Uh, no it isn't. They'd need to literally recreate their entire low level enmity system to make it so that DPS jobs branching from tanks would be able to use moves which have high enmity as a basic attribute without simply ripping everything off the tank due to that high enmity because as my example showed, a non-tank scaled to below 30 split from a gladiator would literally get to use two attacks and one buff and situationally a stun out of ALL of their moves. And none of those moves would have anything to do with their job as a RDM because none of them are magic.
I'm pretty sure that your suggestion isn't coming from a standpoint of SE being lazy. Sounds more like you're the lazy one. Because SE created three completely new jobs for HW plus Rogue/Ninja before that while you're the one complaining about how you don't want to put effort into playing the new classes that you say would be so great because of variety.SE is generally very lazy ... Having to go back to lvl up extra jobs also seem like a waste of time IMO.
So is only being able to use two skills at anything below level 30 because the class doesn't allow you to play the job.That's insanely boring and repetitive.
Which is a lot more work than just creating new ones because they would have to recreate them to fit the theme (GLD uses no magic, so branching them to RDM which kind of needs to use magic to be a mage would make zero sense) and then rebalance absolutely everything.Base classes can be reworked to support branching.
And your assertion that people wouldn't want to go back and grind doesn't hold up quite so well when you consider that they had to do exactly that to have DRK, AST, and MCH at 60. But I mean, there aren't any of those, right, because people don't want to relevel, right?I just think my idea is more forgiving to all players both new and old.
So the options are either rework absolutely every class in the game to fit with new branched jobs and rebalance absolutely everything, or just create new jobs which they only have to worry about fitting them into the balance, rather than rebalancing everything else.
Nobody who actually thinks variety is good will agree that branching jobs is the better option because they're less varied by being locked with a majority of the same skills as the other branch. The only people who think branching jobs is the better way to go are people who are just too lazy to actually want to play the "new jobs" that they claim to want so badly. If you REALLY want a new, varied thing to play, having to relevel it shouldn't be an issue because, well, it's something new.


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