

Awesome - that is great news. And yeah, I wouldn't expect Jobs branching off MRD/PLD to be extremely different, it would just change stylistically.
Stylistic changes don't really accomplish much though. New jobs/classes, to be worth the development effort, need to be appreciably different from a playstyle perspective. Just like I doubt that Thief will play like MNK or DRG more than superficially, I expect any new tanks that they add to deviate from WAR and PLD in more than just aesthetic choices and minor tweaks to the abilities.
To be totally honest, SE did not think this whole class/job system through very well. And because of this they will have a difficult time adding any jobs to the current base classes.
If they had planned slightly ahead, they would have thought to stop ALL Class abilities and traits at level 30, and transfer every skill gained after that to the job side.
This would leave a very basic level 30 class with 30 levels worth of skill gap to build new skills around.
What you have now is a class that is 90% set in stone, with room for very little modification via job abilities.
I see a total revamp of all classes and jobs within 6 months, just to make things work in the long run.
Also they should not have released a single class with dual job capabilities....


I'd like to see Red Mage as a tank modeled off their classic hybrid playstyle, not the FFXI buff/debuff setup. Fire, ice, and lightning for offense, one element specializing in single target enmity, one in AOE enmity, and one for raw attack power. Their White Mage type powers could be setup as their tank cooldowns, each spell specialized to deal with unique circumstances (Stopping a big hit, soaking up sustained damage, dampening enemy AOE damage for the party, etc.)
Yoshida stated in a interview that certain jobs would radically effect the moves of their base class to better adapt them to their roles (a "possible example" he gave was Dark Knight retooling Gladiator's tank moves into dps moves).
It still sounds a bit clunky, but at least suggests the class/job system is intended to be more flexible than the current jobs would suggest.
Last edited by Obreck; 10-14-2013 at 11:39 AM.
Player

Totally Agreed. The jobs concept is basically just to lure FFXI vets back in and get non FF tactic job names back to the game. I don't know how i feel about adding jobs to existing classes so the players don't need to level them (might be a good thing; grinding is pretty meaningless) so I can see a total revamp for the expansion. More of an emphasis on cross abilities (more flexible to balance) rather than locking in the skills/traits for class/jobs.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote


