It's not even that people were complaining. It was an actual problem because you'd never see astros in cutting edge savage progression. Objectively, trying to have an astro heal in savage was detrimental to your party, because their healing output (which is their role) was lower than that of WHM and SCH, and their support abilties did not outweigh that.
A warrior plays the same in delvierance as they were in defiance. A warrior plays the same in defiance as they were as a marauder. You are severely underestimating how far rooted the jobs are to the base class.
.
There is quite literally no difference. At level 30 all they get is a stance, but they use the same pre-level 30 abilties as they were before. How am I supposed to make an argument that they would play any more different with a role change, using nothing but maim-extension combos (which is rooted to marauder, mind you)
Extra jobs provide new bases. Branching jobs do not, because they're sharing move sets with the base class. I'm all for adding new jobs, but making them branch off an existing class is literally shooting themselves in the leg in regards to what they can add. Arcanist has only one healing spell. Trying to branch any jobs off an existing tanking class (gladiator and marauder) is sticking them with all the defensive cooldowns and enmnity combos that comes with said classes. Not only do they not thematically match the branching jobs, it creates balancing issues because you don't want a dps or healer having access to powerful tanking cooldowns.
Then it honestly does not sound like final fantasy is catering to your sense of aesthetics. They'd be far better off making weapons like longbows and dual swords for new jobs than trying to squeeze in branching jobs and limiting the amount of options the new job has. Otherwise you're essentially trying to force a certain gameplay onto a class/job because you personally do not like the original gameplay ("I like using a staff but I hate cast times", for example)




Reply With Quote



