It's literally just a name. A name that isn't being honored, even; I sure wish that summoner actually got to summon stuff, that scholars had black magic beyond Blizzard II and that bards were singers first instead of arrow flingers.
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Not that I disagree the job/class system is seriously disconnected, but Tanaka's original vision was shit. Fatigue system capping your exp, anima recharge for teleports, no content, copy/paste zones, market wards with no auction house, high level mobs right outside of town a few feet from starting level mobs. Painfully slow combat, hiding everything behind two or three layers of menus. It goes on.
That's not to say there aren't a few things I didn't enjoy, like seamless zones and far better movement animations, but overall his vision was poop.
Summoners summon, Bio has always been a black magic spell, Ruin has always been a black magic spell, and Shadow Flare is typically a monster only version of Flare that dealt dark aspected damage, and the only difference between our bards and older bards is that older bards attacked and did damage with their harps, as well as sing. Ah, FFT Bard is still my favorite iteration...
About all I want for BRD are the Brave/Faith up spells they had in that game and I would be beyond happy.
Classes honestly just feel like a relic from 1.0 while providing a [lore] reason why every NPC isn't a WHM. For the most part, jobs are only accessed by special/gifted individuals. I don't think they'll really ever get rid of classes because of this, only that no new classes will ever be made.
It's been stated before that every FF game as their own take/ iteration of these occupations. A summoner in FFXIV is just as much as Yuna is a summoner in FFX.
I mean his idea of the cross class system allowing you to customize your spells and being able to emulate classic jobs if you wanted to. Sadly I don't know how well this worked as I've only started playing in 2.0, but it sounds pretty "Final Fantasy-ish" to me.
The point is that if you're gonna excuse FFXIV's jobs, then the dislike for classes for being "not Final Fantasy-ish" seems undeserved.
me and my g/f have no issue with this. if you want to start @ lvl 1, potd does just that. imo they should let ppl unlock potd @ lvl 1 since you can go in there @ lvl 1 after you do the lvl 17 quest.
There's two ways of doing this.
1) Set a strict Class => Job progression: This would require level capping Classes to lv30. Meaning you cannot level a class past the lv30 cap, and can only continue leveling to 50 by unlocking the job. Once you unlock the job, that class ceases to exist and instead becomes the job (example: If you level Pugilist to 30 and do the quest to unlock Monk, swapping weapons will not make you a Pugilist, but a Monk instead; the job stones would be moved from the Armoury tabs to the Key Items tab, and would no longer need to be equipped).
2) Remove classes entirely: This would require removing all class quests and changing the involved locations. So the Gladiator's Guild would cease to exist, and become something like a training academy for prospective Brass Blades and Sultansworn. The Marauder Guild would crease to exist and become a Warrior training school. And so on. You'd also have to change the current job quests to reflect this. it's considerably more work.
I want to see classes gone because they give a false first impression of the game. They're a relic from 1.0 when the game was more about freedom to build your own job. That vision doesn't sit well with the game's new direction of linear progression. There is only one right way to power up your character, 1 stat, 1 job, 0 customisation. There's no reason to have stat allocation points or the ability to mix and match cross class skills, everything about classes is pointless.
They kept them around for the relaunch because initially they wanted to make them work. (They wanted to have classes with branching jobs like smn and sch off arcanist, drk was originally going to branch off gladiator with a 2 handed gladiators arm). But then they realised the balancing nightmare this entailed. The only reason they keep them around still is because it's easier than reworking the entire game up to level 30.
the classes do not fit with the current game. I would like to see them fixed in some way where it be like "Oh i need be on cnj for this and not whm"
The turn to level 30 then forget is not something I like seeing. I also do not like seeing how classes get weaker and weaker as the level cap raises. This is a big issue with deep dungeon. I wish they do something about the class issue and split SCH from SMN.
I am tried of not having leeches when I level sync!!!!!
From a storyline standpoint, I liked the classes and how they showcased an evolution of your character when you finally graduated from "adventurer preschool" to full-fledged job status. From a game design perspective though they're pretty nightmarish and it's clear that the original intention of their existence (branching jobs like SCH/SMN) led to so many balance issues that the devs have decided it's better to scrap the whole thing outright rather than continue down that rabbit hole. it still honestly makes me a little salty that so many SCH balance issues stem from sharing ACN as a base with SMN, so I'll be happy if the devs actually decide to rework those two at some point to make individual tuning easier.