Lets have class only abilities and spells. Really no reason for some Jobs to ever change back to classes. Some less party based abilities need to be added that are class only abilities and cant be equiped on Jobs.
Lets have class only abilities and spells. Really no reason for some Jobs to ever change back to classes. Some less party based abilities need to be added that are class only abilities and cant be equiped on Jobs.
I don't personally like the jobs to be honest. But I do like having choices and freedom of playing style.
I like the idea of an armory system, but the jobs just don't feel final fantasy at all.
It makes a lot more sense to me personally for DoH/DoL , eg starting off as an apprentice Blacksmith and then going upto something like Craftsman or something.
how does job don't feel final fantasy at all? when was the class anything near too final fantasy? Jobs = DRG,WHM,WAR,PLD and so on which are names of final fantasy jobs and work and have around the same spell as ff jobs system.I don't personally like the jobs to be honest. But I do like having choices and freedom of playing style.
I like the idea of an armory system, but the jobs just don't feel final fantasy at all.
It makes a lot more sense to me personally for DoH/DoL , eg starting off as an apprentice Blacksmith and then going upto something like Craftsman or something.
Class in SE views are for low manning a soloing doing 4 man dungeons and jobs are for 8man dungeon. You still can go class and do 8 man dungeon but who would do that when jobs are better?
I don't understand why people dislike the job system so much it's the best thing added in ffxiv.
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The reason I dislike the current job system so much is because we now have 7 jobs and at least 5 of the classes are now completely useless in all situations, party or solo. If the job system had been implemented as promised, classes would be better for solo and jobs would be party based specializations of those classes, then I would love the job system. However, how jobs were implemented has rendered classes completely obsolete and useless with only minimal exceptions. I'm sure they have plans for balancing and adjustments, but if they don't make those adjustments to classes they might as well just drop classes entirely.how does job don't feel final fantasy at all? when was the class anything near too final fantasy? Jobs = DRG,WHM,WAR,PLD and so on which are names of final fantasy jobs and work and have around the same spell as ff jobs system.
Class in SE views are for low manning a soloing doing 4 man dungeons and jobs are for 8man dungeon. You still can go class and do 8 man dungeon but who would do that when jobs are better?
I don't understand why people dislike the job system so much it's the best thing added in ffxiv.
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I would use lancer over DRG for Ifrit any day of the week class are pointless for party but not for solo even if there are who cares the jobs are still the class just have 5 more spell and AF which change the job to be played more in party.The reason I dislike the current job system so much is because we now have 7 jobs and at least 5 of the classes are now completely useless in all situations, party or solo. If the job system had been implemented as promised, classes would be better for solo and jobs would be party based specializations of those classes, then I would love the job system. However, how jobs were implemented has rendered classes completely obsolete and useless with only minimal exceptions. I'm sure they have plans for balancing and adjustments, but if they don't make those adjustments to classes they might as well just drop classes entirely.
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They should just decide what they want to keep. It's either jobs or classes.
The "class for solo, job for party"-idea is a failure, I don't see anyone using classes at all because jobs give you a bigger advantage even solo.
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Don't think I agree with you at all on this point. When I solo I generally go back to classes. I've even been in parties where a few of the members have stayed on a class just to give a bit more survivability and help support the party. Not sure why a few keep asking for it to be "either / or" situation. Having both available is perfectly fine.
If you don't use the classes, that's fine, but just because you can't "see" something's use, doesn't mean others don't.
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There is really no need for a class in a party if you're not going to a spot suited for your level (=gaining optimal exp/hour), one/two WHM are perfectly fine.Don't think I agree with you at all on this point. When I solo I generally go back to classes. I've even been in parties where a few of the members have stayed on a class just to give a bit more survivability and help support the party. Not sure why a few keep asking for it to be "either / or" situation. Having both available is perfectly fine.
The only case where you'd need classes is when you wipe, or if you want to use other classes skills, chameleon on whm for example. I wish they'd just improved the class system, making the "job" skills class exclusive without locking you out of half of armory.
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While I like the addition of iconic FF jobs, I feel like the whole class/job system is hacked together. I doesn't have to be that way, but I think the issue lies in faults with the armory system as a whole.
Originally, classes were intended to be skills - no different than the skills in Ultima Online or the weapon/magic skills in FFXI. It seems like the idea was that players would invest time and effort into skills - learning a variety of abilities. These abilities could then be mixed and matched to create your "job" or your "role". I think the original design was so ambiguous (are they skills? are they classes? or both? ) and the underlying logic complex that it obviously needed a revamp. While it functioned, it just didn't work.
Right now, the whole relationship between jobs and classes is just so odd in concept and functionality. They really need to tighten up the system - both conceptually and functionally.
Solution #1 - Jobs are too dependent on Classes. Most jobs should be able to use multiple weapons. For example, Paladin should be able to equip Lances, Swords and Axes.
This would further the Armory systems original intent... allowing players to adjust on the fly to meet the current needs of their party and situation. For example, if two lancers join a raid party (Lancer being both their only level 50 class). One lancer could equip the Paladin job stone while the other could equip the Dragoon job stone. The Lancer/Paladin is now better able to tank as opposed to Lancer and especially Dragoon/Lancer.
This would also allow the developers to add Jobs and Classes independently from each other. So long as a class is compatible with an already existing job, no additional job is required. And vice verse, the developers can add an additional job without needing to design a class to go with it. For example, the Thief job can be added as it could conceptually be compatible with Gladiator, Pugilist and Archer classes. The Musketeer class can be added assuming it could job at least Bard.
Solution #2 - Get rid of classes all together and keep jobs. Players would change jobs as they do now - via job stones. The armory system can still exist in some fashion. Equipping a different weapon will enhance a job's role in some way. For example, if a Paladin needed extra dps - he would equip a lance as opposed to a sword/shield. If he wanted some aoe capability, he would equip an axe. For mages, the various wands/scepters/staves/rods would innately impact various aspects of a spell. For example, using a wand may increases range and overall accuracy whereas a staff increases the accuracy and potency of enfeebling effects. Or maybe the weapon affects the combo action?
Once again, the developers would be free to add weapons and jobs independently from each other.
Last edited by rwyan; 05-06-2012 at 01:47 AM.
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