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  1. #1
    Player
    Gilraen's Avatar
    Join Date
    May 2012
    Location
    Gridania
    Posts
    2,489
    Character
    Gilraen Bior
    World
    Midgardsormr
    Main Class
    Archer Lv 70
    I don't get how using XI's subjob system would be an improvement over the class system. If you feel you need every cross class ability under the sun then just don't wear the Job stone. Simple as that. The Jobs are supposed to be specializations on the class. It's why you lose half your cross class slots and are restricted to what classes you can cross class from. XI's sub job system would not be any different. It'd actually be worse as you'd then only be able to draw from one class/Extra Job for your cross class abilities instead of two.
    (1)

  2. #2
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    I would pick arcanist/archer.
    (0)

  3. #3
    Player
    Bishop81's Avatar
    Join Date
    Nov 2014
    Posts
    806
    Character
    Eldon Pierce
    World
    Behemoth
    Main Class
    Summoner Lv 60
    As I have posted in other threads ...

    The reason Classes/Jobs are boring now is because of "raid balance". The more customization given to the player, the harder and more work it takes to balance.[1]

    The solution is simple.
    1. Make raids Job-only.
    2. Introduce cross-class skills that aren't tied to any class but are instead learned from Grimoires, Allagan Tomestones, ... etc. (i.e. "skill books") which are acquired from quests, vendors, dropped from NMs and appear in their own classless category - they are of course for use by specific classes only.

    This way you can go wild with Classes and their skills while not messing up raiding.

    [1] Raid encounters are probably designed the same way they are in WoW.

    The developers build the encounter around existing Job abilities. They remove anything if it doesn't play well with specific Jobs. Damage and mechanics are designed to be beatable by existing Job abilities and such that each Job is as close as possible performance-wise.

    As you can imagine, the more Jobs (and Job variations; which are from their point of view pretty much separate Jobs), the more they have to test the raid encounters against, the more simulations they have to run.
    (0)

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