We already have this in the form of different jobs. You have jobs that fill the same role but so do different. There will always be an optimal set up (you'd be a damned fool to not have a scholar warrior in a progression group), but it's not as bad as you'd make it out to be. But because of what I said, I dont nessescarily think we need each jobs to have a branching talent tree or the like, but more jobs that add diversity to the gameplay.
Balancing the two jobs (specifically, summoner's dps) is a nightmare without affecting the other. Consider how a SCH primarily deals dps in a group; its in a near identical manner as SMN. During hte days of 2.x, SMN dps was arguably in need of some tuning, but scholar didn't (in consideration of it being a healer).
Now take that problem, but instead carry it over to something like an Archer branching to bard/ranger. They're both going to be drawing from the same 1-50 skills and traits. You'd have your hands tied trying to nerf/buff ranger's dps without also affecting bard's, and that's not even getting into diversifying gameplay. It's also because they don't start gaining job skills until level 30, much of the foundation is already established; Take a marauder > warrior/bersererker, a berserker is still going to do the same rotations as a warrior with 8 or so skills sprinkled on top of it. Unless it retroactively changes the skills and traits (that in itself is a very huge revamp of what we currently have) in relation to your job crystal, branching jobs simply isn't going to work and is a huge restriction on an otherwise expansive concept.
Let's be honest though, in the end it really adds nothing to the design of jobs in the long run except for lore (which is typically not a good restriction, see PvP). Machinist would have to be redone from 1-30 in regards to skill to make sense for musketeer (because honestly, the aethertransmitter, a defining feature of MCH is justifying all the abilities we use from level 1 and onward). Not that I'd have a problem with it, but skipping classes has worked out and honestly, the job crystals as of now are very archaic, pointless, and causing design problems in the instances that try to utilize it (SMN/SCH for example).
Fundamental changes can work provided it makes sense, fits the fantasy, and adds more to the identity of the job rather than taking away from it. Take WoW's hunter for example, going into Cataclysm they removed mana bars for them entirely and gave them something akin to TP. Instead of doing skills to dump mana until you hit 0, you'd focus jump to empty out your resource (which takes 2-3 shots, compared to 40+ previously, which is incredibly motonoious) and instead alternate between focus dumping and using a focus regen skill that has a cast time (you have to stay stationary). It didn't change the core foundation of hunter's gameplay of using weaponskills and optimizing their resource use, but made it much more faster paced and rewarded good play. Compared to say, straight up getting rid of all the disease abilities from SCH, ruin becomes broil, and physic becomes aldo. You take away their DoTs and baked in scholar theme'd abilities in place of it;s standing spells, but now you're just a WHM but with shields and lower healing potencies. Or Wanderer's Minuet. Honestly speaking, "it's a lot of work" should never be an excuse to not implement something, espesically when we're looking at an expansion.




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