

Classes are already unique. The Job System isn't being implemented to fix Classes. Its being implemented to increase player Nostalgia and to set defined Roles for players to follow should they chose. Roles don't define the weapon you use, just the tasks you perform in combat. Your a white mage, so you heal, Doesn't matter what weapon you equip your going to heal.
I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.


I know several members of the forum would disagree with your first sentence, but that's a completely different topic.Classes are already unique. The Job System isn't being implemented to fix Classes. Its being implemented to increase player Nostalgia and to set defined Roles for players to follow should they chose. Roles don't define the weapon you use, just the tasks you perform in combat. Your a white mage, so you heal, Doesn't matter what weapon you equip your going to heal.
Player nostalgia is a side-effect.
I understand what you mean by roles and you're right. I had to heal a party as a gladiator and was able to. I was a healer for a short time, but I was not a white mage. You're adding words into the mix.
Class - Job - Role


Class = WeaponI know several members of the forum would disagree with your first sentence, but that's a completely different topic.
Player nostalgia is a side-effect.
I understand what you mean by roles and you're right. I had to heal a party as a gladiator and was able to. I was a healer for a short time, but I was not a white mage. You're adding words into the mix.
Class - Job - Role
Job = Role
Class = Weapon
Job = Hat
same thing :P FF: 4 Heroes of Light used the Hats to depict the Jobs. worked great actually.
I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.


The other game doesn't matter, but how about this.
Class = weapon
Job = skill set optimized for partying.
Roll...Role = tank, healer, dps
*roll* geez
Cairdeas, your thought here exploded in my head.
So, I realize that the developers probably already have something in mind regarding jobs and how they will interact with classes. One point I found interesting was that Matsui-san listed Classes & Jobs both under the Armoury title heading, implying that both are going to be considered as a part of revamped system. How would job fit under Armoury?
Let my blatant and wild speculation begin...
After reaching appropriate class rank (e.g. rank 20 conjurer), a new quest becomes available to unlock a job (e.g. Black Mage).
After completing the quest, your character gains the attribute Level 1 in the job (e.g. Black Mage), and receives a job-specific piece of gear (e.g. Black Mage hat).
In this example, equipping the Black Mage hat then is what sets your job to Black Mage. Additionally, the Level 1 Black Mage ability / trait is granted by that very hat. At rank 25 Conjurer, a quest opens up to unlock Level 2 Black Mage, and grants an item Black Mage Robe. Again, the level 2 Black Mage Robe grants the level 2 Black mage ability.
Now is where the fun could really begin. Now, clearly job gear would have to preclude mixing and matching with other job gear, in order to preserve job definition / role. However, additional forms of Job Gear could be made available! That is, multiple types of Black Mage hats: some could be craftable, some available from quests, some available from NMs, and perhaps some available as rewards from Grand Companies. Each of the hats could have different stats and possibly different attributes.
With six basic pieces of gear, and the addition of four zero slot cost job-specific pieces of jewelry, 10 levels of a job could be defined by gear (I suppose you could add two more via job specific underwear).
Now, how does this relate jobs to classes? Simple, simple, each piece of job-specific gear would have its own set of required classes. Those pieces of gear that grant the most powerful abilities may be restricted to only one class, while more moderate abilities could be opened up to several classes.
This system would give a fair amount of freedom to players to be able to mix and match weapons (i.e. classes) with jobs, and everything would fall naturally under the armoury system. It also would give the developers the tools to directly limit the more obviously broken combinations, or the combinations that don't fit in with the world lore as it is envisioned.
That said, it's all a pipe-dream, and I'll just have to see how it turns out.
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