Improving class uniqueness seems to be an important issue for many, while retaining versatility seems to be a priority for many others. The two goals are partially conflicting, but I personally think they can be mediated in a rather easy way.
This solution is *not* an alternative to the pretty popular idea of adding uninque non-cross-classable abilities to improve class uniqueness by the way, but something I see as a complement to it.
At the moment class affinity is, from my experience, way too high (for the ones that aren't familiar with the term, class affinity is basically the percentage of potency each skill of a class has when used with another given class).
Similar classes (for instance THM and CON) can use each other's skills with basically the same potency, with the result that each THM and CON around the game is a THM/CON.
Even classes with "low" class affinity don't see the potency of the skills that drastically reduced, with the result that, for instance, as a Gladiator I can use a Heal spell from Conjurer (as long as it's single target), almost with the same effectiveness as a Conjurer.
That's why I would say that (instead of quite science-fiction-ish theories as scrapping the armoury system) class affinity needs to be drastically reduced across the board.
Even with very similar classes, the potency of a cross-classed spell should never be near to the potency of a spell belonging to the original class. So I would say that the maximum class affinity possible should be around 60-70%, with high affinity classes like COnjurer and Thaumaturge.
With low-affinity classes like for instance Gladiator and Conjurer, the maximum affinity possible should be much lower. Say 40-50%.
Of course the numbers listed here are empyrical and arbitrary, they're just for example's sake, and may differe from the final ones. They need to be balanced by the team so that cross classed abilities are not nearly comparable to main class abilities in potency, but don't become completely useless.
That would achieve a twofold result:
1: it would allow people to retain a sizable amount of versatility. A tank would still be able to heal himself when soloing, and support the main healer/increase his enemity when in a group.
2: it would encourage people to stick to their role. The same tank would definitely not be able, with radically weakened heals, to main heal in a group. His weaker heals would be relegate to a support/aggro role, pretty much like a paladin did in FFXI.
You can apply the above example to pretty much every class/ability combination.
Feel free to discuss and bring further suggestions.![]()