages, because they don't need to engage the mob) changing subjobs several times during the same NM fight. RDM with elemental seal, divine seal, accession, light/dark arts, stun, who knows what else?

Idk though, sounds too exploitable to be implemented. It doesn't take that much time to go back home to change your sub anyway.

As for changing to /blm for warp. What seems like a better idea for that would be to just make warp scrolls a buy-once item with enchantment-warp and a 15-30 minute cooldown on. They are "free" already, only reason people don't always have one is because they forget to pick one up.

Zyeriis
04-23-2011, 05:34 PM
I was thinking more along the lines of a warp cudgel like item for sub changing in the field. Naturally, not a ridiculous recast like the warp cudgel but maybe like once per hour or two? I never intended on that idea being exploitable in combat. A 1 hour cool down job ability for all jobs or something or an option in the menu?

They could do something like an exp band too (except with a lower recast timer) that you need to charge once per conquest week but have limited charges for (won't say a specific number of charges as I wouldn't know). There's plenty of ways to do this without breaking the game like that.

Edit: Also note that you lose buffs when changing your sub job as it is right now. I don't see how this would change if you were out in the field and able to change your sub job. Thus the argument that people could exploit it by stacking buffs is null and void, unless you count AoE buffs, in which case, that's what the timer/cooldown is for (it may not even need be as extreme as 1 hour however).

Mirage
04-23-2011, 07:08 PM
Your own buffs disappear, yeah, but not the debuffs you put on the enemy or others. RDM Elemental seal sleep, then change to /sch to give the entire party stoneskin :p.

Bustax
04-23-2011, 10:45 PM
I like the Main/Sub/Sub idea a lot more than this, way too broken.

Though I would support MAX level cap to be 100 for this to be efficient in any way or even allow 3rd job cap at 30.

Main100/Support50/(3rd)25

A few jobs come to mind:
PLD/NIN/WAR

WHM/RDM/BLU

WAR/SAM/DRK

RNG/WAR/NIN

THF/WAR/NIN