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  1. #1
    Player
    Allistar's Avatar
    Join Date
    Mar 2011
    Posts
    389
    Character
    Asael K'ni'roux
    World
    Halicarnassus
    Main Class
    Dancer Lv 90
    What you just stated is basically what I'm thinking they should do...if cnj is more akin to whm then make it so even if they can nuke some it's no where near the potency of thm...and if thm is kin to blm then do likewise...with the changes that came with 1.20 they might as well just incorporate everything into one...all the classes do well in party play...dungeons and ifrit and moogle stand as my witnesses...
    (0)

  2. #2
    Player
    Jennestia's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    3,039
    Character
    Kanikou Escaflowne
    World
    Sargatanas
    Main Class
    Archer Lv 50
    Quote Originally Posted by Allistar View Post
    What you just stated is basically what I'm thinking they should do...if cnj is more akin to whm then make it so even if they can nuke some it's no where near the potency of thm...and if thm is kin to blm then do likewise...with the changes that came with 1.20 they might as well just incorporate everything into one...all the classes do well in party play...dungeons and ifrit and moogle stand as my witnesses...
    When means Jobs, being more specialized, will do even better for party based content -- confirming what Yoshida wants to do with Jobs versus Classes.
    (0)

  3. #3
    Player
    Allistar's Avatar
    Join Date
    Mar 2011
    Posts
    389
    Character
    Asael K'ni'roux
    World
    Halicarnassus
    Main Class
    Dancer Lv 90
    Just seems redundant...weapon specialization=classes, jobs=role specialization...but guess what...we already put classes into role specializations...gla is our default tank, mrd is dd/back up tank, thm is our caster dd, cnj healer/back up caster dd...so if we alrdy do it...what will jobs do that would be any different...all SE needs to do is add those abilities they were going to use for jobs to classes and leave everything else the same and we are set...
    (0)

  4. #4
    Quote Originally Posted by Allistar View Post
    Just seems redundant...weapon specialization=classes, jobs=role specialization...but guess what...we already put classes into role specializations...gla is our default tank, mrd is dd/back up tank, thm is our caster dd, cnj healer/back up caster dd...so if we alrdy do it...what will jobs do that would be any different...all SE needs to do is add those abilities they were going to use for jobs to classes and leave everything else the same and we are set...
    Players put them into the roles, not SE. What SE wanted to do was basically allow for classes to be the flexible ones while jobs were the specialized ones. Weapon = Classes was a mistake to begin with, though. In FFXI for example RDM could use Staff, Dagger, Club, Sword and even Crossbows, likewise a Paladin could use Sword, some Daggers, Staff, Club and Bows.

    It basically limits what can be done class/job wise because Gladiator for example can use Daggers which is an iconic weapon of assassin type classes. (Dancer, Thief, Rogue etc.)
    (2)

  5. #5
    Player
    Allistar's Avatar
    Join Date
    Mar 2011
    Posts
    389
    Character
    Asael K'ni'roux
    World
    Halicarnassus
    Main Class
    Dancer Lv 90
    Its not a perfect system...sure there needs to changes but there is still nothing wrong with the classes being put into roles by us...we know what we need when we need it...
    (0)

  6. #6
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Allistar View Post
    Its not a perfect system...sure there needs to changes but there is still nothing wrong with the classes being put into roles by us...we know what we need when we need it...
    With classes as they are no matter how many class you level and skills you get there still isn't a very unique feel between them. Felxibility + uniqueness just don't go hand in hand. This two-layered idea gives players the best of both worlds.
    (1)

  7. #7
    Player
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    283
    Quote Originally Posted by Elexia View Post
    Players put them into the roles, not SE. What SE wanted to do was basically allow for classes to be the flexible ones while jobs were the specialized ones. Weapon = Classes was a mistake to begin with, though. In FFXI for example RDM could use Staff, Dagger, Club, Sword and even Crossbows, likewise a Paladin could use Sword, some Daggers, Staff, Club and Bows.

    It basically limits what can be done class/job wise because Gladiator for example can use Daggers which is an iconic weapon of assassin type classes. (Dancer, Thief, Rogue etc.)
    In my opinion it would make a lot of things simpler if SE made Classes change into Jobs as a class advancement, making each job overwrite the corresponding class, rather than tacking on another system on top of an already cumbersome armory system.

    I understand Jobs level through quest, but if a Job was made to be a class advancement you could still level as you would usually, but still get all the other benefits like the gear and skills through quests as you do now.
    (0)

  8. #8
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Zeref View Post
    In my opinion it would make a lot of things simpler if SE made Classes change into Jobs as a class advancement, making each job overwrite the corresponding class, rather than tacking on another system on top of an already cumbersome armory system.

    I understand Jobs level through quest, but if a Job was made to be a class advancement you could still level as you would usually, but still get all the other benefits like the gear and skills through quests as you do now.
    Then you're missing the entire point.
    (0)

  9. #9
    Player
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    283
    Quote Originally Posted by NoctisUmbra View Post
    Then you're missing the entire point.
    I get it just fine, Jobs are meant to be part-centric roles that define each person's purpose in a party clearly, What i'm saying is that its just getting cumbersome at this point, there are so many variables on top of an already cluttered armory system, that's just my opinion though.
    (0)

  10. #10
    Player
    AlphaDragoon's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    466
    Character
    Renault Cathetel
    World
    Ultros
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Zeref View Post
    In my opinion it would make a lot of things simpler if SE made Classes change into Jobs as a class advancement, making each job overwrite the corresponding class, rather than tacking on another system on top of an already cumbersome armory system.

    I understand Jobs level through quest, but if a Job was made to be a class advancement you could still level as you would usually, but still get all the other benefits like the gear and skills through quests as you do now.
    As Noctis said, that would undermine the point of adding Jobs, which is to make you good in a party setting at the cost of flexibility.

    Basically, because SE is using the "change classes at any time" route on this game like Phantasy Star Universe/Phantasy Star Online 2, they wanted to still have a way to make "defined" roles without forcing you to stay as one class the whole game, as in games like Aion/Tera/etc. So they did this.
    (0)

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