Can't you read? lol. They stated Jobs are more specialization which in some cases has better use for end-game/raid content whereas classes are open ended and mainly intended for solo as you can pull from pretty much any class you want. The only real exception to this is THM for people who hate challenges.
As for topic, we already have class exclusive spells and abilities that you can't use on another, i.e you can't use what says "Required: Conjury" or "Required: Axe" and so on. The job system will be further expanded and classes will always remain the baseline for anything, this is what people wanted because classes were all the same and there was zero specialization or uniqueness about anything of them.
It seems you're the one who can't read. lol. If classes are for SOLO and endgame is PARTY, where does that leave classes? A means to get to max level? That's just dumb cuz they could just tweak jobs to solo better. I still don't see any real purpose to classes.Can't you read? lol. They stated Jobs are more specialization which in some cases has better use for end-game/raid content whereas classes are open ended and mainly intended for solo as you can pull from pretty much any class you want. The only real exception to this is THM for people who hate challenges.
There isn't any real purpose ... the dev team obviously left classes because they were scared of the backlash that it would cause if they changed the game so drastically.
This thread is proof enough that even now when there is "no real need" of classes people still won't let go of them.
Adding gear specifically for classes is pretty stupid IMO, it's just creating unnecessary complexity just for the sake of it, you are supposed to be streamlining this game SE not making it more convoluted. :P
Last edited by Jinko; 05-05-2012 at 02:22 AM.
Not really. I like classes because it prevents stupid things like PLD with a staff, PLD dual wielding, RDM with a staff and so on from happening again. It helps define each name and job assigned to it without going too far out of concept.There isn't any real purpose ... the dev team obviously left classes because they were scared of the backlash that it would cause if they changed the game so drastically.
This thread is proof enough that even now when there is "no real need" of classes people still won't let go of them.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
You can still restrict weapons to a job .. Oo
SE did it wrong from the start and made the job system a mess, they should have changed the name of classes to jobs, then restricted some spells (which they did with classes anyway) and then added new skills (which they did with jobs anyway).
The problem is there is no need to have a subsystem behind a class system, when we get AF weapons Yoshi said you will have to have a class weapon equipped first > equip the soul crystal > equip AF weapon.
That's the most convoluted rubbish I've seen in ages and I hope it doesn't work like that in 2.0.
Why can't I just equip a BLM staff and be a Black Mage. ?
Last edited by Jinko; 05-05-2012 at 10:00 PM.
No, you can't. Because what'll end up happening is people will whine about their job having only one weapon and then we'll have FFXI all over again.
How is this different than current AF gear? It works within the systems in place.The problem is there is no need to have a subsystem behind a class system, when we get AF weapons Yoshi said you will have to have a class weapon equipped first > equip the soul crystal > equip AF weapon.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Or they could introduce endgame solo content that's challenging enough to require the solo survivability that only Class offers.
I really don't understand why you guys want to take 1 step forward, 3 steps backward by getting rid of either jobs or classes. It's a cool system that just needs more development to flesh it out.
The purpose of Solo content in endgame? I played many mmo and the only solo content there ever was for end game was crafting. I'm not saying to get rid of classes but as they are now they feel useless so they should tweak them to give them a better purpose.Or they could introduce endgame solo content that's challenging enough to require the solo survivability that only Class offers.
I really don't understand why you guys want to take 1 step forward, 3 steps backward by getting rid of either jobs or classes. It's a cool system that just needs more development to flesh it out.
To challenge your own skills as a player.
A side thing when you can't find a group but still want to play.
A solo dungeon could provide different rewards than just EXP and gil.Guild Marks are still going to be a thing, if I'm not mistaken.OK I could be mistaken, but there's other avenues not explored yet for obtaining new and varied rewards.
Hell, maybe even take it a step further and make solo dungeons tailored to each class. Like a Test at the end of your 'guild training'. That way each class has its own unique challenge.
Tweaking jobs to be more survivable will make them loose their uniqueness in party play. Which was the original reason for adding jobs, if you recall.There is no need for it, which is his point and I completely agree, if BLM isn't strong enough to solo maybe SE should look into why that is and boost its survivability some how, if that happened there would be no reason to have THM.
It sounds to me like you just want FFXI.
Last edited by Denmo; 05-05-2012 at 02:34 AM.
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