Quote Originally Posted by Imoen View Post
Ya, I don't know it seems to me like this would just shove it back to what it was at launch where everybody just ends up cross classing the same things anyway. (Raise, stone skin, second wind etc....) Or maybe I didn't understand what you meant.

Maybe if we had 10 job abilities instead of 5, with no cross classing when on a job. Then while on class having the full 10 cross class... then maybe, just maybe there would be a reason for this overly complex set up. It just seems messy to me the whole thing and I see it causing problems sometime down the road.

**this assuming obviously that they keep things mostly how they were.
Quote Originally Posted by Colvin View Post
I know everyone hated that, but it seems to me the answer was to make MORE abilities so people had more viable choices. People chose those because they were the best to have for lack of great alternatives. If the skill situation was more diverse and the time was take to make sure that a certain set of skills was not THAT much better than others, it could have been addressed.
I said this in another topic, but they could do it by implementing class quest-chains like how they did with jobs. Quests at level 30, 35, 40, 45, 50, which give class-only abilities, with levels 30, 35 and 40 abilities become cross-classeable. Case in point, at lvl 30, GLA can do its class quest and obtain Red Lotus as an ability. Meanwhile, keep classes as diverse as it is by keeping the 10 cross-classeable ability option. Implement abilities that benefit in solo/light party situations, and give unique traits that jobs will be unable to obtain, such as TP move for mages.

They could do so much with the armoury system its unbelievable, but people don't like to think about the possibilities it seems...