
Originally Posted by
Shurrikhan
Food for thought:
The Armory System.
No, really. 1.x is such a different beast that I'm not sure why the faintest pretense of that system is still here, though whenever I think back to how that system might have worked out today if it had the polish and pragmatism the current game has (or, ideally, even more), I can't help but drool a bit.
For those unfamiliar, the original idea of XIV was that one would build their own "job". Your character had levels but your classes had only ranks, from which you'd learn skills, most of which could be used on any class with varying levels of synergy, and improved your proficiency with the weapon type. If you wanted to be a strike leader with good initiation atop close saboteur and tag-team support, then you'd advance your (character) level primarily through Pugilist and Lancer. If you wanted a more in-the-thick of it brawler, you'd probably go for Gladiator and Pugilist. If you wanted a sturdy tank with high but finite utility and were willing to accept lower output and enmity generation, you'd probably go for Gladiator and Conjurer.
Every class used every stat to some degree, and you could almost consider your character as equal parts a path of stats (Mind>Strength>Intelligence might prepare you well to be a Shockadin, supportive Paladin, or a support-heavy Monk, each of your own making) and a set of weapon proficiencies, each with their own ranges, attack speeds, and idiosyncrasies.
Imagine that in today's XIV: every class would be a collection of gameplay-affecting mechanical traits (at least half of which could synergize well with other classes), jobs would be locked into certain essential traits but could diversify via others, and you'd have numerous options by which to diversify play through your range of experiences rather than just starting each job over as a separate and incohesive experience. At present, a level 80 god-slaying Conjurer turns into a level 1 mouse-slain Arcanist the moment he puts away their cane or wand and dares to read a book. In the earlier vision for the game, though, you'd carry the majority of your strengths with you, but start straight into experimenting with use of ley lines, arcane flows, and raw mana manipulation in order to learn new ways of implementing your existing powers, not necessarily for the stronger but certainly for greater total versatility. If you like to play supportive jobs, then gearing would have that covered: the Mind-high gearing of a White Mage or Scholar would fit straight into playing a support-heavy light-chakra Monk, and if one wanted to experiment with a truly hybrid Red Mage one could start into Dexterity over Strength to better serve swift hit-and-run gameplay than works for both but is especially helpful for playing a bursty RDM. Etc., etc.