Where are all these other threads where people are complaining about jobs? As far as I see my thread is the only one.
Looks like theres more threads complaining about my hysteria D:
Assuming they get paid the same why would you want to do more work ?I look at it more like this, you have two workers. One is a full timer (blm), the other a part timer(Thm). Full timer does the same exact work as the part-timer in that one department, but can only work in one department. While the part-timer can not only work in that department but others as well.
Why be a full timer if the part timer can do more and show he is better at doing more?
While BLMs haven't always had every elements spell in every game in the series, thunder, water(where did water go in XIV?), fire and blizzard are the elements thats usualy been present in BLM arsenal troughout majority of games.
I'd hope to see some more black/dark magic usable by black mages, such as Bio, Demi, Osmose, Curse, Drain etc.
Possibly thoose will still be implemented at later point at higher level cap, tho I feel the spell repetoar is a bit shallow as is atm (espec if ancient magic will turn out having a 15min cd).
I'd guess that jobs will have some way of enchancing their intended roles over classse tho, be it that they have higher stats, bonus damage, or just that SE makes classse a bit weaker in their roles, smaller adjustmens like that could mean alot.
While there is a small chance its not perfectly balanced I'd personaly assume S-E has put some thought into how to make jobs competetive vs classes for high level group content.
Water as an elemental attack has mainly been Blue Magic, Geomancy or a Summon. It was actually very rarely seen as a BLM nuke and I believe the first official BLM nuke featuring water was Vivi in FF9.While BLMs haven't always had every elements spell in every game in the series, thunder, water(where did water go in XIV?), fire and blizzard are the elements thats usualy been present in BLM arsenal troughout majority of games.
I'd hope to see some more black/dark magic usable by black mages, such as Bio, Demi, Osmose, Curse, Drain etc.
Possibly thoose will still be implemented at later point at higher level cap, tho I feel the spell repetoar is a bit shallow as is atm (espec if ancient magic will turn out having a 15min cd).
I'd guess that jobs will have some way of enchancing their intended roles over classse tho, be it that they have higher stats, bonus damage, or just that SE makes classse a bit weaker in their roles, smaller adjustmens like that could mean alot.
While there is a small chance its not perfectly balanced I'd personaly assume S-E has put some thought into how to make jobs competetive vs classes for high level group content.
Water in XIV was originally a CNJ spell but they removed it from player use. It was hinted that cure may be water-based but no water potency gear has an affect. It is likely going to be the main nuke element of an unreleased DoM.
Edit: Scratch that, you could draw water in FF8. However, after 8 it became more common in the BLM repertoire but rarely ever saw increased level aside from the base "water." 10, 10-2, 11, 12 (by enemies) and 13 were the only ones to feature higher tiers.
SE did say however that paladin's were supposed to have lower HP but higher defense... I don't know what happened with that but I can only guess the differences between class and job are going to be shown primarily via JSE.
Last edited by MartaDemireux; 03-06-2012 at 10:52 AM.
* I fully give permission for any of my written ideas to be used by SE without recognition.
You might be right on water, as I recalled it from memory of BLMs; Vivi in IX, Lulu in X and BLMs in XI, VII and VIII didnt realy have set job/class roles of BLM etc.Water as an elemental attack has mainly been Blue Magic, Geomancy or a Summon. It was actually very rarely seen as a BLM nuke and I believe the first official BLM nuke featuring water was Vivi in FF9.
Water in XIV was originally a CNJ spell but they removed it from player use. It was hinted that cure may be water-based but no water potency gear has an affect. It is likely going to be the main nuke element of an unreleased DoM.
Edit: Scratch that, you could draw water in FF8. However, after 8 it became more common in the BLM repertoire but rarely ever saw increased level aside from the base "water." 10, 10-2, 11, 12 (by enemies) and 13 were the only ones to feature higher tiers.
SE did say however that paladin's were supposed to have lower HP but higher defense... I don't know what happened with that but I can only guess the differences between class and job are going to be shown primarily via JSE.
The "elemental wheel" is rahter crooked in XIV, but in most of the later FF games a BLM could counter most of the basic elements themselves(like water > fire > ice > lightning > water etc).
I realy hope JSE won't be the major difference, I'd much rather see it being stats or traits.
Getting stuck with the limited options of using mainly(or only) JSE equipment for jobs to gain an overall edge over classes would be very disapointing and remove a big part of character customization in terms of gear choices.
While jobs having a handful of exclusive abilites is a upgrade I can't see that impacting a huge advantage over classes alone, but perhaps patch will prove me wrong in that since we don't know exactly how powerful our new abilites and spells will be.
Well 10/10-2 had kind of a cracked wheel too, water <-> lightning, fire <-> blizzard and that was it.You might be right on water, as I recalled it from memory of BLMs; Vivi in IX, Lulu in X and BLMs in XI, VII and VIII didnt realy have set job/class roles of BLM etc.
The "elemental wheel" is rahter crooked in XIV, but in most of the later FF games a BLM could counter most of the basic elements themselves(like water > fire > ice > lightning > water etc).
I realy hope JSE won't be the major difference, I'd much rather see it being stats or traits.
Getting stuck with the limited options of using mainly(or only) JSE equipment for jobs to gain an overall edge over classes would be very disapointing and remove a big part of character customization in terms of gear choices.
While jobs having a handful of exclusive abilites is a upgrade I can't see that impacting a huge advantage over classes alone, but perhaps patch will prove me wrong in that since we don't know exactly how powerful our new abilites and spells will be.
What you bring up here is exactly what I foresee though. Classes are about individuality, jobs are about pigeonholing. Although you can pigeonhole classes too, you have some freedom in colors and whatnot. Jobs are supposed to be iconic to their predecessors which would greatly limit individuality as well. Price to pay I suppose, pending on the situation.
* I fully give permission for any of my written ideas to be used by SE without recognition.
Yep your'e right about X now when I think about it, still it gave the BLM a counter to every element in how it worked(and flare was non elemental dmg in X wasnt it?)Well 10/10-2 had kind of a cracked wheel too, water <-> lightning, fire <-> blizzard and that was it.
What you bring up here is exactly what I foresee though. Classes are about individuality, jobs are about pigeonholing. Although you can pigeonhole classes too, you have some freedom in colors and whatnot. Jobs are supposed to be iconic to their predecessors which would greatly limit individuality as well. Price to pay I suppose, pending on the situation.
And bah now I actualy feel like dusting off my old PS2 and playing both IX and X again x)
What you forsee might be true, I still belive that would be a very sad outcome however, it would make the whole class/job system a lot less intressting.
And limiting individuality with everyone looking the exact same outfit wise would make for an extremly dull visual experience, iconic or not.
A week from now we might have majority of the server stand around in identical equipment, while understandable this will be a likely outcome with there being little content at hand currently, but to repeat that same situation whenever the next AF or JSE set gets released would be very disapointning
AF and JSE should be good gear, but they shouldnt be totaly without options outside of sets though.
Can I ask why?
I find it unfair that a class with armor, can take more hits, and isn't held back by Mana can outdamage the class that has none of those. Kinda the whole risk/reward deal.
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