This makes the most sense to me. I hope this is the case.I've said this before but if classes got class only skills that were made for solo and lost them on changing to a job it would allow jobs to gain more job only skills. This would go a long way in defining the roles.
Also jbs should have traits instead of the class that way when switching you enhance in a way the class never could
That sounds feasible. My only thing would be how would a skill be designed such that it's made for solo but is acceptable for loss when on a job (party play I suppose)? Like, as it is now If were to lose an incredibly powerful WS on my class when I switched to job, I'd just be annoyed or feel stifled. If they made a job equivalent of the skill I lost, that'd be pointless.I've said this before but if classes got class only skills that were made for solo and lost them on changing to a job it would allow jobs to gain more job only skills. This would go a long way in defining the roles.
Also jbs should have traits instead of the class that way when switching you enhance in a way the class never could
Basically to me the problem would then become: what new skills do they add for both and how would they add them with still being redundant or making one or the other somewhat lamed...definitely don't remove anything that would combo. Oh gosh.
I realize they could make any number of random skills, but this is where that pure speculation without seeing what we've got comes in.
To me solo skills would be about self preservation and job skills would be about damage for dd, tanking for tank ect. The reason you wouldnt use a class in party would be, no traits so a lot of your abilitys would be nerfed and a mager loss of damage outputThat sounds feasible. My only thing would be how would a skill be designed such that it's made for solo but is acceptable for loss when on a job (party play I suppose)? Like, as it is now If were to lose an incredibly powerful WS on my class when I switched to job, I'd just be annoyed or feel stifled. If they made a job equivalent of the skill I lost, that'd be pointless.
Basically to me the problem would then become: what new skills do they add for both and how would they add them with still being redundant or making one or the other somewhat lamed...definitely don't remove anything that would combo. Oh gosh.
I realize they could make any number of random skills, but this is where that pure speculation without seeing what we've got comes in.
It's all give take basically.
But if Traits enhance your Damage Dealing capabilities with your job, wouldn't it still be possible to solo because you are able to kill your targets much more quickly than you would solo as a Class ? Class = long drawn out battles ? Job = quick, smaller burst battles ?
Last edited by Shadow_Sama; 11-30-2012 at 12:08 AM.
The key to make it work is applying traits to the job and not the class. If they don't do that then 2 different skill set would just become situational. Although I still think jobs would excel if classes got skills and lost them for job skills. Solo you should be able to deal damage at a fair pace while maintaining your hp by yourself. In a party you need to max dd and relay on someone else to heal you. If the skills are catered to these needs then it would work.
It would depend on what the finished action list was. What if marauder got blood bath and war didn't. I would take the constant self curing over damage output or I would have to constantly rest for hp.But if Traits enhance your Damage Dealing capabilities with your job, wouldn't it still be possible to solo because you are able to kill your targets much more quickly than you would solo as a Class ? Class = long drawn out battles ? Job = quick, smaller burst battles ?
Why is this even an argument? Is there really concern for the way the class/job system is? Also, take a look at Archanist vs Summoner. Archanist is supposedly going to get Carbuncle while Summoner will not. Summoner will instead have several different types of small primal based summons.
Not sure if adding arc/summoner fixes the game... And as ive stated before 1.0 class job relation was flawed, I'm waiting til beta to see if they fixed it.Why is this even an argument? Is there really concern for the way the class/job system is? Also, take a look at Archanist vs Summoner. Archanist is supposedly going to get Carbuncle while Summoner will not. Summoner will instead have several different types of small primal based summons.
This is se's last chance and if you really think 1.0 class/job is gonna appeal to the masses you are dilisusional. There has to be a greater seperation between the 2 and have them perform solo/party roles as intended.
Some people( you know who you are) are getting way too hung up on the weapon problem. Godseijuro Hiko especially talking down to people he thinks dont understand, use your imagination a bit. Anyone remember how gla used to use dagger? or how cnj and whm can use both wand and staff?
IF drk gets added to gla it doesnt have to be as restrictive as you think. They can make GS or scyth that gla/drk can use but pld cannot. Also the 5 quested abilities can be very drk themed. We can also give them the freedom to experiment with the job a bit more instead of just demanding a copy of FFXI drk.
They could also add a thf class that can use gun/dagger/katana which would later branch into ninja and musketeer(lore friendly: considering the musketeers were pirates first)
Last edited by Raagnar; 11-30-2012 at 01:11 AM.
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