Right now. All jobs feel the same. As monk you do the same rotation as any other monk. You have the same skills and passives.
It would be nice to have multiple specs for one class even without changing their role.
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Right now. All jobs feel the same. As monk you do the same rotation as any other monk. You have the same skills and passives.
It would be nice to have multiple specs for one class even without changing their role.
Everyone is still going to be the same, because someone will figure out the most optimal spec, and everyone will follow that ...
There's no point, just change jobs to play something different.
And a lot of hunters, warlocks and mages go for the optimal spec, especially for endgame :)
Unless their guild wants them to go for a more support-type role than pure damage. But in general people will always go for whatever's the most optimal.
I'm not against specs at all, I just think there are other things that should get the developer's attention first. If they would go to a specs system, my guess is that it won't be anytime before 4.0 either, considering it's a major change.
Edit: also, what Melocke says. Being able to play all jobs on 1 character is in essence an advanced spec system.
My STR-based WHM with Gloam Accessories does 75 dmg w/ her auto attack. Eat that, melee junkies!
With one of those being the spec to go for to push max deeps. The other one was alright so you'd have some variation and the last one was a joke DPS wise.
You seem to try and make it look like in WoW you had these major choices. They did not revamp the whole class system in WoW for nothing in the last expansion.
So...you guys think we should give up of any customization because of the internet?
Because the cross class system only exists to obligate you to lv up other class that you don't want to play with. All MNKS need to have Blood for blood. All WHM needs Swiftcast. But I don't wanna play BLM or DRG, I wanna play WHM and MNK.
This cross class is cool in theory, but it's boring to play a class you don't want it just for that crucial skill
Unfortunately that's just the state of online games today. Doesn't matter what system you have, or what kind of customizability you make available. People figure out the most optimal build or configuration and everyone copies it for the most part.
Even in WoW since you wanted to use that as a standard, it didn't matter if a class had 3 dps specs. 1 usually reigned supreme while another may have been pegged as the "PvP spec". Even with all the stats you could enchant on gear, people just went to a website like AskMrRobot and had it tell them what stats to use so they were considered optimal.
I dont think most players go for cookie cutter specs. While they may not have the most "potential," unless they screw it up completely, they should still perform fine. Besides, just because there is a cookie cutter spec for each class doesnt mean different specs are still bad. Having a MNK be able to fill a Tank or Healer role with different abilities and play styles is still better than just one flavor of MNK doing the same thing across all players.
On the other hand it doesnt really lend itself to this particular game because of the way jobs work with the all in one characters and weapon abilities. They COULD do it but my one character can already fill a wide variety of archetypes, with more coming over time. After 10 years WoW has 11 classes (not counting specs), FFXIV will have 13 with Heavensward. All with their own unique animations per job. So its give and take.
I would be interested in seeing those 2 stances of Astrologen(sp?) in action. Its supposed to be a healing class but the two stances suggest it might be able to DPS as well.
I think you may need to change your perspective on how XIV has designed it's class structure as it does offer "multiple specs" under the guise of something different. As Melocke has succinctly put:
A little blunt, yes, but the right idea is there.
Right now roles are divided into:
Melee DPS
Ranged DPS
Tank
Caster
The melee DPS role can be split into different "specs" based on the class/job you're using.
MNK - High sustained DPS
DRG - High spike DPS
NIN - Sustained DPS with party utility and no positional attacks
If you look at it from a perspective like that, the "spec" perspective makes a bit more sense.
Of course I also understand this isn't everyone's cup of tea either. To each, their own.
We have customization. Each and every character has the option of playing 10 (soon 13) different combat jobs, 8 different crafting classes, and 3 different gathering classes.
This isn't WoW. This isn't Secret World. Job customization is not something they're going to do when they even explained that just adding ONE new job takes a year's worth of development time and the battle team wanted their head on a platter for introducing 3 of them at once.
Adding "customizations" means a minimum of 3 permutations of EVERY job. It'd be the equivalent of adding 20 new jobs to the game at the same time. There's a reason a lot of games with specs and such turn out to be such messes (like EQ1's AA system or WoW's system that needs to be overhauled every expansion)