This poll is worthless
both are staying regardless, theyve already more then shown that
This poll is worthless
both are staying regardless, theyve already more then shown that
My XIVPad: http://xivpads.com?2031148
its not only about that being better.. i questioned myself...
how do you think the system will work for future jobs? just 5 skills to "make" the job?
for example puppetmaster, summoner, thief, time mage etc.? 5 skills to make a time mage out of a thaumaturge??
Or you know they can just make a new class for those jobs... they are not gonna just sit here with 7 classes forever.
that i know myself... BUT... the sense is lost more and more, because of this.
when you invent all the time one class for a new job, then the class is very useless..
you could also implement just the job itself then without a pre-class.. why do i need the preclass then, if the class itself is almost the job?
this system only causes, that the jobs in the end are nearly similar to each other. think of a future job "dark knight" for gladiator for example..
pld and DRK have almost the same skills from the same base skills pool (gladiator) and then 5 skills which they differenciate themselves from each other... is that really good? the jobs appear more similar to each other then.
yah you can make THM as the second subjob for DRK instead of CNJ... but you also have the same standard attack skills from the gladiator.
DRK and PLD had in FFXI completeley OWN skills ... in FFXIV they would have almost the same skills from the base pool of gladitor. (which make the mosts skills then).
i mean you start a new job... "oh wait... these skills i used to play 50 levels with my gladiator/pld all the time.. i have to play with them as dark knight over and over again?...oh wait, i have 5 new skills + thm skills (which i am used to also).. hm"
plus that the class and the job are wielding the same weapon (till now) so with a dark you should also swing a sword like a gladi. or you make it like that way, that a DRK can wield a sword and exclusively a scythe. the system like now is unfinished. it is just a patchwork.
for now it works, not for 2.0.
we need a complete new system in 2.0. .. my thoughts about it.
i mean come on.. gladi -> pld , cnj -> whm havent been a THAT huge new experience.. it almost felt like the class itself.
i first thought i like the current system, the more i am thinking about it... new job system in 2.0.? -> yes please
Last edited by Tonkra; 04-26-2012 at 01:52 AM.
hey, i'm new to this forum so dunt butcher me if i cock up.
Ive been looking through your postes and agree with some but not all.
I have a notion that the original 7 will fade, that's why no af for these poor guys. Someone mentioned about havin 10 traits instead of 5 to give better flexibility, have they seen what se gave us..? most of them you couldnt get 10 usuable traits..
Any-way.. my view on job progression are..take for instance.. war, the final af quest where you see Gorge in control of birds.. my guess is that from war comes bst..
lnc-drg-sam.. maybe, arc-brd-dnc maybe, cnj-whm-smn maybe, some are obvious but subtle. One thing i dont like about the present system is 1 weapon per job, lets face it thats a ball ache. How ever things seem to be going the right way so if ya all get singing from the same hymn sheet and think the powers that be may listen... hope it wasnt too painful ^^
Completely agree, I think jobs should start at level 1 and be changed based on equipped Soul Crystal, and then you gain skills based on the weapons you have equipped, independent of job. We could still have Pugilist and Lancer and all the other default FFXIV classes, but they'd be considered weapon classes.
Probably with limitations to prevent things like WHM equipping fist weapons and whatnot.
I agree with you OP. I hope Yoshi slowly phases out classes, in 2.0, and goes 100% back to FF type jobs. It will be easier, and just make this mmo 100% Final Fantasy.
....on a side note for the nay sayers. "Job types" is a part of 'Final Fantasy' lore, and as such has nothing to do with FFXI and copying from it. SE has a huge lore base and they made up all their "job types", and should be allowed to transfer them over to any FF IP, as it is part of their franchise. And where better to put "Job types" than in a FF MMO.
Last edited by Rustyhagun; 04-26-2012 at 10:08 AM.
"You cannot simultaneously prevent and prepare for war."
I agree with Tonkra. It's not a proper system. It was thrown together to appease use for a short time, just like most things happening pre 2.0. I'm not complaining, there probably wasn't a whole lot of options. This was probably the easiest to implement. Out of all the different ways they could have implemented jobs, personally I don't think this was the best way to go, but they could have made more sense by:
Class ->
Weapon Specialization, and as such, skills should only reflect weapons. Weapon skills and very basic job abilities for DoW. Some WS's and Basic single target magic for DoM. Cross class skills are allowed, with penalties, same as now.
Job ->
Should become available at level 15 or 20, not 30. Boosts stats relative to what the job entails, adds job abilities and advanced magic, maybe one exclusive weapon skill each (for now). Cross class skills can work the same way. At least 10 abilities/spells exclusive to the job.
The goal is to have, eventually, 2 or more jobs per class. Right now, those jobs are going to be waaaay too similar. The only difference is up to 10 different actions, half of which being cross-class actions that may be the same. And a slight stat change (What is it now, like a maximum of of 20 points shifted around?)
Example: Archer.
Base:
Level 1 - Light Shot, Refill, Heavy Shot
Level 3 - Piercing Arrow
Level 6 - Hawk's Eye - Cross Class skill
Level 9 - Leaden Arrow
Level 12 - Raging Strike - Cross class skill
Level 15 - Shadowbind
Level 24 - Gloom Arrow
Level 32 - Quick Nock
Level 40 - Bloodletter
Level 44 - Chameleon - Cross class skill
Level 48 - Wide Volley
*In my opinion, knowing how to take precise aim (Hawk's Eye), target vital areas (Raging strike) and knowing how to blend in (Chameleon) is something a normal archer would know how to do.
Bard:
Level 18 - Battle Voice - For real, make this a little stronger
Level 22 - Swiftsong
Level 26 - Unlock, Lament of Peace - Wtf, whatever, some kinda HP regen song.
Level 30 - Minuet of Rigor - Make this attack + accuracy
Level 34 - Ballad of Magi
Level 38 - Requiem of Death - Again, whatever, some kinda attack song
Level 42 - Waltz of Wizardry - Sounds awful. Attack Magic + Attack Accuracy
Level 46 - Pianissimo - JA to Single target a song
Level 50 - Paeon of War
Level 50 - Rain of Death - Unlockable weapon skill for use when playing as an archer (Oh snap)
Thief:
Level 18 - Perfect Dodge
Level 22 - Steal
Level 26 - Sneak Attack
Level 30 - Decoy
Level 34 - Flee
Level 38 - Quelling Strike
Level 42 - Hide
Level 46 - Trick Attack
Level 50 - Barrage
Level 50 - Bonus Weapons Skill when playing as archer.
Kinda cool, maybe? Allows for same amount of skills we have now, except for the extra weapon skill. Which would be awesome if that only applied when you were playing as that job, which would mean cross class jobs. Potentially. Though nobody would do it. Thoughts?
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