Originally Posted by
Vidu
I dont know how that system worked in FFXI but I dont see it working here - and while I kinda hate to do this, I also feel the need somehow to point out something with threads like this that are clearly referencing FFXI: This is a differnt game. FFXIV works differently in an aweful lot of ways, so what worked their doesnt really work here.
In this case: Look how much of a hazzle it is with SMN and Scholar sharing the same base-class already. Altering the arcanist-skills is a balancing nightmare! And before they did away with our bonus-stats it was extremly annoying for people who were optimizig both jobs to actually do that, because those points were class-based, not job-based.
It would probably be a lot easier to release a ninja-like tank-class or a double-sword-dps than alter ninja and paladin.
To actually change what the classes are doing, a lot more than just switching out the weapon would be required.
A tank-ninja would need to gain more than just parry - he'd be mostly in need of skills that are generating aggro.
A paladin-dps wouldnt need only a second sword for looks but also an increase in skill-potency and the loss of aggro-generating abilities, not to mention some sort of replacment for all the now useless tank-cooldowns.
How does a bard healer work? Bards have zero skills to heal partymembers - they would need a whole new toolkit to fullfill that role, not only a harp instead of a bow.
And if you have to rework 50% (or more) of a job to make it work in a different role, arent you better off at that point creating a new, more original job from scratch?
I call "not thought through FFXI nostalgia" on this... which makes this a bad idea, sorry.