Thanks Lerris, how long it take you to find that? lol
Seems kind of obvious to me, looks like they're working on having at least one job per class; no specific restrictions mentioned so as he said, we'll have to wait and see.


I added the dev response to the first post in case anyone else asks for it.
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.
Please do not lock Jobs to the Weapon Class that unlocks them.Please do not lock Jobs to the Weapon Class that unlocks them.Please do not lock Jobs to the Weapon Class that unlocks them.Please do not lock Jobs to the Weapon Class that unlocks them.Please do not lock Jobs to the Weapon Class that unlocks them.
This is not in line with the concept of the armory system. Even if you want to reprise the typical role of the FFXI era, back when free-will was against the rules (and mixing and matching was against the elitist code of conduct), this job-locking will not bring back those days. Even in FFXI, jobs could use more than one weapon (class).
This new job system will be an utter disaster if jobs are locked to one weapon skillset (class).
If you want role diversity you can get that by still allowing some degree of freedom. Don't let Belgian Rofl win!!
Diversity of roles doesnt come by allowing no freedom. It comes by facilitating and encouraging players to play as they wish. Restriction is the enemy of variety and diversity, it's not the motivating factor.
Last edited by giftforce; 07-26-2011 at 02:20 PM.


you know what they say about opinions..Please do not lock Jobs to the Weapon Class that unlocks them.Please do not lock Jobs to the Weapon Class that unlocks them.Please do not lock Jobs to the Weapon Class that unlocks them.Please do not lock Jobs to the Weapon Class that unlocks them.Please do not lock Jobs to the Weapon Class that unlocks them.
This is not in line with the concept of the armory system. Even if you want to reprise the typical role of the FFXI era, back when free-will was against the rules (and mixing and matching was against the elitist code of conduct), this job-locking will not bring back those days. Even in FFXI, jobs could use more than one weapon (class).
This new job system will be an utter disaster if jobs are locked to one weapon skillset (class).
If you want role diversity you can get that by still allowing some degree of freedom. Don't let Belgian Rofl win!!
Diversity of roles doesnt come by allowing no freedom. It comes by facilitating and encouraging players to play as they wish. Restriction is the enemy of variety and diversity, it's not the motivating factor.
Healer strike is ridiculously foolish and accomplishes nothing
As far as the argument about interpreting what Bayohne said as meanign one job per class, here's a quote from the 4gamer interview:
Full interview here: 4gamer interview with Naoki Yoshida, Akihiko Matsui and Mitsutoshi Gondai4Gamer: So depending on your job choice, you might become a damage dealer or you might become the tank?
Gondai: Right now, it doesn’t work that way. To start, there will be one job per class. As we add jobs in the future, it might be possible to do what you’re thinking though.
One job per class to start with. More at a later date.



After reading the 4gamer interview, the job system sounds VERY interesting. Thanks for posting the link, mysterytaru
So if I understand it properly, the job system will be limited to one per class at launch. More will be added later from the way SE seems to talk about it. They talk about equipping the job, which leads me to believe they plan on having others.
Basically you equip a job...your skills become limited to that job, but you become stronger since you can make more use out of your class because of your job. If you ask me, it seems like SE is implementing this system so that people can use their roles in parties more effectively. For example, rather than have an Gladiator tank, cast buffs, heal a bit, and use spells and skills from other classes, you'll be forced to use ONLY Gladiator skills while you have your job equipped....well not Gladiator skills, but the skills that comes with the job, which I'm guessing is a Knight based on that interview. This way, everybody's role in a party will be much more significant.
Hopefully the rank requirement isn't too high so that people could start making use of jobs early on. With the level restriction for dungeons, I'm guessing you'll start unlocking jobs at or before rank 25 (oh please change the word rank into the word levels after you get rid of physical levels, SE!). I can't wait and I hope it gets implemented with 1.20.
Hm, quick idea that popped into my head perhaps they could just have jobs replace the physical level. Since they do have plans to get rid of it perhaps it would be interesting if the concept was Class(Weapons) and Job(Specialty)
In this sense you would be able to rank both up at the same time and as you level up your job you gain unique abilities from that job as well as improve skill proficiencies. Basically if I used Dragoon as an example it would work like
Say a Rank 30 Lancer can unlock Dragoon, upon unlocking it they are automatically changed to Dragoon since there is no negative effect of having a job active. With Dragoon active you would have the following profiencies
Polearm-S
Sword--A
Shield--B
Basically S would give you lancer proficiency 50 by 50, A 40 and B 30. As a Dragoon, they would gain abilities that can be used by any class and then some abilities that can only be used by Lancer
As a quick example let's just say the abilities that could be used by any class are "Leap" and "Lancet" however the abilities that could only be accessed when on Lancer aka using a polearm would be Jump and Super Jump.
So basically the job system would offer specialized abilities as well as increased profciency where it stands which I think sounds cool.
While perhaps they have something else in mind I would hope that they show us more on this soon. Is it suppose to come out in 1.19 or is it something in the later future lol?
How can any of you in good conscience say that a job sysetm which isolates playstyles into specific builds and makes the entirety of the armroy system redundant is a good idea?
What we need is a way to choose a job/role template with free-reign over which gear we use to complement our job/role, and freedom to switch between classes/weapons during battle.
That's what we need.
What we don't need is to be pigeonholed into specific jobs with specific job-only gear, essentially ruining the freedom the game uses as a selling-point.
The typical FFXI mentality ruining yet another game.
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