Feel free to speculate, I'm referring to people using 1.0 as ground to stand on as if it holds any relevance in 2.0
Probably because it seems irrelevant to speculate on something we cannot see, don't have much data on and can't even play. Personally I like seeing people's thoughts on stuff like this. In this particular case I agree; the classes are more or less unnecessary if we've got jobs which are really just the same thing under a different name. I look forward to the changes. They need to get rid to redundancy.
I've said this before but if classes got class only skills that were made for solo and lost them on changing to a job it would allow jobs to gain more job only skills. This would go a long way in defining the roles.Probably because it seems irrelevant to speculate on something we cannot see, don't have much data on and can't even play. Personally I like seeing people's thoughts on stuff like this. In this particular case I agree; the classes are more or less unnecessary if we've got jobs which are really just the same thing under a different name. I look forward to the changes. They need to get rid to redundancy.
Also jbs should have traits instead of the class that way when switching you enhance in a way the class never could
This makes the most sense to me. I hope this is the case.I've said this before but if classes got class only skills that were made for solo and lost them on changing to a job it would allow jobs to gain more job only skills. This would go a long way in defining the roles.
Also jbs should have traits instead of the class that way when switching you enhance in a way the class never could
That sounds feasible. My only thing would be how would a skill be designed such that it's made for solo but is acceptable for loss when on a job (party play I suppose)? Like, as it is now If were to lose an incredibly powerful WS on my class when I switched to job, I'd just be annoyed or feel stifled. If they made a job equivalent of the skill I lost, that'd be pointless.I've said this before but if classes got class only skills that were made for solo and lost them on changing to a job it would allow jobs to gain more job only skills. This would go a long way in defining the roles.
Also jbs should have traits instead of the class that way when switching you enhance in a way the class never could
Basically to me the problem would then become: what new skills do they add for both and how would they add them with still being redundant or making one or the other somewhat lamed...definitely don't remove anything that would combo. Oh gosh.
I realize they could make any number of random skills, but this is where that pure speculation without seeing what we've got comes in.
To me solo skills would be about self preservation and job skills would be about damage for dd, tanking for tank ect. The reason you wouldnt use a class in party would be, no traits so a lot of your abilitys would be nerfed and a mager loss of damage outputThat sounds feasible. My only thing would be how would a skill be designed such that it's made for solo but is acceptable for loss when on a job (party play I suppose)? Like, as it is now If were to lose an incredibly powerful WS on my class when I switched to job, I'd just be annoyed or feel stifled. If they made a job equivalent of the skill I lost, that'd be pointless.
Basically to me the problem would then become: what new skills do they add for both and how would they add them with still being redundant or making one or the other somewhat lamed...definitely don't remove anything that would combo. Oh gosh.
I realize they could make any number of random skills, but this is where that pure speculation without seeing what we've got comes in.
But if Traits enhance your Damage Dealing capabilities with your job, wouldn't it still be possible to solo because you are able to kill your targets much more quickly than you would solo as a Class ? Class = long drawn out battles ? Job = quick, smaller burst battles ?
Last edited by Shadow_Sama; 11-30-2012 at 12:08 AM.
It would depend on what the finished action list was. What if marauder got blood bath and war didn't. I would take the constant self curing over damage output or I would have to constantly rest for hp.But if Traits enhance your Damage Dealing capabilities with your job, wouldn't it still be possible to solo because you are able to kill your targets much more quickly than you would solo as a Class ? Class = long drawn out battles ? Job = quick, smaller burst battles ?
Why is this even an argument? Is there really concern for the way the class/job system is? Also, take a look at Archanist vs Summoner. Archanist is supposedly going to get Carbuncle while Summoner will not. Summoner will instead have several different types of small primal based summons.
Not sure if adding arc/summoner fixes the game... And as ive stated before 1.0 class job relation was flawed, I'm waiting til beta to see if they fixed it.Why is this even an argument? Is there really concern for the way the class/job system is? Also, take a look at Archanist vs Summoner. Archanist is supposedly going to get Carbuncle while Summoner will not. Summoner will instead have several different types of small primal based summons.
This is se's last chance and if you really think 1.0 class/job is gonna appeal to the masses you are dilisusional. There has to be a greater seperation between the 2 and have them perform solo/party roles as intended.
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