

Not really.
I can forsee them using atleast these all by the first expansions which would cover most of the ones already present in XI.
Axes
Great Swords
Hand-to-Hand
Oriental Weapons
Polearms
Clubs and Hammer
Magical Focus Weapons (Staff, Wand Etc.)
Short Swords and Daggers
Rapiers
Bow
Cross Bow, Guns, Rifles
Entertainment Instruments
I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.


I can see that but right now they have 7 classes. Bringing that number to 10-12 in a future expansion then gradually to, say, 15-18 within a few years would not be out of mind IMO. I think Cairdeas came up with a good list of realistic groups of weapons that could be associated to a basic class.

The OP mentions bringing in additional weapons as either: 1) an entirely new weapon class or 2) a subset of an existing weapon class. Obviously this would be a judgement call for the developers to make, as they have already done to some extent, ex. including daggers with swords (which a lot of us seem to not like).
Keeping Jobs/Titles separate from Weapon Specializations gives them two options for introducing new "class" content, they could introduce new abilities and spells to be shared between classes by introducing a new weapon class, or they can create a new kind of "role template" by introducing a new job/title.
Going back to a point that was made earlier by Kirith, bringing in certain jobs basically "as-is" from FFXI may not really work given the way some of the weapon classes have already been established. Like would there be enough to introduce "Monk" and "Warrior" as jobs when there already seems to be so much of what makes up the feel of those jobs in classes like Pugilist, Gladiator, and Marauder? Obviously they could rework those jobs and the abilities and spells found in the existing weapon classes to try and fit them in, but it'll really be their judgment call to see what they think would ultimately make the most sense in the end.
It's not a perfect analogy, but you can kind of think of the process of making your character similar to like creating a deck in a trading card game like magic the gathering. You're gonna build your deck around a strategy/theme that is going to help you accomplish the goal you want to achieve (this is the job aspect). They introduce different sets of cards (expansions) that introduce new spells, creatures, enchantments, etc. that are the building blocks for creating your deck (the weapon class aspect). Each set has it's own themes and mechanics, you can build a deck focused around those new themes and mechanics or you can just extract the new cards that are going to be most useful for your already existing deck.
When you want to introduce a new concept like say Pets (SMN, BST, etc.) you're going to have to decide at what level it should be introduced. The more specific it gets the more you'll probably want to just introduce it at the job level somehow because everything introduced at the weapon level will have to be something that should potentially make sense as a generic thing that can be used by several different jobs.


The way you'd differenciate classes similar to old school jobs is the traits they get access too..
For Instance.
A Monk would get the "Kick Attacks" Trait which would add a Kick attack to random abilities that are Familiar to Monks.
A Warrior would get "Double Attack" trait which grants the chance to add an extra attack onto the end of any skill that Warriors are Familiar with.
Ninja would get a Trait called "Ninjitsu" Which would turn skills like "Fire" into "Katon" when equipped.
I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.
Honestly, I like this idea, it lets me keep the freedom of the armoury system, which I've enjoyed because I understand how to create a class that plays a certain way, but it also lets me get a further feel for that job by the inclusion of "job specific" skills in conjunction with the suggested title idea.
Unfortunately I'm afraid they may be too far into their already chosen path to use this idea, but if its anything like this and they handle the bonuses in such a way that you've suggested that I could fairly play obscure combinations that played competitively I'd be in heaven.
I'd also be peachy on title advancement through storyline similar to armoury rank quests![]()


While we don't know the actual path they went it's safe to assume they went in a direction similar to this idea. In the last letter Yoshi-P stated the armory system AND job system which means they are separate systems(how this idea is). I personally can't wait to finally get some solid info on them.
As long as they build and complete the armory system I will be happy. Which is why I prefer a system similar to this because that's what it does.
As of now though it's not much to say since we know they already chose a path and are paving it right now. Just the separation of the two systems in the letter leaves me with hope.
Last edited by Akumu; 04-21-2011 at 10:55 AM.
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this kind of development will take long time because of making new skills and balancing out. if they decide to make this, i wouldnt be suprise if it comes out 2year + later.



This is already one of their potential ideas to be put in by the end of the combat overhaul.
Source: http://www.eorzeapedia.com/2011/03/0...naoki-yoshida/Yoshida-san is between two possible plans at this time. The first idea is that the traditional names would be introduced as “higher” or “advanced” classes. The traditional classes would thus be something of a goal for players. The second idea is that the traditional names would be more of a subset or specialization within the existing classes.
It wouldn't take 2+ years to do, the skills exist already in the game and the balancing has been made a bit easier with the smaller groups.
Its a good idea, but a little too complicated.
they probably will implement a Ragnarök style advanced class system.
and allow you to take each of the base classes down a specialized job route
you cant have individuality when everyone can play every class the exact same way.
an example would be
take glad to 50
then you have the option of
A warrior path - dual wielding specializing in swords and Damage, but still able to use shields upto to the base glad rank of 50
Dark Knight - Great sword specialist - can still use single swords and shields up to glad lvl 50 after specializes in greatwords only.
Paladin - Sword and shield specialist, main tank/ healing/ affinity with light magic.
another example marauder
Beserker - Specializes in dual axes, Dot and relentless attacks. can use great axes up to 50
Dark Knight - specializing in syths and affinity to dark magic, can use great axes up to lvl 50
Great Marauder - Advanced Great axe user, focuses on Spike Damage.
something like this where u open your advanced job and level, you can use all your skills from the base jobs but the advanced job can level untill 80. and post 50 you are limited to their weapon specialization.
Knowing SE they will probably make us level a job like this from lvl 1.
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