SE should remove the class system in 3.0 and just have Jobs because the class system serves no purpose except to restrict jobs and it's a relic from 1.0 that's out of place in A Realm Reborn.
SE should remove the class system in 3.0 and just have Jobs because the class system serves no purpose except to restrict jobs and it's a relic from 1.0 that's out of place in A Realm Reborn.
I think they should have had Jobs start at level 1 and be powered up and more focused (kinda like they are now) versions of the classes needed to gain them. Then leave classes more generalized with a wider range of cross skills to select. This would hopefully add more depth and make both more useful depending on your situation. Right now there really is no need to be a class once you get the job.
They've already said they're redoing the way those work.
That, combined with the fact that, unlike all the other classes, ROG has an actual set visual aesthetic, tells me we might be seeing a split.
It's restrictive as it stands because there's not much tweaking you can do when adding a new job to suddenly make it take another role entirely.
For example, if you wanted to make CNJ a DPS job, you'd give them ALL DPS abilities but they'd still have some of the strongest heals in the game. ACN/SMN/SCH is the only real exception since the class/jobs were designed from the beginning to be split between heals and DPS.
The only current way to keep the system is to have certain abilities tweaked by being a different job a la Carbuncle->Eos/Garuda Egi
This can be prevented by making the skills Class/job restricted.They've already said they're redoing the way those work.
That, combined with the fact that, unlike all the other classes, ROG has an actual set visual aesthetic, tells me we might be seeing a split.
It's restrictive as it stands because there's not much tweaking you can do when adding a new job to suddenly make it take another role entirely.
For example, if you wanted to make CNJ a DPS job, you'd give them ALL DPS abilities but they'd still have some of the strongest heals in the game. ACN/SMN/SCH is the only real exception since the class/jobs were designed from the beginning to be split between heals and DPS.
The only current way to keep the system is to have certain abilities tweaked by being a different job a la Carbuncle->Eos/Garuda Egi
For instance make Cure2 CNJ/WHM only excluding the DPS job and add skills that are usable only on the DPS job.
Didn't they talk about re-doing a few things for 3.0?
Maybe I'm thinking of taking classes and expanding them into two jobs. I'm at work now but I'll try to find the dev or Yoshi link that talked about it. I could be entirely wrong.
Removing the classes I wouldn't want to see I like the way the story makes the classes look and then the jobs. But there doesn't seem to be any need to be a gladiator vs a pld, in any situation. Plus the solo stuff now you will need to be on your job 90% of the time.
Last edited by Leigaon; 10-24-2014 at 01:44 AM.
~History~:
First we just had classes.
Then they added jobs to attach to the classes with the intention that classes be better suited for solo play and Jobs be better for group play.
No one went back to classes, because any perceivable advantage they provided to solo players wasn't enough to bother with it.
Now we got a system that feels almost entirely arbitrary.
And that's basically it.
Last edited by Gramul; 10-23-2014 at 03:59 AM. Reason: Thanks kyuven
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