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  1. #1
    Player

    Join Date
    Aug 2011
    Posts
    228
    PROPOSAL

    I think the job system needs a COMPLETE overhaul. Many people quit FFXI thinking FFXIV would bring something new to the table, other than mind-numbing animation spam, button-smashing, and the abomination that is the job system. The decision to re-examine job names was a first step in the right direction towards a newer and better FFXIV, and would have helped bring the game that much closer to what it should have been from the beginning. However, while feelings of nostalgia may have been a wonderful gift to the many Final Fantasy fans out there, it will never compensate for the horrific system that is in place now.

    EXAMPLE

    FFXI only allowed players to combine 2 jobs’ abilities, traits, and attributes; and only about half of the secondary job’s benefits were awarded by the combination. This meant players had to thoroughly evaluate each potential sub job for their main job, and decide what aspects of those choices were beneficial to them. This helped promote character and job uniqueness. For example, a DRG/DNC or DRG/WHM was an excellent choice for soloing, but less suitable for damage dealing. While on the other hand, a DRG/WAR or DRG/THF would be a prime combination for party play where healers are readily available, and damage is the only focus. In FFXIV, whether you’re a Conjurer, a Thaumertauge, an Archer, a Pugilist, or whatever else, you almost always have cure spells assigned, abilities/actions/traits from other classes, and perhaps even some “TP-moves” equipped: like "Second Wind," "Comrade in Arms," or "Trammel" for an easy 500tp weapon skill. This means everyone is spamming the same basic attacks, weapon skills, cures, and abilities as any other job, leaving only the "weapon in hand," and "job title" to distinguish what "class" someone is actually using. Because of the mass combination of class abilities, actions, and traits, no class is very unique -at all. Everyone capitalizes on various aspects of each job, and turns every class into a carbon-copy of the other.



    In fact, most players will be hard-pressed to find themselves able to solo *without doing it. The game practically forces you to level every job, throwing uniqueness completely out the window. In FFXI, there were clear, distinct roles designated to each job. Red mage had magic, and great spells, so it debuffed mobs, and cured and buffed pt members (although, useful attk magic would have been nice, which, luckily THM brings to the table); Thief had high evasion and good hate-control abilities (Trick Attack, Collaborate, etc.), so it pulled monsters, and assisted tanks with maintaining hate, and so on. Players COULD make odd combinations of jobs if they wished, but most the time it rendered the jobs "gimp" and then they had trouble finding parties. XIV tried to remedy this issue, but took it to the extreme, and ended up causing even more problems. Now, any job can be effective in any way: as a tank, as a healer, as a damage dealer, as a puller, or anything they want to be. However, now they're forced to level, virtually, EVERY job to be good, instead of just the "right" job. Because of the current system, every job can play any role in any party. Nothing is unique about them but the "weapon they carry" and the "title they possess."
    (6)
    Last edited by Khal_Drogo; 08-21-2011 at 09:24 AM.

  2. #2
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Khal_Drogo View Post
    I think the job system needs a COMPLETE overhaul.
    Nothing need a overhaul what isn't ingame yet.
    (0)