
Originally Posted by
AamesxDavid
Which, as I've said before, isn't a reason for getting rid of the optimal system, but simply making it clearer.
And how would you propose they make it more clear? A tutorial, for picking gear? That should come as naturally as "I kill a monster, I get exp". It should not require a tutorial.
I'll see your heavily-biased examples and raise you a more balanced one:
Belt C: (Favors: Gladiator Suggested level: 30. Str + 5 Dex +3)
Most (all?) gear does not favor a single class, and that is part of what makes the system so unclear. There are also plenty of pieces of gear like my example.
Having restricted classes and levels prevents you from unknowingly gimping yourself. It also makes it easier for the dev team to balance how classes work in a party (it is a multiplayer game after all), materia, and how classes will progress. With tough content like Ifrit being implemented knowing what gear is good for you, and the devs being able to balance that gear are both essential.
Favored gear only benefits those who don't want to upgrade their gear regularly, and who want to look pretty. Sorry but those aren't good enough reasons to complicate a system that is self explanatory in every single other RPG.