Quote:
Originally Posted by
RiceisNice
It's both imo. The way the class/jobs are now, you can't reasonably make branching jobs due to how they share abilities and traits from 1-50. The way cross skills work now, they are essentially required (and this really isn't up for debate when a fight demands tank swaps) and you end up having skills that are exactly the same on multiple jobs, taking away from individuality, fantasy and flavor. Jobs not having traits is also locking it to those soul crystals, and leads to button bloating (which cross skilling also does) while being unable to add depth or identity.
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It's the adherence to a specific number of stat-increasing traits, the exact same number of traits and abilities given to each class, the exclusion of job traits, similar arbitrary but stubborn rigidities, and the complacency to scarcely differentiate classes integrally—in their gameplay, in their undermechanics, etc.—that cut short any future development
That's exactly what I'm trying to get at though. There's nothing about "a" class system that says that jobs stemming from it