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  1. #21
    Player
    Nezerius's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    1,712
    Character
    Rintha Elenah
    World
    Balmung
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Kaurie View Post
    Adding a new job based off a current class would take less time than a new job based off no existing class, I'd imagine, as many of the animations etc. are already created.
    It takes more time as they'd be limited in the ideas on which new jobs to add, since they'd be tied to the base skillsets of the existing classes. Unless they create a new base class for it. When it comes to that, what's the point? Might as well put the effort that'd go into creating a base class, into further developing the actual job. For example: Astrologian, would it even exist if they had to tie it to one of the current base classes?

    Quote Originally Posted by Kaurie
    Obviously, this is part of the game that you specifically don't like, and that's fine (we can disagree). It was part of the game that initially I loved and originally hooked me in to the game. It's sad that they have reversed their stance on it.
    Not sure where I said I disliked it, I just don't see how you think it's "unique" or "interesting" when the class system fades out by the time the player unlocks the job. You got hooked without fully understanding the system that hooked you, and now you're just making it sound like they reversed their stance.

    Quote Originally Posted by Kaurie
    I see you have all of the crafting/gathering classes to 60. Imagine if they decided in Stormblood to just do away with crafting/gathering, as it is too hard to balance their value while also not making them too valuable. It's naturally a difficult balance that they've had issues hitting, but they continue with the hard work any way, because it's an essential part of the game. In my opinion, the class to job system was essential as well. That is because it added, in a way, a specialization system. This game sorely lacks any sort of class customization (talent tree, specializations etc.), and I thought this system was their version of it.
    Except they don't add new DoH/L jobs, and the gear that's created by DoH jobs can be somewhat predictable, so it's not like they're "hard to balance" as they already have a general idea how to balance it. For example, NIN often has their gear crafted by LTW, while a PLD often has their gear crafted by ARM. A WHM often has their gear crafted by WVR. Accessories are often made by CRP/GSM. BSM has the majority of the weapons and tools. DoL is pretty much balanced around whichever mats are needed for the DoH jobs.
    But you hate crafting, so I don't expect you to know that a lot of crafters disliked the specialization system that SE put (wasted) effort in.
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    Last edited by Nezerius; 11-28-2016 at 02:22 AM.