Quote Originally Posted by Vaymathias View Post
So your going to quit because the Devs are not bowing down to you and kissing your feet? Since you're a Lalafell it might be a little difficult, especially if one of them are a Roegadyn, he'll have to lay on his stomach, and he'd be able to fit your entire leg into his mouth.

If that's your attitude, then quit. Whether the change it or not, doesn't matter, it's a game, it can be justified in many ways, and it's the content that's important relative to the set up.
This is a very "Which came first the chicken or the egg." argument, content should be tailored around jobs, jobs should be tailored around content ...
Noone is likely to find a winning side, but leaving us with so few options is pretty bleh, not just on magey jobs, on all of them, spamming the same 5~6 abils and occasionally(90+ seconds only worth using in specific fights) peppering in another 4~5 is really not great class/job design, it's good for people that can't figure out how to macro or change action bars, but this whole "We're working in the 30 total ability for the life of the game limit" leads to a bit of wtf.

Quote Originally Posted by Vaymathias View Post
Two, points I agree with.



I think they're pretty tightly married to the 15+10 abilities for class and 15+5+5 abilities for jobs. Knowing that, why don't you theory craft how you would set up Thm/blm ability list? At least it's not just ranting with an idea here and there, put it all in one package.
Isn't this kind of the problem, some jobs got crazy gimped by the stripping of abils from them, while others came away relatively unscathed and still others came away OPd. Having so few abils in a RPG of any kind just seems wrong as hell maybe it's just cause I grew up on FFs and they all have hundreds of different abils/spells to work with.