Originally Posted by
TheUltimate3
Again, I believe it is the difference in the game in general. From what I understand, and keep in mind it is very little and I could very well be wrong, Legacy was designed to be far more horizontal than ARR is. Again, I could be wrong, but based on reviews and what other people have said, you leveled up separate classes far more simply than it is now. If that means you didn't have to do a quest to get the other job, you had more cross class abilities, was there difference in how items equipped (meaning I could start off as a cnj, but equip those nice tank gloves if I manage to pick them up) I can't answer that. I did not play Legacy. I only know about ARR and what I have seen work and not worked over the past decade.
Rambled for a bit, but i feel that was necessary. In any case, Legacy was probably designed to closer to how XI functioned, just with a more casual lean. If what I assume is correct, that would mean that by level cap, all characters could, in theory, obtain elemental skills from other players and been all fine and dandy. ARR was designed much much further away from XI and more or less, locked classes down harder. Any level cap character may not have the elemental skills and what not.
This is bad, not because the encounter can't be designed to take that into account, but players in these type of games (vertical) tend to be the worst kind of people. A small elemental bonus may not seem like much, but you can bet all the gold in Ul'dah that they will stack certain jobs for certain encounters. And that's not fun for the people being left out.
Another potential issue is the nature of how enemies resisting certain elements work. That shouldn't be a problem in FF because every blm will have access to other magics, but it is a potential problem that could crop up at some point.
Is it possible? Most defiantly. Can it work? Depends on the game and its community.
(I talk a lot...)