Well this could be considered a global issue, but in my opinion DoM and DoW are at a great disadvantage when compared to DoH classes in regards to Guild Marks.
Dev 1075 makes specific mention to establishing job specifics which is a pretty wide range topic. As someone who plays MRD, I find that majority of the Guild Marks available are useless, and offer nothing tangible to party or solo play. To be honest, I'm not exactly sold on the Guild Mark system. I'd rather see armor, weapons, and accessories play a greater role due to FFXIV's current direction of giving crafters an opportunity to create end game gear. I'd also be willing to see a return of "job traits".
As it stands now this game in my opinion has too many variables, and judging by some of the upcoming planned changes it appears as though the development team is attempting to inject some common sense in this area. Hence the change to bring back the auto-attack system. With this impending implementation will the normal, heavy, broad, and full swing attack motions still be in play? If so, will weapons now list timers individually for each action? It would seem that in order to establish some dependent variables in the attack system that another door just opened up of concern.
My second point on this issue would be if the guild mark system stays in tact, why not make it into a more job friendly system that offered more reward? A great example of this would be the FFXI crafting system of acquiring guild points to purchase worthwhile crafting items. Why not re-purpose guild marks, and tie it into classes in a multi-layered approach? I'll list a few examples below so that you can see my thought process:
- Each level you acquire a set amount of guild marks that increase as you rank higher. You would also be able to continue to get guild marks from leve's.
- Tie in job-specific quests (non-AF) related. Thus building a better relationship with the player, and the class they choose to level.
- Expand Guild Tasks to include DoM & DoW classes that offer guild marks as a reward. Quest's would be repeatable, and geared toward a simple concept that would be enjoyable.
Anyone have any thoughts or suggestions?