
Originally Posted by
Nalien
What? Classes get abilities all the way to 50... Jobs only add an extra 5 (and take away 5 sub skills). Classes are meant to be more dynamic, which is something new Classes should improve.
They've definitely dropped the ball on "Classes are for solo" concept though, really can't see more sub class skills actually fixing that much either.
Class viability would probably only need traits that are more alike to mechanics (Freecure, River of Blood, etc.) and the ability to cross-trait another trait or two as a class. That said, that would require that more than a couple classes have unique mechanics outside of their default spells...
...which may be for the better, but is generally a pain to rebalance.
Even if these mechanics weren't worked in, the abilities will still be incredibly dull, but at least a Lancer could have reason to use Archer abilities at a 18s Venomous Bite and 20s Straight Shot, or the 2-min CD Raging Strikes, or a Pugilist the trait-enhanced 30-second Fracture. That said, an Archer could probably rip things to shreds with a 30% Internal Release, for better or worse...
(I also wouldn't mind seeing Skullsplitter and Savage Blade having a starting potency of around 130 to 150, as to be viable for DRG and Monk snap-tanking, being able to combo from each other, in case one wanted, for whatever silly reason, to be able to use two non-delayed high-enmity moves in a row (as opposed to the delayed RoH and BB), or even become a possible 4-combo at higher average TP cost per enmity (TP cost increase during such a combo... but whatever.)