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  1. #10
    Player
    Eremor's Avatar
    Join Date
    Mar 2011
    Posts
    53
    Character
    Eremor Zekander
    World
    Hyperion
    Main Class
    Carpenter Lv 50
    Quote Originally Posted by Carpe View Post
    Thanks for the suggestion, but I have a few concerns/questions for you.

    If you change physical level into job level does that mean that your stats (STR/VIT/DEX/...) are going to be determined by your Job level? What happens if I change jobs? These physical stats become increased/decreased according to my other job levels?

    -my problem with this is that there isn't going to be enough Job-specific abilities to learn to take me from 1-50 in a Job AND in a Weapon Class (unless you want to throw a ton of abilities/spells onto jobs and leave weapons closer to what they were in FFXI just learning some TP attacks). You need physical development to take quite a long time so as to have a nice stat progression. If you are going to remove physical levels I personally think it would be better to then have your physical stats be determined by your Weapon Class rank since it already goes from 1-50. But, then you get a problem like having a maxed out DRK change weapons from r50 LNC to r30 MRD and have all his stats reduced because of this just because he changed his weapon class. I think this puts too much limitations on people.

    Also, you're saying that the skills/weapons you equip will determine your job. So for example, if I equip a sword, shield, and some abilities like rampart, heal, protect, etc. The game determines (FOR ME?) that I am a paladin?

    -This is way more restrictive than what I am suggesting. In my proposal I choose to be a paladin (this gives me some specific traits/abilities) and then I pick from the weapon skills that I've learned what (non-class-specific) abilities I want to use with my paladin. With the extended favoring system I'm talking about, certain "paladin builds" are going to be way more effective than others, but this system doesn't constrain you as much as what I think you are suggesting, it allows you to go against the grain or more specifically adapt to a very specific situation.
    First off, I was under the impression that SE was planning to do away with physical levels entirely anyway. But with this double class system that does raise the question of which would give you stat points. Perhaps it could be both, you get a few points when you rank up your discipline and then a few more points when you level up your job.

    Second, I wasn't considering making jobs into whole new classes in their own right, each with as many skills as the disciplines. Jobs would grant mostly passive benefits that would help to specialize a character for a certain role, with the possibility of giving them a handful of job exclusive skills to make them a little more interesting.

    Finally, as far as choosing your own job, I see it as basically the same as the current system. Do you actually choose your discipline from a list? No, you choose your weapon and then the game sets your discipline automatically. In this case you would choose your skills and then the game would set your job automatically. Admittedly this may cause some unexpected job changes if you don't already know what skill sets go with what jobs, but that could be interesting itself, SE could introduce an unspecified number of jobs and leave it to us to figure out how to unlock them. Ultimately, there should be enough skills and combinations that you would have to know exactly what skills went with a certain job in order to choose that job. This could get annoying if you have to swap out 15-20 skills in order to change jobs, but skill swaps can be accomplished fairly quickly through macros. Ideally the required skills for a job would not include the basic weapon attacks, thereby allowing you to use any weapon in combination with any job so long as you keep the other required skills equipped.

    It is true that this would be more restricting then a completely free job selection, but isn't that the whole point of having a specific job with it's own style and identity. But I would still like to see some customization, as I mentioned, there shouldn't be more then 15-20 required skills (possibly even less) for any one job, leaving the remaining 10-15 slots free for skills of your own choice. And as I mentioned, there would be a catch-all job for people who wanted to completely customize their skill set (assuming their desired skill set didn't match any of the requirements for another job, and if it does then it could be assumed that that job fills the role that person wants to play anyway. ex. if you fill up your skills with offensive actions and wind up being a DRK without realizing it, then DRK is probably a good job for you)
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    Last edited by Eremor; 03-19-2011 at 10:00 AM.

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