The issue with this is allocation of resources:
Open world content as it currently stands doesn't have enough depth to warrant adding considerations for classes, I'm sure by your comment you mean that classes don't have to be balanced around open world content because it doesn't require a party so class balance isn't a thing, but that actually works against tuning classes as well.
From a development perspective the argument would be as follows:
If open world has no meaning, and classes aren't going to be used in group content anyway, why add abilities that players will almost never use? That time would be better spent adding more abilities / actions to jobs with the understanding that they will see usage in ALL content and not just a fraction of it.
Sadly that's how it will be viewed, and while i personally love flavor skills as much as the next person i would still rather them flesh out jobs as opposed to trying to go back and retouch classes.
As for this:
This is still dependent on how raids are designed. If encounters were not balanced around DPS checks and how much up-time a DPS can keep on a mob in order to clear, but instead were balanced around the completion of mechanics / objectives you give jobs more leeway to branch out in unique design and ability.The reason is ... balance. The more options you give the player in customization of their Job, the harder it will be to balance, as you have to take into account every possible combination of skills selectable - if you miss one and it ends up "OPed", player tears will drown out the sun.
Up to a point players were able to complete endgame content with classes (while overgeared usually) with often hilarious cross class combinations, I would still prefer the cross class system be expanded on jobs to promote more unique play (or at least a larger illusion of choice as that's what it'll be at the end of the day), as opposed to pointlessly trying to breathe life back into classes.



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