So there are many current complaints about the class system and a lack of specific roles for party play. That more than anything seems to be the reason why SE is implementing a Job system. I do believe that implementing one weapon per job would ruin the game for a large number of players. There is actually an easy way to resolve this, which has been suggested in past posts, with a 2-tier job/class system.
The system could keep the current idea of classes unlocking jobs after a certain level, the only difference is that after that jobs would not be linked to classes. Thus a player would choose what role/job they want to play, and then choose a weapon to go with that job. This leaves the freedom available from the armory system, but also provides party-specific roles for players.
Granted some job and weapon combinations would not work as well as others, but sometime a non-traditional weapon can give a non-tradition.
Thus you could be traditional and play a Paladin/Gladiator or you could be non-traditional and play a Paladin/Marauder. Both jobs are viable options, only the Paladin/Gladiator would focus more on Defense and the Paladin/Marauder would focus more on offense.
The only hope I have is that SE takes their time in order to produce an effective and unique system that pleases players. Given the amount of time spent waiting, I believe the player base would prefer a well-thought out system, even if it takes longer. SE really only has one chance to redo the job/class system, and it could quite easily break the game.
As for a contrary point to some other comments.
I feel that this attitude is very small-minded. Granted, there are no specifics for party role specification, but that doesn't mean the solution is over-specification. Many people like to explore in games and have freedom, which is why games like Fallout 3 are so popular.I am not a big fan of the Armoury System. I think it is a convoluted mess that strips away the "Role" in Role-Playing-Game. All SE really did with this system is to allow people to play as a WAR/WHM, MNK/RDM, DRG/BLM or any other abomination of traditional (read effective) Party-Based Play without being ostracized, humiliated and bullied into changing their subjob.
Since our skill sets are private, we can play as any lame setup we desire and since battles are so chaotic and over so quickly, no one notices how badly someone is leaching and not really contributing. Now, I am no Elitist and I really don't care what or how anyone plays as this game is VERY solo-friendly so experiment all you want and create a Frankenstien Monster Hybrid if you wish but there will always be peer pressure (elitism) when it comes to Party-Based Content and it is specifically for Party-Based-Content that the new "Jobs" are being created for.
No Party will want a Lancer/Paladin (unless no Glads are available).
No Party will want a Pugilist/Paladin (unless no Glads are available).
No Party will want a Conjurer/Dragoon. (period)
While not traditional plays, the aforementioned job/class combinations all bring benefits to the party. A Paladin/Lancer would lack some of the defensive power of a traditional Paladin/Gladiator, but would also make up for it with increased damage and use of Speed Surge or Life Surge, providing greater regeneration over time. A Paladin/Pugilist is the equivalent of a PLD/NIN in FFXI, which would have been awesome if it could hold hate, and was the solo choice for many a paladin player. It was also used in some raids as the preferred main/sub of choice for a tank As for Dragoon/Conjurer, mixing a melee and a mage class doesn't tend to work well, but I can still remember the fun times I had with my DRG/BLU, where with another DRG/Mage we could keep a party healed even without a Healer. Add in a DNC or /DNC for aspir drain and there was literally no downtime for the party.

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