

Why do you guys ignore the best bits of ffxi in favour of utterly untested new ideas? You're bombing everyday. Stick to what you learned and improve the graphics. Money spinner & happy customers. Done.Spoke to the dev. team to try and wrangle some more details regarding the upcoming job system. The current thinking is to have one job for one class. So for example, if you are a gladiator, the job you could unlock would be paladin, etc. Right now, we can't give any further details about the possibility of having multiple jobs per class.
To try and stave off the coming flood of "So if gladiator becomes paladin, then what will xyz class unlock?" You'll have to stay tuned for more details in the future!
Make the job system like ffxi and you'll get your fan base back

Umm, no.
Thanks though! The last thing we need is stuff pulled 'directly' from XI, especially the Main/Sub job system. I'll even take a promotion system (which is what this Job system is turning out to look like) over that style.
And this way, we can keep the hope that there will 'at least' be multiple jobs unlockable per class. Not across class, as the devs are quickly making clear, but multiple for each class.
http://na.finalfantasyxiv.com/lodestone/character/1556132 ~ Lynia Celeste
Ideally each class should eventually have 3 roles available: DD, tank and support, whether this is accomplished by mixing-and-matching jobs to classes or by having a unique set of jobs for each class. Personally, I'd like to see multiple jobs per class, as an archer tank should play very differently than an archer tank.



I say that it would make sense for certain jobs to have multiple roles available. Dark Knight being tank or DPS, Red Mage being melee DPS or healer, Samurai being tank or DPS, Ninja being ranged DPS or melee DPS, and so on. I don't think it's something that can be done with all jobs. Using the weapon classes for that makes things a bit awkward, IMO.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

I don't know...I say that it would make sense for certain jobs to have multiple roles available. Dark Knight being tank or DPS, Red Mage being melee DPS or healer, Samurai being tank or DPS, Ninja being ranged DPS or melee DPS, and so on. I don't think it's something that can be done with all jobs. Using the weapon classes for that makes things a bit awkward, IMO.
The Jobs are, seemingly, only really meant to expand on or specialize the capabilities of the Class that they work with, so to me, it seems like it would make more sense for each Class to be capable of the different roles by way of different Jobs attached to them.
The downside to that, of course, would be that it would pretty much just be a spec system at that point, with each Class having three available Jobs, each working for a different role. So in the end, what started out looking really flexible, actually leads to very few options.
I say just give all Classes/Jobs abilities that enable them to perform the different roles, and from there just restrict them in such a way as to not allow omnipotence. High price point abilities or 'if you take this, you can't take that' setup's are very minor examples.
http://na.finalfantasyxiv.com/lodestone/character/1556132 ~ Lynia Celeste


The sword and shield for Red Mage isn't just aesthetic, but if they had meant for RDM to have an emphasis on melee, then they probably would have called it a Magic Knight or something, instead of a MAGE. The sword is meant as a fallback.
they are supposed to be whm/blm/melee hybrids.
http://finalfantasy.wikia.com/wiki/Red_Mage
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