No one said anything about throwing the balance out the window. But you must admit some cross-class skills are more "fun" or what I should have written, "situational". One that comes to mind is Raise on a Paladin. If you happen to be out and about in the overworld and see a downed noob, sure its fun to help them out. But there is no combat/endgame value to that skill for the Tank of the party. That is what I meant by "fun".


I somehow doubt the game would suddenly be thrown into chaos over the inclusion of a few new cross-class skills, and if it did then it would only prove to show how fragile existing jobs are. Let's be honest, most of the ones we get suck anyway, and we can only set a maximum of 5 on a job.
But it's important to realise one crucial thing here... balance does NOT mean every job being the same. The FFXI devs knew this, and that's why the equipment system, and the jobs themselves, are as rich and vibrant as they can be. ARR does not, and that's why the jobs play in an identical fashion to every other one.
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