


I agree with you too. The final Fantasy Tactics way would be amazing.I'm curious, how many read it like it was going the way of FFXI; lv class to a point, unlocks job (e.g. lv Pugilist class to 30 unlocks Monk job).
It read to me like it was FFXI +1 lol. I read it as this: Level Conjurer to 10, unlock job for Blackmage. Level Conjurer to 20, unlock job for Summoner.
I was kinda hoping for something like Tactics lol. Be creative and level not just one class for special jobs but multiple classes would unlock new specialized jobs too; Level Conjurer and Thaumaturge to 30 each and unlock Timemage job (though that wouldn't seem out of the question with the description given).
I like the info on the change. Allows the game to be more dynamic and let people specialize in what they like. You can have your casual LNC that has his MRD & CON skills and solos quests to get clink-clink to buy shiny stuff and you can have your elitist hardcores who have that one job that is really good at doing that one thing and wears the shiny stuff that dropped off that dungeon beast that ate your girlfriend's mother's brother. (Plus it leaves it open to be like Tactics with class + class makes new job or even job + job makes new class/job lol)
So I guess so this post has a point... I wanted to gather all the opionons on just the Armoury System and have it attached to the correct DEV tag.



Yes please! I also think new classes should be unlocked the same way. Like Musketeer or Arcanist.
Also, SE, do not be afraid to show us Hunter class! the Crossbow user!Classes should be the main part of the job system actually, because Rangers could use Bows, GreatBows, and Crossbows! ^_^

Here's a way to think of it, the way I understand it. It'll essentially be a "spec" system like most MMOs have now. Where let's say you have 3 jobs to unlock, those 3 jobs would function as three "skill trees" where you spec into one for a specific benefit or role. For instance, gladiator may have Paladin, Thief, and Red Mage. Paladin would be tank, Thief would be melee damage, and Red Mage would be spell damage. This is the way I understand it, and the way that makes a good deal of sense.


What the "new" system sounds like to me is sort of a mixture of both options Yoshida mentioned about a month and a half or two back: "Jobs" will function sort of like title specializations that you can equip over your current class, and you'll gain benefits and abilities that are only available(I think) to said job. However, it seems that you have to advance far enough into a specific class to be able to unlock said job. Whether this means that we'll see entirely new skill trees or whether jobs will simply be some sort of augment remains to be seen.
I think I like this. Sounds like an interesting way of incorporating the new(Armory) with the old(Jobs). Of course I'd still like to see more info about it.
What really excites me is going on quests to unlock abilities. That's some awesome stuff right there.
I get a Final Fantasy Tactics vibe from this, I am hoping that some specializations will require multiple jobs of a certain level to open up. Like Paladin be 30 Glad 30 Conj or something like that.



Reading the info again i realized that it is too soon and we have too little info to really understand what they are trying to do with the new armory system. As someone stated before, i too now believe it is a spec system like WOW's talent tree and what other mmos are doing right now.
You play a conjurer and then you unlock White mage. You remain a conjurer but your Job is a white mage, meaning you get healing spells and buffs etc...
Just like in wow you can play a priest but you can specialize into healing or damage dealing(shadow priest)
I believe these jobs will be something resembling the talent trees in wow.


I've always thought they were going to go in this direction because of all of the already implemented lore surrounding the class guilds and by removing them, it would be too great of a task. They'd have to basically change everything regarding the main story line and remove all of the hard work around the class missions.
Including a job system that is unlocked by ranking a class or multiple classes gives more reason to add lore surrounding the already implemented classes. There could be Red Mages for instance who are mages excommunicated from the Conjurer and Thaumaturge guilds or Thieves who are former Pugilists turned bandits and dropped their H2H for dual daggers. It just makes more sense to do it this way and I'm glad they decided to.
I don't see mixing and matching jobs with classes working out.
Assuming each class has two jobs associated with it, we have 14 combinations. If we allow mix-and match, that's potentially 7 classes x 14 jobs = 98 combinations. Far too complex a system to balance.
As much as I would love to play a paladin with an ax, I'd prefer to see the more limited version succeed rather than a repetition of the problems we originally had with the great-on-paper original armoury system.


You balance classes and job separately, you don't balance each single combination.I don't see mixing and matching jobs with classes working out.
Assuming each class has two jobs associated with it, we have 14 combinations. If we allow mix-and match, that's potentially 7 classes x 14 jobs = 98 combinations. Far too complex a system to balance.
As much as I would love to play a paladin with an ax, I'd prefer to see the more limited version succeed rather than a repetition of the problems we originally had with the great-on-paper original armoury system.
In XI we had what, 18 jobs? so with the sub-jobs it's 18jobs x 17 possible sub-jobs = 306. It worked out not too bad
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Classes should be the main part of the job system actually, because Rangers could use Bows, GreatBows, and Crossbows! ^_^






