That's right, friends, it's this thread again!
As of this writing, Final Fantasy XIV is in a rut. Heavensward is a bland rehash or the 2.X series. (Unless you count enabling players to fly over vast, forgettable landscapes, or the addition of three new jobs, which are near duplicates of three older vocations.)
To spice things up, there are numerous new systems that may be introduced, but I would like to reopen the discussion about adding a way to let players fine tune their favorite jobs to closer match their playstyles. As it stands the only difference between two people playing the same job is gear, along with the 30+ stat points to put in one of two stats actually needed by your job. We can customize greatly how we look, but why not how we play our jobs? One of my favorite aspects of the Final Fantasy series has been character playstyle customization, most notably : FF5, FF7, FFT, and yes, FF11 ONLINE.
Why should we have the ability to customize our jobs?
Players could enjoy imagining fun, creative builds, even knowing that they may not be the perfect choices. Besides, those “perfect” builds may not work best for some players. The fun is finding what works best for you.
It would open up certain jobs to those who would never play because it is stuck with a single role. I know of plenty of people who would love to be a Paladin if only it weren't a tank role only. This would also solve many player’s gripes over the Dark Knight being categorized as a tank.
An added feature to the game that would draw in players on the fence or simply turned off by how simple or bland the jobs are.
Invalidating the *takes hat off and holds it over chest* "Everyone will just chose the optimal build" argument.
That's just not true. If it were, then why aren't we all playing the optimal dps, tank, or healer jobs? (I understand simple group composition. It was an example. My point stands. We could all be playing one of the best four dps, considering a full party, but we don't.)
Because we all don't enjoy playing the mathematically solved "best" job. Builds wouldn't be any different as they're just a playstyle choice as the job itself.
Weak arguments against this idea:
1. “Choice is an Illusion.” If I understand correctly, this is one of three player types.
a) Those who are punished by difficult content to the point of needing perfect builds just to get by.
b) Players who want the very best set up so they can perform their best.
c) Those who haven’t the time, interest, or are scared to make their own decisions.
False. All of those players would chose to look up a premade optimal build to enhance their experience, effectively giving them but one choice. Nothing would change for them except the fact that they have made a decision.
2. “It would be hard for the devs to do.” More variables would lead to further imbalance, ultimately breaking the game.
False.The challenge would be greater, though I still wouldn't argue this when we have the some of the most talented devs in the world working on this game. There are other games out there with a balanced custom class system in place. There’s no reason SE couldn't do it and do it better!
3. “The mess that’s already the Duty Finder would only get worse. People who have made poor choices may potentially join the DF keeping me from completing content."
False. This is a self-inflicted wound whereas the more difficult content in any MMO should not be attempted with random players. If they are struggling in a low dungeon, a little kind advice goes a long way and completion would be possible. As I see it, if you're so against it then DF should be a last resort, not your primary go-to for content completion. Try the Party Finder. Join an active FC. Go make some friends who share your playstyle and have fun again. IMO that is the true spirit of the MMO.
Ultimately it is up to SE on if and how to implement such a feature, though I’d like to throw out some suggestions:
A combination of FFXI and ARR:
Pick a subjob or a combination of two where the player may take most of the lvl 1-30 abilities. (with a 5-10 cross-skill maximum)
More fun with Traits:
Sure we could cross-class them, but what about adding trait materia? Most equipment would have 1 or 2 trait slots which anyone could socket no matter the profession.
Talent Trees: (Yes I know they’re cliché, though anything would be an improvement.)
(WHM)
+1-5 points to raise all magic healing potency 1-5%
+1-5 points to reduce casting time by 5-25%
+1-3 points to increase Cure 2 potency by 5-15%
+1-2 points to increase max MP by 5-10%... and on and on.
FF9 inspired system
Instead of learning abilities from equipped armor as it was in FF9, why not add traits, buffs, and various ability upgrades by spiritbonding lvl 51-60 gear. The bonuses could be attached to the gear or they could be attained from the gear.
The first option would make just simple stat comparisons to armor a thing of the past and add another deciding factor to player choice. An example for a healer would be: One piece of gear has a trait that gives + 3% increase in healing potency while the other piece of gear has a trait which makes Esuna or Leeches a party-wide ability.
The other option would award the player the bonus after spiritbond, and then could be slotted as a bonus trait for the player's job regardless of whether or not the player has the piece equipped. There would only be a limited amount of slots available to keep a player from becoming too powerful. This would be a meaningful way we could have alternate builds for our jobs.
Something I've forgotten? Agree, disagree, or agree to disagree? Then I want to hear more from the community. An official statement on the subject would also be much appreciated.
If anyone can come up with more suggestions on how SE could go about implementing such a system, please post here and I will add it to my original post with proper credit given, of course.
Tl;dr? Well then, you're out of luck.