
Originally Posted by
Razor
I've noticed that to play any particular job well (GLA in particular) I need to have nearly every class ranked up. And yeah, yeah, before I get hit with the "go level everything to 50, noob" reply, even though I play several hours a day I shouldn't HAVE to rank every class to 50 to be good. Probably personal grievance but time =/= skill in every case. I shouldn't be penalized for not wanting to master every single class just to be good at what I do. (Although I understand it helping, it shouldn't be a fundamental aspect).
Some of the enmity related Skills (such as Warmonger) and other enmity generation actions (Defender) should be moved to GLA while some awkward kinda DD skills from GLA (Still Precision) could be moved over to MRD in place of them. I noticed that on the current skill list MRD seems terribly bogged down in skills that are situation and meh and insist on the MRD tanking while LNC (almost said DRG) has nearly every single skill catered to dealing damage with some random THF-like abilities thrown in there.
Ideally I think they need to tailor each job to a more specific role than spread out all the useful skills amongst all the different classes. The beauty of this game is that we -can- level up multiple classes if we want to make some strange hybrid class, it shouldn't be mandatory.
Also this would be a great time to diversify the kind of damage each class does because currently for every DD class its "Smack smack smack, WS, smack smack smack, WS" and that really shouldn't be the case.
MRD I recall was originally designed to be an AoE master with those "huge hit" skills.
LNC was originally designed to be a distance hitter who used strategy to place hits in specific spots
PUG was supposed to be your typical fighter but with some rogue aspects to it as well.
ARC is an archer and does what it does very well.
Why not go back to the original model and start from the ground up making the classes do what they were conceptualized to do? (ie: possibly make MRD standard axe swing an AoE instead of giving Broad Swing the shaft, give LNC more weapon skills that are dependent on where they are in relation to the enemy (left, right, front, back) and more strategic abilities, give PUG kick attacks and counter attacks and more skills that let them dodge and counter or go in and give the mob hell leaving themselves exposed.)
Speaking of PUG, where is the ability to change from offensive to defensive stances like we were told was going to be able to be done? And where is LNC's Overrun ability that got me very intrigued.
@Synapse: I really like that idea, I suggested something similiar in a long-forgotten BR thread that each class needs special TP attacks based on some kind of meter separate from regular weapon skills that can be used for chaining as not to interrupt the flow of combat.
EDIT: Kind of went on a tl;dr there ^^; Thanks to anyone who reads the whole thing.