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  1. #1
    Player
    Keramory's Avatar
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    Mar 2011
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    600
    Character
    Lee Keramory
    World
    Famfrit
    Main Class
    Conjurer Lv 100

    Classes vs Jobs status?

    This has been a post I wanted to make since 3.0... But ever since I recently tried to explain classes vs jobs to my girlfriend who just started playing, the question came back up.

    I remember since 1.0s Dev switch, the idea was to change the class mentality to jobs, with class being an option for more cross skills. The only time then it was viable that I recall was for thau on rare content for healing.

    Then with 2.0 smn/sch came out on one class, and most people believed over time, other classes will get more jobs per class as well. Like say gladiator getting drk and pld.

    Now with ninja and then the 3.0 jobs (all I'm happy for granted) it seems they're going far away from multiple jobs per class. Are they planning to change something to suit this, like abolish classes? Just curious...
    (4)

  2. #2
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    SCH/SMN didn't turn out so well, so I don't see them repeating that. I don't know whether or not classes will actually get taken out or if it's just too much of a hassle to do at this point. Classes will fall further and further behind though, as we get more job skills.
    (3)

  3. #3
    Player
    BrokenFox's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    162
    Character
    Broken Fox
    World
    Excalibur
    Main Class
    Ninja Lv 60
    The system is just a relic of 1.0. Don't ever expect a new Class. It will be all Jobs from now on.
    (7)

  4. #4
    Player
    Keramory's Avatar
    Join Date
    Mar 2011
    Posts
    600
    Character
    Lee Keramory
    World
    Famfrit
    Main Class
    Conjurer Lv 100
    It maybe a relic but rouge/ninja is fairly new and it came out with a class. I agree that classes are beyond pointless but have the dev team given any indication about them one way or another?

    Also about the comment about smn/sch, did it fail? I thought it did great 0.o how did it fail?
    (0)

  5. #5
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,262
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    ACN having two Jobs failed because of an oversight on SE's part connected to the change to ARR - in that each class/Job's abilities were specifically controlled or guided by one stat, thus players would naturally pump most of their AP into that stat (like, MND for CNJ/WHM). This worked fine for a single Job, as each Job generally refined the role of it's based class and thus continued to make use of it's controlling stat.

    ACN though, which was officially designated as a magic DPS, (and thus INT would be it's guiding stat), suddenly had a healer Job option in addition to it's DPS Job - thus those who put all their AP into INT and wanted to play as SCH found themselves stuck, as their healing spells (which required high MND) was neutered.

    A band aid solution was found by reducing greatly the price for Keeper's Hymns (which allow the player to reset a class's spent AP), but it wasn't really fixing the root cause of the issue. Either way, it showed too many flaws with the system and thus SE abandoned trying to give other classes multiple Jobs, leaving ACN's two Jobs as an orphan, an experiment that just didn't work as well as they had hoped.

    As for the Heavensward Jobs having no base class and starting at level 30, that was born from an entirelly different cause and was yet another failed experiment on SE's part - as the new Jobs were gained from Ishgard that not only required level 50 access, it also did not have a level 1 area next to it - the min level for enemies in Coerthas Central Highlands is around the mid 30s. And given the fact the expansion's storyline kind of has the player on the run from the starting cities, it created a tight spot in providing a location to level new classes and Jobs with. Thus, the new HW Jobs were made as separate 'Extra Jobs' and not regular 'Disciples of War or Magic'.

    Again this hasn't worked as well as SE were hoping - one of the main reasons for even having levels is it allows the player to gradually learn how to play as the class, starting with one or two basic abilities and then as they gain exp learn new abilities that compliment what they've already learned. With the HW Jobs however, that isn't the case. Players are suddenly chucked in the deep end and given 30 levels worth of exp instantly and told "Off you go, it's up to you now." Although most players did get the hang of the new Jobs more or less eventually, it was still a rather unfortunate affair all round and showed just how poor this idea really is.

    Really (and I've mentioned this in a few earlier threads), in a perfect world I would love SE to actually bring consistency back to the Armoury System, and change these experiments to bring them in line with the rest of classes/Jobs - starting with removing SCH from ACN and giving it's own new base class (Mediator?), and then add three base classes to the Heavensward Jobs, thus changing them to proper Disciples of War and Magic - starting with bringing in the long dummied out class Musketeer which would be an obvious choice for MCH, with AST and DRK getting, say, Mystic and Ravager respectively? With that done, I would love to see maybe a change to the base classes made by removing cross-class limitations on class abilities while a Job crystal is not equipped, thus truly allowing players to experiment with customization, and leaving Jobs for duties, dungeons and raiding. But, such an idea is probably sadly unlikely by this stage (*sighs sadly*).
    (11)
    Last edited by Enkidoh; 02-15-2016 at 08:11 PM.

  6. #6
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Ashkendor View Post
    SCH/SMN didn't turn out so well, so I don't see them repeating that. I don't know whether or not classes will actually get taken out or if it's just too much of a hassle to do at this point. Classes will fall further and further behind though, as we get more job skills.
    Meh, that only happened because of how they implemented jobs.

    Chances are classes will just sort of be ignored until SE decides to do a Cataclysm-style revamp of the game, which would lead to them changing the leveling experience and sort of drop classes and their respective quests. Say that in this scenario instead of starting as a lv1 Gladiator in Ul'dah, you can start as a lv1 PLD and go from there, with a lore explanation that the Gladiator's guild was absorbed by the Sultansworn and turned into a training school for them, and you'd be a random nobody that is basically being trained there. By the time you hit 30 the leader of the Sultansworn (Jenlyns) takes you under his wing, continuing the PLD questline as normal. Minor text alterations to fit this are a given.

    The 3.0 WAR questline hints to this already, so I wouldn't be surprised to see some sort of changes to how classes and jobs work if not in this upcoming expansion, the one after.
    Quote Originally Posted by Enkidoh View Post
    ACN having two Jobs failed because of an oversight on SE's part connected to the change to ARR - in that each class/Job's abilities were specifically controlled or guided by one stat, thus players would naturally pump most of their AP into that stat (like, MND for CNJ/WHM). This worked fine for a single Job, as each Job generally refined the role of it's based class and thus continued to make use of it's controlling stat.

    ACN though, which was officially designated as a magic DPS, (and thus INT would be it's guiding stat), suddenly had a healer Job option in addition to it's DPS Job - thus those who put all their AP into INT and wanted to play as SCH found themselves stuck, as their healing spells (which required high MND) was neutered.

    A band aid solution was found by reducing greatly the price for Keeper's Hymns (which allow the player to reset a class's spent AP), but it wasn't really fixing the root cause of the issue. Either way, it showed too many flaws with the system and thus SE abandoned trying to give other classes multiple Jobs.
    The problem runs deeper than that. It involves more the core gameplay that SCH was given because of it branching off ACN without any notable changes to said gameplay. As much as some may hate me for saying it, SCH shouldn't have access to entire ACN DPS spellbook, and the SCH job crystal should have changed some of those abilities (and traits involved) to better suit a healer. SCH would end up with similar DPS potential to WHM while having more heals in its arsenal, and chances are the outlook on healing would have turned out different.
    (8)
    Last edited by Duelle; 02-15-2016 at 08:12 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  7. #7
    Player
    Keramory's Avatar
    Join Date
    Mar 2011
    Posts
    600
    Character
    Lee Keramory
    World
    Famfrit
    Main Class
    Conjurer Lv 100
    That's right I completely forgot about that. I thought what they did was make it so when you switched to sch and smn they had different saves for the stats (allocation would be inputed differently as though they were two different classes)
    Shows how much I know (or recall). Have both to the class to 50 but I never use smn outside showing off gear.

    I think the stats allocation is a shallow pointless system within itself. If this is what failed the multiple jobs idea just take out the allocations. Asides mages if you wanted a little more mp over other stats I never saw the point as its all being dumped into one stat anyway.
    (0)

  8. #8
    Player
    RyuRoots's Avatar
    Join Date
    Jul 2014
    Posts
    579
    Character
    N'rhuna Veraan
    World
    Hyperion
    Main Class
    Monk Lv 90
    Quote Originally Posted by Keramory View Post
    That's right I completely forgot about that. I thought what they did was make it so when you switched to sch and smn they had different saves for the stats (allocation would be inputed differently as though they were two different classes)
    Shows how much I know (or recall). Have both to the class to 50 but I never use smn outside showing off gear.

    I think the stats allocation is a shallow pointless system within itself. If this is what failed the multiple jobs idea just take out the allocations. Asides mages if you wanted a little more mp over other stats I never saw the point as its all being dumped into one stat anyway.
    One of many cases where the idea was more varied and interesting than the reality. The only reason they can't take out allocations altogether now is because of SMN/SCH specifically. Otherwise I'd agree that it should be done away with.

    Personally, I don't have that much of a problem with the way Heavensward did the 3 new Jobs, as a response to Enkidoh. It was *extremely* awkward the first day trying to get the hang of everything for each class, but spending a little bit of time with them, none of them were quite as alien as they first felt. DRK had something very akin to a Rage of Halone combo, AST has the basic heals and esuna equivalent, etc. I can't say how well or poorly this worked for the population at large, though since I haven't kept up with that. I'm curious how the next Jobs that get introduced will be handled. It definitely will be Jobs, though. The further we get into the game, the more irrelevant base classes become.
    (0)

  9. #9
    Player
    Lego3400's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lomnisa (Live) Uldah (Beta)
    Posts
    312
    Character
    Vandal Lillithson
    World
    Excalibur
    Main Class
    Summoner Lv 60
    Quote Originally Posted by Enkidoh View Post
    ACN having two Jobs failed because of an oversight on SE's part connected to the change to ARR - in that each class/Job's abilities were specifically controlled or guided by one stat, thus players would naturally pump most of their AP into that stat (like, MND for CNJ/WHM). This worked fine for a single Job, as each Job generally refined the role of it's based class and thus continued to make use of it's controlling stat.
    The obvious fix going forwards is to let you redisribute those points per Job. Have the devs actually ever said it failed?

    Quote Originally Posted by RyuRoots View Post
    One of many cases where the idea was more varied and interesting than the reality. The only reason they can't take out allocations altogether now is because of SMN/SCH specifically. Otherwise I'd agree that it should be done away with.
    Nah it could be done away with. Your stats change as it is when you equip a job Crystal. Just adjust that.
    (1)

  10. #10
    Player
    DragonFlyy's Avatar
    Join Date
    Sep 2013
    Posts
    889
    Character
    Jasla Angelkin
    World
    Balmung
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Enkidoh View Post
    ACN though, which was officially designated as a magic DPS, (and thus INT would be it's guiding stat), suddenly had a healer Job option in addition to it's DPS Job - thus those who put all their AP into INT and wanted to play as SCH found themselves stuck, as their healing spells (which required high MND) was neutered.
    Neutered is a bit of an over exaggeration. I play a SCH and the difference between having the MND and not with points is a low amount (added maybe 100-200 to my heals at 50). I figured out the problem around my 40s and decided to just put all the points into PIE and the mana boost wasn't great, but to me was better than the MND and it helps both jobs.
    (2)

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