They have done it in FFXI with 22 jobs and have many more jobs to choose from in the FF universe. The question isn't can they make them diverse.
It is do they want to or is there a reason to?
Questions to ask yourself:
Why are multiple roles tied to one job needed?
A)Less unique defined job choices created.
B)Loose group based rules in open world content.
C)Loose group based rules in instanced content.
D)The possibility of one job being different from another player playing the same job.
Elaborations:
A)Do you think unique story will be created for seperate builds like heal, dps, or tank? Will it be as unique as starting a brand new job with an original background?
B)Most things are instanced and have strict group requirements for duty finder. WHat if dps entered duty finder with healing skills rather than dps boost.Is a DPS paladin hybrid really going to be better than a full DPS monk?
C)Is there a ton of open world party/solo based(not public)content in FFXIV where individual/multiple roles are needed on one character? There is little open world content besides fates,hunts, and diadem, monsters hp reset hp if you make them stray from preferred zones,monsters resist many things, jobs have long cooldowns when switching jobs to prevent OP, jobs are penalized for too much movement with skills.
D)What is more unique, one job being different from another player playing the same job or one job being different from players on other jobs.
My thoughts on making combat and future jobs/classes better:
1.Remove the GCD and have mp/tp/individual cooldowns be the resource.That makes the game more dynamic and flexible versus worrying about watching spinning circles rather than action on screen.
2.Introduce more classes and remove class cooldown on open world content so people might actually use them more outside duty finder or perhaps use in future solo/duo dungeons.
3.Remove class restrictions when playing a class. In other words, let classes mix and match from different classes as we see fit. Just make their base skills/traits the most potent.
4.Allow jobs to use class skills from any class they want but keep them limited to how many available at one time and this only applies to open world content not duty finder instances. This allows more flexibility and builds for jobs as it did in ffxi.
5.A deeper gambit system for pets and companions similar to FFXII so we can custom tuned how we want our companions/pets to react.
6.Bring back the path companion system so we can have companions more inline with what an offline FF entails. Characters with stories like Auron, we can bond with them.
7.Eliminate the invisible walls. If I can't jump in it, over it, or go under it don't even render it unless it is a background in the far distance.
8.Rework the materia system to enhance certain skills and not just attributes. And don't lock the materia to gear once melded, perhaps a book similar to a glamour book that let's us swap and use sets outside battle.
9.Rework guildleves to be a springboard to unique instanced contents like hamlet, besieged, BCNM,the possibilities are endless. When you activate a card you are instantly teleported to a content with other players inhabiting it, from there a player could choose to group or solo. Of course the type of content will have some limit to how many players can enter at once.
10.Please introduce some intelligent open world systems in the future.
Thank you.
Last edited by Sandpark; 03-18-2016 at 08:53 AM.
A) WoW has no problems with this. Nor Rift. Nor just about any game that allows multiple roles on one class/job. All it would take is that you have a certain amount of role-specific abilities/talents and gear, and/or have proven yourself via a SSS/Proving Grounds within that gear. (Assuming we ever do get training trials that test more than just dps.) It can also attempt to create a particularly 'bases covered party'; let's say your character has 3/5 DPS, 2/5 tanking, 4/5 healing, while another has 3/5 dps, 0/5 tanking, 5/5 healing--similarly to how a PVP forms teams based on average PvP level/rating, it could solve to cover particular needs, ensuring each role is covered according to whatever calculations work. Better than that, though, would just be to have certain multi-server PFs, or the ability to queue as multiple jobs/sets. "Looking for hybrid speedrun party. Know how to do... literally everything. Know how to mesh."
1. Just gotta say, the GCD doesn't have to be removed in order to have a less bar-fixated, more broad-(battleground)viewing or almost cinematographic perspective. It's also what holds onto any sense of intensity for fairly veteran players (see dps on dps checks, or undergeared healers in those few fights that really have or had no dps time.) Also, what would you replace this with, if anything? ATB? Stamina? How would that affect rotations? Or are rotations to be scrapped to?
2. I don't think the lack of cooldowns would be enough reason to use a class at this point. I'd love to see them empowered, but at best I feel like this would just be used to cycle through those CDs not oddly shared (like that former 7-minute cooldown on Lustrate after using Hallowed Ground, or on Perfect Balance after Elusive Jump) for gimmick gains. The community as a whole is also somehow convinced that the very idea of classes is diabolical, rather than just being a victim of half-hearted and uninventive implementation.
3. If native going to always be the most potent, and especially if the GCD is no longer a factor as to create those few opportunities for filler dps between native (de)buffs, the cross-class abilities aren't even going to be used as much as they are now. Not without massive revision, at least.
4. Do we really want a Dragoon using Demolish, Rockbreaker, etc.? Don't get me wrong, I liked the opportunities I had before 1.18 to craft my own arsenal, especially if that had been directly improved on, but...
5. Would definitely go for some better and adjustable pet AI, yes.
6. Fair enough, though I'd like to also see them mesh well enough with playing with other actual players.
7. I'm tempted to agree with you here, but that means even fewer details in already kind of dull maps. I'd be right behind this if it actually meant that they'd go for verticality and whatnot instead of leaving unaccessible holes, but I expect it'd be more a case of just making things relatively plateaued from then on. Ehh, if assuming the best, I'd want the same.
9. So, something almost as cool as the cutscene in which we originally see guildleves?...
10. Like what? Something that requires intelligence, rather than being a zerg, or something that can more intelligently handle varying player loads/contributions?
You make the Jobs unique by simply giving them a signature playstyle/concept to that Job regardless of the role they're categorised under. So far they've got it right with NIN (vs MNK/DRG), SMN (vs BLM), SCH (vs WHM), and even MCH to an extent (vs BRD; if BRD never got WM the difference would be more apparent). With DRK, Dark Arts does just about enough whilst AST simply got the misfortune of being designed and promoted as a substitute WHM/SCH-type rather than being given its own core identity to build the Job around.
Now within the roles themselves you may see see a few similarities across the Jobs therein (like melee always having positional based attacks, Tanks having similar defensive CDs) but as long as the overall playstyle and feel of the Job is different then such similarities won't matter too much in the long run.
Not really sure we need more jobs, tbh. We have pretty much every role covered with our current battle systems.
Now if we changed this up a bit and made debuffs and such more important, something like a Controller from COH would be an interesting addition. Debuffs/cc with a smaller amount of damage with a bit of healing/buffing thrown in as well.
Everyone here provided some great ideas and feedback. I hope Square reads![]()
I would rather see them making existing classes more different from each other than adding new ones.
maybe rdm is based around enhancing the sword with elements , fire make insert here 3 combo chain (death blossom) put a dot , Ice make it snare the enemy , earth make it do -10% dmg , lightning make it take 10% more dmg , light rdm gets healed , dark make it blind the enemy.
sam , who knows...a stance for fast attacks that regen tp, another for slow but high attacks drain lots of tp, and u change from one or another similar to BLM but instead of MP ,TP.....
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