
Originally Posted by
Shenul
Subjobs give some variety to the gameplay, but most of the time, certain job combinations outweigh others. How often do you see a WHM/SMN anymore? What about a SAM/BLU? Or even a PUP?
There are some latent effect items that react when a subjob is a certain job. There are even some jobs that behave differently depending on subjob (DRG). But I think this could be expanded upon.
What am I getting at? Bonus abilities, spells, and traits that can only be gained by having certain job combinations! Sure, if one thing was added for each potential combination, that would be 380 new spells, abilities, and traits. And that is a lot! But, this can be simplified down to ~20.
Each job could get one new spell, ability, or trait tied to it that is only available when it is a subjob. The catch is, it would behave differently depending on the main job. It would have the same base function, but would be enhanced by the main job.
The point is to make the subjob only spell, ability, or trait useful enough to let players consider using the before unconsidered job because they're bringing something new and unique to the table, but not rule out the usual suspects. I mean, good luck getting a THF to go anything other than /DNC or /NIN...
Thoughts?