That would be SOOO boring .... no...
when I started the game.. I enjoyed the fact that I was a Lancer and had Lancer skills.. and my friend had their own roles. Made us learning the game much more fun.
That would be SOOO boring .... no...
when I started the game.. I enjoyed the fact that I was a Lancer and had Lancer skills.. and my friend had their own roles. Made us learning the game much more fun.
Last edited by Raven_Reborn; 09-03-2012 at 06:03 AM.
That's not what I'm talking about, I'm talking about 2 Jobs stemming from the same base Class. Gladiator -> Paladin and Gladiator -> Dark Knight. It gets tanking abilities from Gladiator, but we all view Dark Knight as a DD with Black Mage. Even with say Black Mage/Arcanist as the other 2, that doesn't take away from the fact its main source of abilities are Tanking or Shield Base.You are thinking too close-minded.
What if Gladiator turns to be Red Mage, subbing into Thaumaturge and Conjurer with most of their offense coming in the form of THM and RDM spells? He'll be a mid-range attacker with good survival skills and support.
What if Gladiator turns to be Rune Knight, with abilities like Silence, giving party members MP and blocking enemy spells? The magical counterpart of Paladin.
Hell what if he turns out to be Dark Knight alright, and has an FFIVDS version of Darkness that greatly amplifies his attack power at the expense of gobs of HP, all of his self-defense abilities will be nescessary, imagine even a spell that make so he 'counters' with a draining attack when he's hit?
Open your mind, child. There is no spoon.
Check out my Lore posts:An Eorzean Timeline: http://forum.square-enix.com/ffxiv/threads/64377-An-Eorzean-Timeline-Reborn
Doubt the system will be fundamentally altered at this stage,
But there are still some lingering problems.
1. The Class system is designed for solo or casual play but there are still a number of cross class skills which are only obtained by grinding classes up quite high.
2. There are the same few cross class skills used whichever class you are on so there is little diversity.
I think the Class system would be more casual friendly if the classes were merged into a single Freelancer class capable of using melee/magic/range to no expert proficiency or traits but let them have double stat growth. Solo or Casual players can then reach cap quickly and enjoy some content to a degree, and without frustration of levelling bits and bobs of 7 classes. It would be a basic class with little flash to it but at the same time not terribly weak.
Theres also problems with the Job system.
1. I'm not particularly fond of the Job gaining new weaponskills or spells that are in effect the final stage of a combo started in the Class. That could be why a lot of people see the Class as unneeded once you have the Job unlocked. I would rather the Class and Job seperate entirely at an early level. That way the Class and Job could have its own skill sets in their entirety. At the moment the Job skills feel plonked on top. With any level cap increase, this will still be the case.
2. If the current system remains, even with new Jobs announced, there is again a very limited pool of cross class skills to choose from. (Thats fine really imo, i feel the main problem is differentiating class from job more)
That's exactly the point. Anything with WHM "subbed" will have Cure/Stoneskin/Raise, PUG will have Second Wind. Hopefully in the future we will gain a lot more abilities. To make a new Job seem new, they have to introduce an entirely new Class to open up into the Job.Doubt the system will be fundamentally altered at this stage,
But there are still some lingering problems.
1. The Class system is designed for solo or casual play but there are still a number of cross class skills which are only obtained by grinding classes up quite high.
2. There are the same few cross class skills used whichever class you are on so there is little diversity.
I think the Class system would be more casual friendly if the classes were merged into a single Freelancer class capable of using melee/magic/range to no expert proficiency or traits but let them have double stat growth. Solo or Casual players can then reach cap quickly and enjoy some content to a degree, and without frustration of levelling bits and bobs of 7 classes. It would be a basic class with little flash to it but at the same time not terribly weak.
Theres also problems with the Job system.
1. I'm not particularly fond of the Job gaining new weaponskills or spells that are in effect the final stage of a combo started in the Class. That could be why a lot of people see the Class as unneeded once you have the Job unlocked. I would rather the Class and Job seperate entirely at an early level. That way the Class and Job could have its own skill sets in their entirety. At the moment the Job skills feel plonked on top. With any level cap increase, this will still be the case.
2. If the current system remains, even with new Jobs announced, there is again a very limited pool of cross class skills to choose from. (Thats fine really imo, i feel the main problem is differentiating class from job more)
Check out my Lore posts:An Eorzean Timeline: http://forum.square-enix.com/ffxiv/threads/64377-An-Eorzean-Timeline-Reborn
I'm honestly curious what people are using their classes for. You say you use them for soloing, but what are you soloing? Nothing worth doing is soloable. If you want to have a convoluted class/job system so that you can farm trash monsters for gil, there is something wrong with you.
As it stands now, there are not many possibilities for multiple jobs on one class. Having five new abilities, one of which is a 15 minute cooldown, is not going to redefine a class. If you think that a sub job is actually something that can help define a job, you are wrong. The combat system is designed around combos, one thing that you cannot do with your sub jobs' abilities. If you made gladiator turn into rdm, having thunder would not make them capable of being a DD. All their rdm spells would have to combo off of a shield block, an enmity generating combo, or their one DD combo.You are thinking too close-minded.
What if Gladiator turns to be Red Mage, subbing into Thaumaturge and Conjurer with most of their offense coming in the form of THM and RDM spells? He'll be a mid-range attacker with good survival skills and support.
What if Gladiator turns to be Rune Knight, with abilities like Silence, giving party members MP and blocking enemy spells? The magical counterpart of Paladin.
Hell what if he turns out to be Dark Knight alright, and has an FFIVDS version of Darkness that greatly amplifies his attack power at the expense of gobs of HP, all of his self-defense abilities will be nescessary, imagine even a spell that make so he 'counters' with a draining attack when he's hit?
Open your mind, child. There is no spoon.
This is already getting long, so Ill get to my point. There can't be multiple jobs branching off of one class until at least level 60. The amount of abilities that differs between the job and the class needs to be at least around a 1:2 ratio, not the 1:3 ratio that it is now.
My LS brings 1 BLM and 1 THM for Skirmish and some Primals so that the THM can have an extra Raise.I'm honestly curious what people are using their classes for. You say you use them for soloing, but what are you soloing? Nothing worth doing is soloable. If you want to have a convoluted class/job system so that you can farm trash monsters for gil, there is something wrong with you.
As it stands now, there are not many possibilities for multiple jobs on one class. Having five new abilities, one of which is a 15 minute cooldown, is not going to redefine a class. If you think that a sub job is actually something that can help define a job, you are wrong. The combat system is designed around combos, one thing that you cannot do with your sub jobs' abilities. If you made gladiator turn into rdm, having thunder would not make them capable of being a DD. All their rdm spells would have to combo off of a shield block, an enmity generating combo, or their one DD combo.
This is already getting long, so Ill get to my point. There can't be multiple jobs branching off of one class until at least level 60. The amount of abilities that differs between the job and the class needs to be at least around a 1:2 ratio, not the 1:3 ratio that it is now.
Peach Parfait/Khulan Angura on Gilgamesh
It's a interesting idea. the problem being it would require the total gutting of the armory system and basically a reintroduction of physical levels and the whole can of bee's that went with them.
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain
When Yoshi decided to add Jobs he should have abolished Classes, but I guess that would have been too much work at the time so he decided on this Class/Job hybrid system where Jobs are just Classes with a couple of new abilities plus a unique set of armor. The only purpose Classes serve is for you to sacrifice dps so you can equip Raise and other support abilities.
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