The problem with the current system is this:The result is a system that is incredibly static and prevents customization around how players choose to play. It also removes any incentive to raise secondary jobs outside of being some idle behavior for the sake of completion.
- For those interested in playing a single role within a party there is no real benefit to raising more than one class to level 50 and the secondary class to 15.
- Each class feels isolated on its own, with attribute points that have relatively little meaning.
- The limited number of cross-class skills available results in only a few skills which have any meaningful impact. Many current cross-class skills are either an overlap with native skills to that class (cure/physic), or are too isolated to be useful outside rare situations (enmity skills on DoW).
- Classes themselves lose their luster as soon as a job is obtained in many cases primarily because those classes are no less specialized than their job, no matter what current cross-class skills are used.
To improve upon this, I suggest the following:
- Make attribute points count at the character level instead of the class level. This allows for a much wider range of character customization and opens the door for classes to be viable in roles they are not typically suited for.
- Points obtained enter into a combined pool instead of a separated one.
- The amount of points that can be invested in a single stat is capped at a value of 50*. This capped value is only raised with the level cap as new content is added.
- The amount of points earned per level re-adjusted to be lower and more regular**.
- To limit people from investing all points in a single stat, limit the benefit to 1 points per level on the currently active class: Eg.Character with 30 points invested in piety will have 30 extra piety on their level 50 classes, but only 15 of this can be used on their level 15 class- Spent attribute points could be carried over to DoL and DoH classes to infer additional benefits.
- Current stat reset items would be increased in price or reworked to only return partial amounts (all that is invested in a single stat, or x points each use).
- Content would need to be rebalanced around the stat changes, or adjust automatically depending on party makeup. Maybe even just force players to sync 1-3 levels lower than usual based on total levels.
- Would alleviate concerns regarding stat distribution on current classes once more jobs are released by making them more central to the character, instead of the specific job/role they are using at the moment.
- Broaden the range of cross-class skills now that characters are not so tightly bound by the primary stats of their current class. This allows for an even wider range of customization and for some classes to have greater use beyond level 30. This also allows some DPS classes to function in a Tanking role, Tanks in a DPS role, and DoM to function in a healing role... If however somewhat less capably.[indent]
- Number of cross-class skills still capped at 5 per level.
- Certain skills that are a signature of that class will remain exclusive to that class (summons, skills obtained from class quests, improved versions of skills (blizzard II)).
- Certain additional effects, like umbral ice/astral fire changed to be class traits instead of being linked to the skill. Traits are not shared between classes.
- DoW and DoM restrictions still enforced (no blizzard on pugilist).
- Example skills that could be available to all melee DoW:#Gladiator: Fast Blade, Riot Blade, Tempered Will- Example skills that could be available to DoM:
#Pugilist: Fists of Earth, Fists of Wind
#Lancer: Life Surge, Impulse Drive, Disembowel
#Marauder: Overpower, Heavy Swing, Holmgang
#Conjurer: Stone, Medica- The following relates to archers instead of what is mentioned above:
#Thaumaturge: Blizzard, Fire, Sleep
#Arcanist: Bio, Aetherflow (only restores MP, does not provide any stacks)
#Gains: Tempered Will, Impulse Drive (bow range), Steel Peak (melee range), Medica- With the various attack spells being made available to all DoM, you also allow for elemental resistances to play a meaningful role both in PvE and PvP.
#Provides DoW: Shadowbind, Barrage
#Provides DoM: Shadowbind
- Some skills adjusted slightly or given additional effects to differentiate between overlapping skills (medica/medicaII/Sucor) (Fast blade&Riot blade/Heavy Swing&Skull Sunder) or given traits that grant extra benefit to native class (more healing for WMG, higher enmity for WAR).
- Jobs would still be limited by the two secondary classes that they can currently borrow from.
With this, a character who has raised several classes would be able to select from a much broader range of abilities, and be reasonably competent in using them. Although this would not allow Lancers and Pugilists to queue as Tanks, or Thaumaturge and Arcanist to queue as a healer, or Conjurer and Marauder to queue as DPS, within pre-formed groups they could potentially fill these roles so that once additional jobs are added, it won't feel like such a drastic change compared to everything they could do before (similar to how arcanist's physic prepares them for scholar). More importantly, it adds that whole aspect of making a character unique to the person playing it as well as giving them incentive to go out and learn all they can about everything they can.
Dictating the specifics of how attribute points are earned, how they're spent, how much can apply at any level isn't my intention. Nor is it important which specific skills get made cross-class or how they're adjusted. Those making the game know more than I in this regard. Instead my intention was to suggest a possible way to enrich the current system and provide an example of how it can be done with existing terms.
This is not something that one would expect to happen any time soon, or even within the next year, but would work well as part of a transitioning patch for when more jobs/content is added.
*Currently it is 30 extra points to spend at level 50.
**Something like 1 point every 2 levels for a grand total of 168 points to distribute. The intent here is to allow characters to specialize in atleast 2 stats and have some points remaining to pass around to others so that they remain capable in a secondary job, and having a meaningful difference between a specialist and generalist approach.
***The justification for mentioned skills is based on not only those skills related to diversifying the types of roles a character may perform, but also skills which can be utilized by jobs current and future.
TLDR: To provide a greater interconnection between all classes on the same character through linked stat allocation and larger range of cross-class skills. To provide greater degree of customization so that each character feels more unique. This is not expected to be something that could be done in the near future, but may be worth considering before adding future jobs.