Quote Originally Posted by Carpe View Post
I don't think having everybody running around like an "army of one" is going to do good for this game. If there's anything that binds all the FF games together it's the idea of being in a party and relying on/working with other's to take down a greater evil. This system supports that theme by letting people further define themselves in terms of what they are going to bring to the party. That doesn't mean that it prevents you from doing some unique build/hybrid for solo, for fun, or for some unique strategy for some unique boss. That's the type of customization that was allowed for in the job/subjob system in FFXI. This system is a spin on that idea, it's like an evolution of that idea.
I don't see how a system with subclasses can enhance a party.
This is true only if we think the only possibile way to play this game is the common triad. It's not.
It’s used in FF11, it’s used in a lot of MMO games, but it's not the only possible choice.
Moreover, there are important MMO games in development, where they are removing the idea of triad (=tank/DPS/healer) and the most valuable aspect is “they are fun”.
We can develop challenges even if everyone is able to cover a role, in a different style.
Remember, if you use this type of gameplay, every encounter (=boss) will need a tank, a dps and an healer. I don’t find this gameplay intriguing, even if I have played this sort of game for years.
Quote Originally Posted by Carpe View Post
I think you are putting a negative spin on this idea by thinking that you are being forced to be a particular role, but that isn't true, if anything, adding another layer of customization leads to many more options/choices for how you want to build your own character.
Simply I see the system binding. I’m not saying I dislike new classes, I’m saying we must not give holds to discriminate players (if not our personal experience/knowledge).

The only reason people can run around as "army of one" "master of everything" right now is because the game/content is far too easy...once they make things much harder people will begin to specialize and "optimal" tank, healer, DD, builds are going to emerge anyway, and without the extra layer of customization that adding a title gives you, they are going to be much less variation on what people are going to bring to the table.
Yes, I agree with this, the problem is the content. SE can create content thinking about classic roles, or about what the game actually has. I wanna see a game where I can play with 3 random players and be able to complete an objective and kill a boss (if we are good enough, of course); the success depends from our ability, not from a class. choose the best player for that encounter, not the best job.
I don't think DD/TANK/healer will come out as you think. This is true only if SE decides to add content where we need a tank, a dps and an healer.
Mr_Gyactus referred THM as being able to Heal, DPS, Debuff, however THM can do so much more than just this because there are not heavy penalty restrictions from cross classing abilities and giving titles, jobs would enhance this greatly and give more customization than we already have so arguing that they like having a sandbox isn't valid because it would still exist but WITH MORE OPTIONS ADDED TO IT.
No, the problem seems be a lack of emphasis on stats, and SE has already stated they’ll improve this with equip and char base stats; so, before we talk about classes, it’s important to see how stats will change the gameplay.
I don’t see more options, more options in FF14 means more skills, usable in every character and in every combination. With the OP example, if SE adds a dark knight class and I can use DK skills with a pugilist or a gladiator, SE is adding options.
This does not mean the OP idea is bad, but before I can say “it’s good” I wanna understand how SE think to develop contents and gameplay.