Quote Originally Posted by Dargoth_Draconia View Post
If they did that they need to allow you to buy those +affinity things multiple times at certain levels of the base class, and to get the highest possible affinity lets say for CON abilities and I am an ARC would be level CON to 50 and buy all the affinity up traits via guildmarks and even then at that point it wouldn't be 100% would be like 80-90% effectiveness.
80-90% seems absolutely excessive, and allowing people to get there completely defeats the purpose of reducing affinity in the first place. The lack of class uniqueness wouls rear it's head again exactly like it's now.

Quote Originally Posted by Spuffin View Post
As far as FF11 goes the way they had it with the sub jobs was perfect. Imagine if you lvled Samurai to 75 and then you lvled every single class to 37 and put all of there abilities on the Samurai and now you have this WTF OVERPOWERED I CAN SOLO ANYTHING IN GAME job. FF11 sub jobs allowed you to pick ONE class to sub really only allowing you to use the ABILITIES not the over powered weapon skills of that class when it is 75.... and these abilities were capped at 37... If you sub warrior you are only utilizing berserking defender provoke and warcray... that is it... and stat buffs. That right there just enhances your class even further not turning you into a jack of all trades
I disagree.
1: in FFXI you could use abilities only from two classes. That's excessively restrictive and doesn't really reward those that leveled more classes, especially if, like many, they're interested in using only one as "main".
2: Limiting the abilities that can be used to a certain level looks and sounds extremely artificial. Reducing their potency so that they effectively are not overpowered, but just something nice to have to support your main ability is much more natural.
3: the FFXI way reduced the number of viable options radically, to the point that basically everyone had the same subjob for the same class. That basically completely voids the utility of subjobs, as SE could have just as well designed single classes and included the ability of the cookie cutter subjob in it. The armoury system increases the number of the viable options exponentially, promoting the use of different setups instead of the 1-2 cookie cutter ones without wich you couldn't even get a party in FFXI.

With reduced affinity there's absolutely no danger of turning characters in jack of all trades.