I really hope they never do. "Boost to 90" is what encouraged me to finally quit WoW. It would no doubt do the same to me here. What's the point in playing a game when the majority of it can be bypassed with money?Sad part is, I remember seeing a thing about SE talking about having a boost to 50 :/ Which would make no sense to even have that. It's not like it's hard to level. If you really try, you can get 1-50 in 2-3 days, even if you only do it a few hours a day, it'll still take less than a week.
If they did that, then look forward to having people 50+ who have no idea what they're doing...oh wait, we already have that lol
It really feels like they're just randomly making stuff up as they go with no planning.
"Jobs will be like specialists you'd want to play in a party while classes will be used for soloing."
"Classes will branch into multiple jobs and ACN/SMN/SCH will be the first!"
"We didn't want to make THF into its own job so we made it into a class instead, please feel that ROG is like THF."
"New jobs won't have base classes at all."
Hmmmm if the new classes wont start at level 1 and Yoshi-P said in a previous interview that newcomers could start the game with the new classes, does this mean newcomers can start the game as a level 30? What does this mean for the storyline then? Since you need to be level 15 to travel to another zone and you need to be atleast around level 20 to fight Ifrit and be invitied to a Grand Company which inturn provides you with the quest to get your own chocobo mount.
If the classes start at level 15, then I can see this work for the newcomers, but at level 30 sounds a little weird.
I'm guessing they'll expect new players to take a vanilla class to 30 and then get access to the new jobs.Hmmmm if the new classes wont start at level 1 and Yoshi-P said in a previous interview that newcomers could start the game with the new classes, does this mean newcomers can start the game as a level 30? What does this mean for the storyline then? Since you need to be level 15 to travel to another zone and you need to be atleast around level 20 to fight Ifrit and be invitied to a Grand Company which inturn provides you with the quest to get your own chocobo mount.
If the classes start at level 15, then I can see this work for the newcomers, but at level 30 sounds a little weird.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I'm still new to the game, but the whole job/class system seems like such a bundle of missed opportunities... I figured that each class would have multiple different jobs to choose from that each specialise into a different niche, but nope, apart from arcanist which has two different jobs with conflicting stat requirements for no apparent reason, every class gets one job that's objectively better than the base class in almost every scenario...It really feels like they're just randomly making stuff up as they go with no planning.
"Jobs will be like specialists you'd want to play in a party while classes will be used for soloing."
"Classes will branch into multiple jobs and ACN/SMN/SCH will be the first!"
"We didn't want to make THF into its own job so we made it into a class instead, please feel that ROG is like THF."
"New jobs won't have base classes at all."
the reason behind this is because they realized there was too much limitation in terms of diversity.I'm still new to the game, but the whole job/class system seems like such a bundle of missed opportunities... I figured that each class would have multiple different jobs to choose from that each specialise into a different niche, but nope, apart from arcanist which has two different jobs with conflicting stat requirements for no apparent reason, every class gets one job that's objectively better than the base class in almost every scenario...
You can see "seeds" for this perhaps being an idea originally, but the idea was clearly abandoned once a lot of the problems with SCH/SMN came to light. Namely, your base class only has 5ish abilities to distinguish itself from the other job attached to its class. Moreover, from a design perspective it changes basically nothing as you still have to itemize both jobs separately and balance them so they both are able to do their jobs. SCH/SMN works because it was designed with this idea in mind from the very beginning, but doing the same for another class was deemed too troublesome and limiting (again, you only get 5 abilities to distinguish one job from another) so they've decided to go with straight jobs.
Plus they had the issue of the "bonus point" allocation.
Well put it this way. With the 3 new classes possibly starting at 30, more people would be inclined to use them when they get into the expansion. The new areas in the expansion would probably range from lv 30-60 zones.
IF they made you level the new classes 1-60, then anyone wanting one of the new classes would have to hold back on the new content and force themselves to grind through the same content again. If they accommodated space in the new expansion for low level zones (1-30), then that would be space neglected by most with just "filler" creatures.
I'm just curious how they will handle bombarding us with a shed ton of skills when you switch to the new classes. Not only that, if you plan on playing low level content (The Tam-Tara Deepcroft, for example) how would a person know what skills are available with that level cap in place? Scholar seems like a perfect example to this, not learning Leeches (Esuna equivalent) until 40. There are plenty of dungeons that throw dots or vulnerabilities at players, a White Mage can clear them but the Scholar can't because of the strange job system for Arcanist.
the boost to 90 was a great addition to wow!!! it most certainly didn't empty out the start zones as they already have been for a couple years now lol
any job in any game can be mastered within a few hrs of playtime regardless if its just created or levelled for a month. those that never do master...never would have so boosts have 0 to do with that imo.
boosts are fine, I hope they do start at 30ish, the old dungeons gotta die one day, that's up to se to alter design/story to accommodate when the content is 3-4 yrs old, don't make max players keep running lv 15 dungeons for eternity plz.
Wrong. Level cap was 80. In TBC there was not DK once level cap was 70. They still need 2 do old tbc zones before wotlk zones.
Yeah, people sometimes let it look like rocketscience to play a class.the boost to 90 was a great addition to wow!!! it most certainly didn't empty out the start zones as they already have been for a couple years now lol
any job in any game can be mastered within a few hrs of playtime regardless if its just created or levelled for a month. those that never do master...never would have so boosts have 0 to do with that imo.
boosts are fine, I hope they do start at 30ish, the old dungeons gotta die one day, that's up to se to alter design/story to accommodate when the content is 3-4 yrs old, don't make max players keep running lv 15 dungeons for eternity plz.
In early lvls you just spam the few skills you have and that makes you better in later lvls?
I dont see the harm in learning Classes with all skills already there and of course its not hard to lvl a class in XIV but its pretty boring.
But i dont think its necessary either, they gave a significant boost to dungeons and you get xp boost once one of your character is high lvl.
SE said that Dark Knight would start at lvl 1, what they mean is probably that you need another class or Job at lvl 30 to unlock DRK, like Rogue you needed a class at least at lvl 10 to unlock.
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