
Originally Posted by
Claire_Pendragon
The sole reason jobs were made, were for 2 reasons.
(1) the main reason, Yoshida didn't just want to continue doing things "Tanaka's Way", and honestly, I understand this, and would find ways to bend the current system to something that fits my style.
Yoshida wanted less JoaT feel, to give the job/roles some more limited specialization, so it could be kept under control easier. (As time comes, who knows what doors will open, but for now we will have some limits.)
He knew people would get a little TOO pissed, if he removed class swapping abilities, or took away allot of the useful 'solo' abilities, that make most classes JoaTs.
So now comes the 2nd idea, that allowed for this 1st one, to be complete.
(2) People complained the game is for casuals (I'm a casual player, but I don;t agree with the following personally.) and that needing to level so many classes, was preventing them from "Playing the game fully as just one class." which Tanaka originally promised.
So the job system, was a way to "enhance" current classes, so they don't need to use other class abilities, and be a specialized role.
Some theorize it might be possible to still be good as a class, mixing all the right cross class abilities. (aka still not a waste of time having taken up so many classes .)
Over all I think Yoshida is all in favor of "No classes, only Jobs", but because of the mentioned points, will go this route.
It's not to my liking, but it's not too bad of a concept, to fix what he/others think are a problem.
The inventory issue is something that does need to be addressed (and will be slightly, with each class getting a special "bag" space, to keep gear for it, and won't take up normal inventory.) But with the "gear bag" system, will it also include Jobs?
If so, then there is no problem.
But making gear that is MRD only or WAR only, rather than MRD AND WAR only, will be just 1 more problem to deal with.