Extending Classes into full Jobs won't really need much reconning.I think the reasonable camp would imagine that current classes will remain because it'd be more work to remove them, as well as retconning lore, than to keep them. I fully believe that new jobs will be just that, jobs without base classes. The ones we have now will remain but as time goes on the jobs that split will be more differential from each other because there will be a sizable amount of job skills between them.
Existing Jobs will just branch off as they do now. They just need to add extra Job quests for the Class-now-Jobs. (Again, they don't have to do all of them.)
Totally agree with you: Arcanist, Rogue, Archer, Conjurer need to be usable in end game too
/sigh
6 pages and you still don't get it.
- There is more to a Job than combat mechanics.
- When upgrading Classes to full Jobs, they can add mechanics to differentiate the Class-now-Jobs from existing Jobs that branch off them.
So when you gain exp what does it say?
I full well understand what you are saying. However, I'm not so sure you understand why it would not be possible. Each class is built so that it feeds into and supports it's job skills. ACN is the unique case which can support multiple jobs, though with different roles.
Furthermore, Disciples of Magic and War are singularly about their combat mechanics, because they are combat jobs. Anything else is semantic, hair-splitting.
Last edited by dday3six; 11-17-2014 at 10:58 PM.
yeah like all the others who do not share your honorable opinion.
Or maybe we get it but you might be wrong?
No. It's a game where you play dungeons and raids in a group setup. combat mechanics are the very heart of a job.
I understand you do not like the current class system - that's fine.
But it looks like they are not gonna throw it away, so no, the few job skills will not be enough to differentiate playstyle of SMN and ACN...
...and I'd rather see some really new jobs or classes than a second SMN with different pets.
It takes more then 5 skills to differentiate Jobs from Classes. Most people wanted Jobs to have different play styles and mechanics form their base class. Lore wise we dump our classes when we get Jobs but gameplay wise we are an extended version of the class.
Classes aren't set in stone. Neither are Jobs. Nothing is impossible.
I gave an example for ACN on page 5 #41.
Ideally they should do away with Classes all together. Have everything be a Job.
It's kind of dumb that they put so much effort into Class lore then toss it out of the window after Lv 30 - e.g. ROG.
Funny you should use ACN as an example. SCH is pretty different from ACN. Vast majority of the skills from ACN aren't used by SCH in their defined role.ACN is the unique case which can support multiple jobs
/sighFurthermore, Disciples of Magic and War are singularly about their combat mechanics, because they are combat jobs. Anything else is semantic, hair-splitting.
Maybe you don't care about the lore but there are people that do.
No offence. Just because you don't have the imagination to see how a few skills can totally change the way a Job works, doesn't mean it's "not enough".yeah like all the others who do not share your honorable opinion.
Or maybe we get it but you might be wrong?
No. It's a game where you play dungeons and raids in a group setup. combat mechanics are the very heart of a job.
I understand you do not like the current class system - that's fine.
But it looks like they are not gonna throw it away, so no, the few job skills will not be enough to differentiate playstyle of SMN and ACN...
...and I'd rather see some really new jobs or classes than a second SMN with different pets.
Last edited by Bishop81; 11-17-2014 at 11:35 PM.
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