Classes and Jobs are alright, but I would like to see them lock how they can be used in the future. For example: If you were to enter a raid and you are a Dragoon. You could only play as Dragoon. There's a little too much freedom.
Classes and Jobs are alright, but I would like to see them lock how they can be used in the future. For example: If you were to enter a raid and you are a Dragoon. You could only play as Dragoon. There's a little too much freedom.
I wouldn't call it freedom. More like openness in the design. I agree, though; classes and jobs should be locked in stuff like boss fights and dungeons. It should wean people off of expecting party members to have 4 different classes and jobs specced and geared and help the devs by removing yet another factor to consider when balancing content. Everyone wins.
On the topic, weapon classes should definitely stay. Where they erred is being so toward a particular role within the class. If GLA's abilities, for example, were all pretty much neutral and just used to deal damage, but gained boosts to damage if you set DRK or enmity boosts if you set PLD are your job crystal, then you could really say jobs help in establishing a role for the weapon class. Concept-wise it makes it less about the weapon itself and more about who is using the weapon.
I still want my magic fencer RDM, though.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
They should add that job lock to all raids and stuff, but i guess ppl would still try to blm burn everything lol.I wouldn't call it freedom. More like openness in the design. I agree, though; classes and jobs should be locked in stuff like boss fights and dungeons. It should wean people off of expecting party members to have 4 different classes and jobs specced and geared and help the devs by removing yet another factor to consider when balancing content. Everyone wins.
On the topic, weapon classes should definitely stay. Where they erred is being so toward a particular role within the class. If GLA's abilities, for example, were all pretty much neutral and just used to deal damage, but gained boosts to damage if you set DRK or enmity boosts if you set PLD are your job crystal, then you could really say jobs help in establishing a role for the weapon class. Concept-wise it makes it less about the weapon itself and more about who is using the weapon.
I still want my magic fencer RDM, though.
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