I agree with everything else you said but this. As a tank provoke is 100% required for tank swapping mechanics that exist in most endgame battles. It's not an option at all. It takes one of my cross class slots no matter what. In my opinion War needs a native provoke.
Still unsure why they are so stubornly stuck on the whole class/job system.
I'd love to see some data to show who even uses a class beyond the point they unlock their respective jobs.

originally it was created with the intent jobs would be used for dungeons and raids, classes for outside pve since you had more freedom of skill choices. but designing that and dumping it because players don't find it viable will require a whole new approach and take time resources money to re do in to a better or different system. They may very well be looking at a different way to do this but simple time constraint for implementation could be holding it back. ask it in the live letters Q&A get ur fc to vote it up so it gets asked.
How would it be hard to cut the classes and just start players off as a job?
It would take minimal effort as only one class actually branches off like they are supposed to. Storywise it doesn't need to be changed and mechanics wise only scholar would require a slight rework or they could just leave it as is.
Try and find a reason it would actually be hard/time consuming to cut the class system instead of the massive ammounts of time they are wasting trying to balance a "Class" and then add a job on the end of it. They must have wasted countless man hours making "Rogue" it's own thing then just tack on Ninja mutras.
At this point it has to be a pride thing, a system they refuse to let die because it would show weakness or some nonsense.
Storywise, retconning away classes would only help really, as what they are has become fairly twisted away from what the lore indicates they should be, IMO. Granted there are questionable choices job-wise as well (Bards as primary bowmen, Scholars not really doing much 'scholar'-like at all), but meh... One step at a time...
The current system lets them reuse a large portion of the underlying skills and a given weapon for multiple jobs if they so choose. This obviously could have been worked around though, and I'll agree that it seems more like they kept it around simply because its what they already had. Though I don't know if its more a matter of 'pride' or more that they felt legacy players would enjoy it and would cry foul if the classes went away.Try and find a reason it would actually be hard/time consuming to cut the class system instead of the massive ammounts of time they are wasting trying to balance a "Class" and then add a job on the end of it. They must have wasted countless man hours making "Rogue" it's own thing then just tack on Ninja mutras.
At this point it has to be a pride thing, a system they refuse to let die because it would show weakness or some nonsense.
Player picks easiest DPS in the game and complains about a lack of depth. Lol.
Shoot me if you like, but I would like something "similar" to merits
from FFXI. They wouldnt have to be earned the exact same way
or anything. But it would let you enhance different things about
your job or class. And you would have to make choices.
Some players might want to increase Elusive Jump effect, others may want to
reduce jump recast, others may want to increase power surge effect, and
some may want to earn a new ability altogether. So long as you couldn't do
all of them at the same time. It would force players to choose what
bonus effects they'd like.
this would let people at least feel a little snowflaky without completely changing
everything.



Gladiator flavor text implies that some gladiators forgo a shield in order to 'strengthen their sword arm.' Yet, there's absolutely no reason to do such a thing, unless they intended to add another GLD-based job at some point that didn't use a shield. Perhaps a 2H sword option? Maybe dual-swords?
SE also needs to stop being lazy; the Rogue/Ninja 'dual weapons as single weapon in main-hand slot' thing is absolutely stupid and needs to be redesigned. Even if that means not keeping their promise for a 2.4 release of the class/job.





Honestly, they aren't being lazy. As to how classes/jobs are now, some people are expecting way too much before the first expansion. As far as Rogue/Ninja and dual wields are concerned, I think that it's actually a good approach to it. It sucks having to obtain 2 of the same weapon, some you may not see for months depending on the content. I wish WoW had done this years ago, and not just for Rogues. I know that some classes have to do this to some degree already, but even so I think it was a good idea for SE to do this for Rogue and Ninja.
Last edited by Vahlnir; 06-30-2014 at 08:24 AM.



If this game had craftable gear that was at least somewhat on par with what you could get as dungeon drops (but not BiS, obviously), then this wouldn't be a problem.
Indeed. It would take so much time that no one has ever implemented systems anything like that in any game ever. And, I mean, Square doesn't have any experience working in MMOs that have classes that use multiple weapons, or anything.
Last edited by TheRogueX; 07-05-2014 at 06:17 AM.
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