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  1. #1
    Player
    Yoohre_WildRiver's Avatar
    Join Date
    Apr 2011
    Posts
    758
    Character
    Yoohree Reborn
    World
    Zalera
    Main Class
    Culinarian Lv 70
    the Job/subjob system on ffxi was fun and more customizable than the current 2.0 class->job system.
    (7)
    HeavensWard theme song lyrics:

    - "We can [Stance]dance if we want to
    We can leave your friends behind
    Cause your friends don't [Stance]dance
    And if they don't [Stance]dance
    Well they're no friends of mine"

  2. #2
    Player
    MageBlack's Avatar
    Join Date
    Oct 2013
    Posts
    1,715
    Character
    Sora Burakku
    World
    Zalera
    Main Class
    Thaumaturge Lv 90
    I kinda liked 1.0 how there was your characters level then your classes level. I dont mind the class into job advancement, I think the only problem is trying to keep the class relevant after you get your job. There is really no need for the class once you get your job stone, not even for solo leveling.

    A) Keep classes but have them "evolve" into the job, not something you can switch in and out of (this would allow for advanced jobs later down the road)
    B) have weapons be like gear (where a sword is for the GLA, PLD, RDM, BLU)
    C) no longer link weapons to the class. Make classes as a list you can choose from.
    D) Having classes as a list, like the gearsets (have it save your gear that way too), would allow for more possibilities and less restrictive.
    E) keep the "sub-class" requirement for evolving from class to job
    F) Relax the cross class skill restrictions.

    I'm sure if I gave this more though I could flush it out better but I welcome a change in 3.0
    (1)
    Last edited by MageBlack; 06-30-2014 at 11:24 PM.

  3. #3
    Player
    Rbstr's Avatar
    Join Date
    Aug 2013
    Posts
    512
    Character
    Robin Ster
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    I like the idea of classes branching into two (or more) jobs and I think they should stick too it.

    What it will require, maybe, is a bit of reworking of the basic classes in order to support two roles. I don't think it would be excruciatingly hard to fiddle with Gladiator a bit so that with the Job Stone it can be a DPS class. Insert abilities and change up some traits.

    "Rules" like "there are four job abilities" are not something that must be set in stone. Really, they're arbitrary and can be messed with however they want to make things work.
    They could easily have extra job abilities, have Job traits or add conditionals to existing abilities that act to transform the class.

    I don't think all new jobs should be from the existing classes. But I think most classes should have two options. And I like jow specialties being available for leveling one thing. I think it's a nice bonus for people with tank/healer roles to get a "free" dps with their leveling
    (0)
    Last edited by Rbstr; 07-01-2014 at 12:48 AM.

  4. #4
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    I will be very disappointed if the class/multiple job system is scrapped and replaced by a single class -> job or just single job system.

    IT'S BORING!

    SMN and SCH currently work great, the ONLY real downside being that they (currently) do not share their allocated stats (although stat choice is by and large pretty stupid right now as there is usually just one "correct" place to put your stats, but that's another matter). You level up one class and you have access to two jobs that are similar, but unique in their own way.

    And it also means you get fewer jobs as a result. A second job only means a few job quests, a few modified skills on the base class to better fit the role (like removing threat modifiers on attack abilities), 5 extra abilities and new job specific weapons.

    Full classes require more work (as has been stated by Yoshida), in that you need a class guild, many additional quests, and a full suite of abilities and traits. And then you need all the other stuff a job requires too.

    Part of what makes a lot of the Job based FF's (and bravely default) great is the large number of jobs you have to choose from. I feel like moving to a 1 class-> 1 job would limit the number of total jobs that could be added because each one requires more work.

    However, I do think the current model leaves room for improvement. It would make more sense if base classes had a more general stat allocation, and the jobs were much more specialized. For instance a MRD might have a more balanced allocation between STR, VIT and casting stats. Enough MND to be able to cast a Cure that wasn't worthless or enough MP to cast Raise on a random player when you run past them. However, a WAR would be very heavy on the VIT, a little less STR and very light on the casting stats. A DPS Job based on WAR would be heavier on the STR, while giving up some VIT and go light on the casting stats.
    (2)

  5. #5
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Rbstr View Post
    I like the idea of classes branching into two (or more) jobs and I think they should stick too it.

    What it will require, maybe, is a bit of reworking of the basic classes in order to support two roles. I don't think it would be excruciatingly hard to fiddle with Gladiator a bit so that with the Job Stone it can be a DPS class. Insert abilities and change up some traits.
    I think it would be good if there was better focus for the Job's intended role. For PLD, the base class (GLD) has too many defensive cooldowns for a DPS class to use. And 2/5 abilities added by the job stone are DPS abilities that have nothing to do with tanking. If Sword Oath and Spirit's Within were GLD abilities and a couple of the defensive abilities were moved to PLD (Sentinel and Bulwark, for instance), it would be easier to adapt the GLD moveset to a DPS job.
    (0)

  6. #6
    Player
    rwyan's Avatar
    Join Date
    Apr 2012
    Posts
    134
    Character
    Deeg Astra
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Because each job has its own end-game progression with gear and weapons, I don't think it is so much an issue that jobs are insta-leveled.

    The whole thing with weapons = class was always a bad idea. In 1.0, it worked in theory because classes really were flavorful labels for a skill (ex. Sentinel was the "class" name for the shield skill even though you could never equip a shield in your primary weapon slot). Unfortunately, the original system, while providing a great bit of freedom had so many problems like worthless abilities or broken abilities. You had players running around in their skivvies taking on NMs because gear and stats had such negligible impact.

    The Job system did bring that iconic Final Fantasy flavor at the cost of all that freedom. It did provide an ultimately more fulfilling combat and grouping experience. However, now that the devs have gotten a handle on things, if they are planning on tinkering with the job/class system, I hope its to bring back some freedom.

    I do think the current job/class relationships will make it difficult to add new classes and new jobs in the future. Each new class requires new weapons, new itemization, new quests, at least 1 job (which has its own itemization, quests, etc..)
    (2)
    Last edited by rwyan; 07-01-2014 at 12:47 AM.

  7. #7
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by rwyan View Post
    if they are planning on tinkering with the job/class system, I hope its to bring back some freedom.
    I hope it doesn't. I'd prefer they just remove classes and stick with the job system. "Freedom" of class skills is a balancing nightmare. It's why I generally despise skill trees that do not have restrictions. Swtor for example is constantly filled with hybrid classes because they refuse to force you to put 36 points into the main tree, so we constantly have these broken hybrids of 22/22/2 or 15/26/5 etc...

    I like that the trees give the class different options, but the game needs to lock you to one tree that you chose till you reach 36 points then put the remaining points in an off tree. BW refuses to do that so they have to keep nerfing classes due to hybrids completely overpowering full spec trees. You want to see that crap in FFXIV? Cuz I don't. Hybrids are a terrible thing. "Freedom" of class builds just comes with constant nerfing trying to deal with broken hybrids.
    (0)

  8. #8
    Player
    rwyan's Avatar
    Join Date
    Apr 2012
    Posts
    134
    Character
    Deeg Astra
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Ransu View Post
    I hope it doesn't. I'd prefer they just remove classes and stick with the job system. "Freedom" of class skills is a balancing nightmare.
    As it stands, character development is pretty much spelled out for you. Are you a healer? Then you wear the <insert something here> of Healing. Are you a dps caster? Then you wear the <insert something here> of Casting. I'm actually glad they kept stat allocation per class as opposed to per job. For ACN, players have to make a choice... do I want to heal more or dps more? Or do I go for something in-between? I guess when I say "Freedom", I would like to see the element of "choice" introduced. I like "building" a character - its a habit from my pen-and-paper gaming - and while FF14 has its plus sides, character development isn't one of them (though the glamour system has certainly helped).
    (0)
    Last edited by rwyan; 07-01-2014 at 05:28 AM.

  9. #9
    Player
    Deifact's Avatar
    Join Date
    Aug 2011
    Posts
    321
    Character
    Deifact Kinspawn
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 61
    It's funny because when FFXIV was first announced and they introduced the armoury system I pictured it acting like in FFIX where abilities were attached to gear and by wearing the gear while gaining experience you unlock those abilities.

    I still wish this were the case as I liked the system in FFIX but I can see how it'd make some gear really desirable...

    But anyway, I'd like a lot more flexibility in the system. I'd like to be able to equip different weapons on a job (when you equip a job stone, there's no reason to be weapon locked anymore) and to get rid of the restrictions jobs have with cross classing.

    I'd like to see all class skills available to everyone, with job skills being exclusive.

    I'd like cross class skill potency to be based on that classes level like in 1.0, so if you equip your level 5 cnj stone spell on 50 BLM, it'll do less damage than if your cnj was 50.

    I'd like to have traits cross class able.

    I want more variety. I Want to be a spell wielding gladiator or a healing lancer etc. Etc.
    (5)

  10. #10
    Player
    Hiruke's Avatar
    Join Date
    Aug 2011
    Posts
    569
    Character
    Aislin Delhir
    World
    Leviathan
    Main Class
    Arcanist Lv 73
    I don't even see the point of classes. It's extremely rare that you find any reason at all to use them once you have jobs. Though if they're going to go back to the drawing board on established systems, they ought to do the same with FATEs and materia as well. The #1 thing is FUN, right? FATEs and materia seem to have missed the mark. :P
    (2)

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