Quote Originally Posted by Alahra View Post
In general I don't see them doing this—part of the reason cross-class skills exist is to encourage people to try and play other classes. Personally I'd rather they expand cross-class skills in some way, rather than removing them.
Idk, it feels really arbitrary when they're essentially forcing you to level other classes just to be able to function in end game (and sometimes not even) content. Specifically abilities like provoke. If it means getting rid of the homogenization of all physical dps getting B4B and invigorate, but instead have 5 new abilties in it's place that gives more depth and identity to each job, I'd rather ditch the cross classing


Quote Originally Posted by Alahra View Post
Rogue actually does offer cross-class skills (Shade Shift, Goad, and Death Blossom), but since none of the existing Jobs have Rogue as a requirement, they don't see see any use. Future jobs may have access to them, though, especially if they move to a point where another job uses Scouting gear—any such job would be more thematically likely to have Rogue as a subclass than others would be.
I already addressed this; I said that none of the existing jobs can use rogue skills, not even the new ones.

Quote Originally Posted by RiceisNice View Post
...the problem really roots back to the cross classing when you see that rogue has no cross-skills for any of the current jobs, not even the new ones.
The way it is now is also a retroactive problem; MCH, AST and DRK offers no cross classing. Some of them would not even make sense conceptually if you tried (trying to cross class something like wildfire, rapid fire, or reload) to put it on another class/job by itself.

Quote Originally Posted by Shurrikhan View Post
That's exactly what I'm trying to get at though. There's nothing about "a" class system that says that jobs stemming from it must take all the same base skills. You could just as easily give a class more skills than any one job expanding from it can take atop its own unique job skills. Nor is there any rule in a system that happens to have source classes and expanded jobs that the jobs aren't at all allowed to modify the effects of class skills passed on to them. It's not the fact that we have two tiers of broad / customizable and deep / iconic classes-jobs that's holding us back. It's the execution in relating the two to each other.
Well I'm speaking for it as is. If they want to make it work, the changes need to be implemented to how it works in general from the ground-up. Skills need to be retroactively changed as you equip a job crystal, traits need to be job exclusive, etc etc. We just have none of that in the current workings, unless you count MCH/DRK/AST traits by definition since they are job-only.