My first response about the job system was to get upset. I was not liking this "mode" idea. But the more I thought about this, the more i realized that if every "class" has several "modes", that doesn't mean they won't increase the number of classes. I mean, if each combat job in the game now is a class, then I feel we can safely speculate that more classes are on the way on top of however many modes they add per class. I say this because each class has an official guild that represents them , and that means (I would think) that Muskateer and Arcanist will be new "classes" and not modes. Again this is all just my best guess, but I actually could warm up to the idea of "job modes" if this is the case. They could still have a large amount of actual classes.
Take conjury for instance. I feel like they tried to do too much with conjurer as a job on its own. It has the keys buffs in the game right now but also has spells that do a considerable amount of direct magic damage. In a group combat scenario its tough to be both the healer and a damage dealer so you are typically forced to pick a role. If you then give it the added options of a pure white mage or pure black mage roll (2 logical modes for that class) you can more thoroughly choose which role defines your style.
Same with building off the pugilist class. You could fullfill more of a thf roll, or switch to a direct damage roll with monk. All this still leaves room for a TON of other classes to add that they can build off of. After thinking about all the classes and sub classes SE has ever created for all the FF's, I began to realize that they could still add a ridiculous amount of all the jobs we have ever loved in some form to this game, and in doing so making each class more flexibal.
For now we wait and see (nothing new there lol). Like so much else in this game, this system has a lot of potential, it is just gonna require a fantastic execution.
Heres hoping....
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