What do you think about the crafting system? I believe there is a health amount of interdependence in it. If you level them all they support each other.
What do you think about the crafting system? I believe there is a health amount of interdependence in it. If you level them all they support each other.
Well.. it is already great that you can multi-class without creating a new character
You get easier access to groups when you are flexible
There is also a mount and few achievements to get if you are a completionist
Larek Darkholme @ Ragnarok
Keeping multiple classes geared up is definitely proving to be a pain, I can tell you that much..
Why can't it be its own reward? Twelve why does everyone want a pat on the back for everything? Wait....get them all and there's a mount...
Don't touch me there
It seems the main concern about the cross class systems is what is meta? I agree all tanks need a taunt and the core skills have there place. But I don't care about meta, I want to experiment. I want to play a White mage using the DOT spells of every other class. I want to be a tank that can cure myself when my healer drops the ball. I want to goof around and I think most people do. If you really care about meta so much play a MOBA (I would play a FF MOBA, sounds dope). RPGs are about exploration and creativity. And yes doing some level grinder and feeling rewarded from it.
Out of curiosity, do you feel similarly about all of the RPGs throughout history that give you a fixed party with no meaningful ability allotment expression, including multiple Final Fantasy games, or is this strictly about MMOs?
Because, sure, while a major sticking point of FF14 is its obscenely rigid class and fight design, that's also one of the main selling points of the game, and changing that comes with a host of problems with respect to class identity (at least, what parts of it they haven't dashed across the ground due to tank/healer homogenization) and job balance (which this game does far and away the best out of every MMO on the market right now)
It just kinda seems like if you want a more free-form system with respect to exploring the options the game gives you there are... other games that do it better you could try?
Back in ARR, you got rewarded by having multiple classes/jobs leveled. Most role actions were skills from other jobs (like swiftcast).
But with Stormblood, they introduced role actions, so players dont need to have other jobs leveled to have the full set of skills available.
- Queen of Heal 2022 -
The reward is you get the open freedom to swap any jobs at will & each job retains to its uniquely gameplay wise,
What more could you want?
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