Technically classes do have more "options" right now.I don't see a problem with different numbers of abilities though. In fact, that was a flaw I see in the current balancing - the armoury system should have more abilities to use rather than the job system. Jobs are specialised - they aren't meant to have as many access to as many abilities as classes. Classes should therefore have more abilities to use, so that feature is something I'm actually for, having classes have a higher number of abilities and skills.
Correct me if I'm wrong, but it seems some of you aren't willing to step out of the comfort zone of using jobs to trying out using classes more often. Is it the community mentality of being scared of the unknown which is ultimately doing this? Much like how no-one is willing to experiment outside of cookie-cutter set ups for content, even if they may be better.
Class = 10 cross class skills of their choosing. Job = 5 specifics + 5 limited cross class.
As far as the cookie cutter comment, unfortunately that's how things go, it has nothing to do with me personally.
I think the point was to have jobs as something that didn't need leveling. You gain skills through quests and coffers. Classes have levels, where you gain skills as you level up.
When all else fails, Heck the Bed.
Let's just be clear. Not many people have class
Classes are a good thing for the game overall. With leveling rate being reduced, and some additional survivability built into classes, it'll perhaps allow newer players to learn more of the game dynamics before they advanced to a job.
On another note, "graduating" into a job should be something that is earned, and competed via a quest. If the story is worth it, it'll be rewarding from the player.
Who knows, maybe some content will benefit from classes in 2.0. If they adjust Stats and gear we may see classes serve more of a function in ARR.
SE has already set predefined shapes here are your choices Star, Round, Gingerbread Man and Pine Tree, pick one.
which bring us right back around why have classes at all, its clearly limiting what the Dev team can do.
Hopefully the redesigned content condones more class/job diversity.
Kind of sick of going Star > Gingerbread Man for every dungeon and Pine Tree for every Primal.
That is true, but I personally see that having the same 'number' of abilities is a flaw. Classes should have all three bars full the brim (IMO) with leftover abilities to choose from.
Well not really. Could go something like Archer > Bard > Ranger if needed. Just because classes are generic it doesn't mean they are limited to additional jobs or content.
Well, why don't you take the initiative and try something else rather than relying on SE to do it for you? I've done Garuda and Ifrit runs with no BLM or THM, I've done Moogles in almost any set-up there is, I've seen Raven hard-mode done with a vastly different set-up than the cookie cutter set-up made. Why do you have to rely on SE to give you the solutions to the content? Why can't you experiment and play around instead of relying on this particular set-up every single time?
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