The class system is a relic from 1.0 they should remove it because it is so useless for the most part. Nobody plays classes except for leveling and once you hit level cap and if you play a class you are gimping yourself and missing key abilities. They would probably have to do a kind of big redesign if they took it out. The best time for that is at an expansion release.
They very well might do it because at fanfest they said new jobs and mentioned nothing about classes.
Odd one out being MRD/WAR. LNC too can be an effective OT in Garuda Ex.The class system is a relic from 1.0 they should remove it because it is so useless for the most part. Nobody plays classes except for leveling and once you hit level cap and if you play a class you are gimping yourself and missing key abilities. They would probably have to do a kind of big redesign if they took it out. The best time for that is at an expansion release.
They very well might do it because at fanfest they said new jobs and mentioned nothing about classes.
What if they totally redisigned new abilities for the classes,, split them from jobs and made them their own jobs?
SE could change class level into weapon level and with weapon level 30 you unlock the job(s) for the weapon
I think that would be less confusing for some players here
Last edited by Felis; 10-24-2014 at 01:33 AM.
Akiza's motivation for this suggestion is rooted in his/her desire to have the summoner split off from the scholar with the hope that the summoner class will be re-implemented as the FFXI summoner. This will probably not happen. With that in mind, I actually tend to prefer the current system under the condition more classes will have access to multiple jobs. I tend to fall in the camp that getting to the level cap means you've completed the tutorial (SE did give us a nice story), but the bulk of the game is spent doing activities at the level cap. The fact that players will have multiple jobs at 50 isn't a big deal since those jobs won't necessarily geared the same.. In addition, this is probably the best way to bring a duel role system in, which provides more flexibility to players, and if implemented in the duty finder (letting people register for a role with a given class), this would be a good way to reduce queue times.
With how many complaints there are about summoner and their egis, I could very easily see them radically changing summoner in 3.0. If they decide to do that, why not break it from scholar? Having two jobs split from one class that has a set guideline for skill limits is severely hindering creativity on the developers' part. You can't design a job to the maximum potential of enjoyment when you have to make compromises to fit a mold.
This brings up an interesting point; the advantage of certain jobs over their class has been diminishing...20 prime stat does a lot more @ i90 average than i110, saw a thread about drg specifically, because of the lackluster of their job abilities vs things like raging strikes the advantage a 110 drg had over a 110 lnc had dropped to like 3%. At 120+ it's possible lnc could win out...and then if rogue gives any good skills that could be crossclassed...
Since release I could tell this system needed to be redone, but I think the framework that's in place doesn't need to change much.
People use GLD/PLD/DRK, so I'll continue that trend. You get GLD to level 30, doing the class quests along the way. The quests make it clear that GLD are defenders. This is a problem if you want to tie DRK to GLD under the current system. In my version, you open PLD and level from 30 - 50. You decide you want to try DRK. You dust off your old GLD gear and go do the quest. You are granted a new weapon, let's say the Scythe. You equip the Scythe and your skills change to reflect the new Job. But now you have a weapon which makes you distinctly unique.
This would give the devs a chance to add some of the weapons that are iconic to certain jobs. White Mage Hammers? Summoner whips? It gives the freedom to fit new Jobs on top of the Class system in place without having a new Class every time a new weapon is required. Great Katanas, for example.
Frakkin' 1000 character cap... I took out the parts about how this is the system I think they should use, and that classes max out at 30 while Jobs start at 30 and max at level cap. Each Job would then level separately. So you could have PLD 50 and DRK would still be at 43. GLD would remain at 30.
One could argue that a new Job like this (With new weapons) would start at level 1, but I think that would frustrate a lot of people. Personally I would prefer that, but I'm trying to make the system sound appealing to all, and not just the hardcore folks that played FFXI. :P
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