If they're going to add any job at all it means designing and adding new skills, regardless of how crunched for time they are. I'm sure that's a far bigger effort than simply coding the timing of when a skill is unlocked.
And the number of skills could be similar to other jobs if they want it to be. (It might also be fun if they added lots of available skills and let us slot a given number of them, but I agree that that particular variation would take more development effort.) The number of skills and the means of obtaining them are two quite different issues.
Well, I don't really see a problem with learning something from the Lost City of Amdapor, if it comes to that, but if they want it available on a wider scale, they'd just include more mobs in the list of enemies you can learn it from. It's not that different from your own suggestion here about adding more mobs to the list of ones that can boost a spell to its full power. The main difference being I'd only include mobs at a level appropriate to when the skill should be learned. (I just can't see boosting the power of a level 50 skill by killing a few level 1 beetles.)
You object to learning a skill by fighting mobs as too much of a departure from the current system, but then suggest in its place we effectively learn traits by fighting mobs instead, which is at least as big of a departure from the current system. (That's if this "unlocking the spell's full power" you mentioned is effectively a trait, which is the nearest equivalent to that I can think of.)
Don't get me wrong. I like your idea, too. I just don't think it's the only option. Learning blue magic by using some type of magic-capturing skill (like Quina's "Eat" command from IX) while fighting specific mobs would work as well.



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