Quote Originally Posted by AlexiaKidd View Post
Thats not exactly true, I could not be a sword wielding THM in this as by equipping the sword my usefulness as a Mage diminishes greatly. However if the system was changed and not made dependant on the weapon but an actual class I could still be a fully functional THM with a sword as opposed to a "sword user" who can cast some spells.
With automatic MP regen nowadays, you can still function well enough.

Anyway, there is another thread on these forums on the distinction between roles/classes where we are discussing how the implementation of a template, label, or other bonus could help facilitate people to make the class they want. If you want to be a sword-wielding mage (like a RDM or something) as your role, then there is still the possibility to do so under the current armory system with the addition of aforementioned templates.

Quote Originally Posted by Kimahri View Post
This is basically what I'm talking about. To me there are not seven, but two different classes. War & Magic. At this point you can basically be either Disipline of War class and be the same, only with a different weapon in your hand.(Maybe a shield.) The same goes to Disipline of Magic. Both can heal or cast elemental magic. Where's the specialization in this system?

In XI, (Please don't misread. I'm not saying to put this in 14. Only a reference.) What made each job special was it's own unique way to instill a purpose of it's role. Now I'm not going to list them all, just a couple.

I. Paladin - Most plainly put was it's purpose was to distract the monster's attention and take the damage so it doesn't run rampant on the rest of the squad. It could also heal itself, but was never directly related to a White Mage generally because MP and actions dictated his role of keeping emnity.

II. Warrior - Not at first, but down the line's, a Warrior's purpose was to deal critical damage to the enemy and help defeat them. Now also, like the Paladin, it was also played with the sub job Ninja.(Not stating Ninja. It was a freak in XI and can't be placed.) A Warrior never resembled a Ninja, only implementing a couple abilities from the Ninja(Utsusemi, and Dual Wield) to further it's place as a DD.

III. Thief - Now this one has a unique purpose in itself. Illusion. It's purpose for, not all, but many a great deal in terms of group work was to give the illusion of emnity to another. That, as well as it's very high evasion, were sole purposes of these jobs.

Now I know what you're thinking, a lot of these traits could be shared. I know! What I'm trying to get at is that this current implementation has a very loose restriction as to what abilities and traits can be shared. A Warrior could give away his Berserk ability, but did it mean that the one who used it as a sub job would gain ALL abilities? No. Only up to a certain point.

If any of this seems rather hazey, I'm truly sorry. I'm just trying to show my side of the story. We need a firmer grip on abilities and traits that can or can't be crossed over to another class.
I know what you're saying, but improving the armory system so that it can facilitate players into making those classes is better than removing altogether and substituting it for those classes.

The classes in FFXI and any other game are about balance and sacrifice. A Paladin sacrifices its DD abilities in order to be a better tank. So if there was a way to simply apply something like a "Paladin template" to your character which gave your character more defense but less attack, then it could exist within the confines of the armory system.

It's not mutually exclusive is what I'm trying to say.

And back on topic (i.e., back to what the OP was saying), im still not in favour of changing the name of the classes to the names of roles because that still doesn't make sense.