Doesn't that defeat the purpose of having cross class abilities? Leveling them to cap is absurd, yes, but leveling them to 20 or so for cure II is not that bad at all. no different than leveling subjobs.While I mostly agree with this thread, I do have a slight issue with blanketing the enmity/hate system as "perfect" or even "mostly ok". I'll start by saying keeping hate under this system is more than possible - it's actually relatively simple once you adjust to the new system and enmity values associated with abilities.
The problem, in my mind, is that the abilities all GLAs are using to keep hate are *not* GLA abilities. It should not be required that a GLA rank up CON and THM to 48 to get Cure/Sac III (or even Cure/Sac II, despite being relatively small investment of time). Or ranking up LNC to 30 for accomplice. Or MRD in the 40s for Defender II. PUG in the 40s for Taunt II. I made a list of all the abilities I could want as a tank and I literally could not find a class I wouldn't want 42+.
Now, we know class abilities are being adjusted to define more class specific roles but who knows what we'll end up with. Jobs apparently are being restricted from using other class abilities? Or something to that effect.
Classes should be relatively stand-alone, in my eyes. Especially since Yoshi recently said he's hoping to develop a system where 2 hours of gameplay a day for 3-4 months will get a class to rank cap. The idea of having to level 7 classes (or more, when more are released) to cap or near cap to be playing your class effectively is absurd.
It totally defeats the purpose of cross-class abilities, like you said. And I'm hoping for that. I actually get confused as to why people enjoy the concept of leveling, say, a Conjurer in order to play your Marauder. It's very counter-intuitive to me.
But even if they don't eliminate cross-class abilities (which I don't think they will) I think a subjob system, or a variation of it, would be better. The difference is, in FFXI you only had one subjob at a time so each main job typically only required a few subjobs to cover all your bases (and usually 1-2 were dominant).
Here, we'll all be required to level all classes to 25 (as an example). Which I'm a lot more comfortable with than currently feeling like I should level all classes to 50...


The setup allows people to play in a specific "primary" style, via their actual active class, while adding "flavor" or variety to it by picking and choosing skills from other classes.It totally defeats the purpose of cross-class abilities, like you said. And I'm hoping for that. I actually get confused as to why people enjoy the concept of leveling, say, a Conjurer in order to play your Marauder. It's very counter-intuitive to me.
But even if they don't eliminate cross-class abilities (which I don't think they will) I think a subjob system, or a variation of it, would be better. The difference is, in FFXI you only had one subjob at a time so each main job typically only required a few subjobs to cover all your bases (and usually 1-2 were dominant).
Here, we'll all be required to level all classes to 25 (as an example). Which I'm a lot more comfortable with than currently feeling like I should level all classes to 50...
It's rather like how what subjob you chose in XI affected the way you played your main, only in this case, there are far more options to choose from... at least where playing the base classes is concerned. It will apparently be a bit different when the Job system is implemented, as those will be more specialized.


Patch 1.18 inspired me to go back and level some other classes to gain abilities that'll be helpful for my brand of tanking/DD, so hurray 1.18.
That's all I have to add.
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