They'll never remove the classes, for all kinds of reasons.
The cities, for example, would lose a large amount of relevance if they simply existed as three separate market boards and nothing else.
They'll never remove the classes, for all kinds of reasons.
The cities, for example, would lose a large amount of relevance if they simply existed as three separate market boards and nothing else.
Disciple of Hand classes/jobs can already pick up soulstones. It's done by selecting a specialism from an NPC in Ishgard.
Just clarifying a couple of things:
- No, I'm NOT suggesting we go back to using the 1.0 Class system, or "pulling abilities from other jobs". I remember that even being the case in early ARR, and I didn't like it then either. The current "Role" abilities are fine.
- I'm not suggesting the removing or significant changes to the class quests, either. That's why I would give players a "stone" at lvl 1, but transforming into a "crystal" when completing the relevant quest. There wouldn't technically be a difference between Gladiator and Paladin, other than name.
- Like I said, I could go either way on "Job Crystals" themselves. Either keep them as-is, convert them to a simple "menu" that doesn't require inventory space, or maybe do the "Adventurer" idea.
There's too much lore tied into the original classes. They are not going anywhere. That said, I do think it kind of sucks that people have to stick with the original classes/jobs until a certain level to unlock the job they actually want to play. It would be nice if new players who have all the expansions could start up the expansion jobs at level 1. I have a couple friends that don't want to play the game because they can't pick the job that interests them right away.
Heck, it happened here. That's how we got the role skills. When we could cross class stuff there were community-required ones anyway, like healers having to slog through THM for Swiftcast. You caught heck if you didn't have it. There was absolutely no choice in the old system, so I'm glad they got rid of the illusion of it.
Classes are a legacy system from 1.0. Eventually, they will get rid of them. Hang on tight!
I don't like the "adventurer" catch-all label. I think it's unnecessary as adventurer is what we are regardless of our class or job. We're an adventurer even when we're a culinarian, stuck in the kitchen, adventuring with different recipes and flavors.
In terms of job stone, if they're not removing them (or at least making them mandatory), I would like to propose the idea of removing materia melds from gears and into the job stones. The gears that you equip can still affect the slots available, but the slots will be available in the respective job stones, not the gears. This way, two jobs can share gears but have different melds because of having different job stones.
That idea wouldn't work either.
What a soul crystal teaches you is completely separate (yet still "compatible") with what you'd learn in a present-day guild.
Besides, most soul crystals are far older (not to mention rarer) than an hypothetical "starting stone".
No they won't (especially since DoH/DoL aren't jobs).
At best, I could see them "streamlining" the process by permanently upgrading a class to a job after unlocking it.
Forever waiting on *new* Egis/summons (e.g. Ramuh-Egi).
This sounds like an incredible amount of effort to put in a system that is entirely obsolete by lvl 30. Classes are fine as is for what they are.
They're probably never gonna do that.
What they should do is make getting and equipping your job stone a mandatory part of the MSQ. I keep seeing sprouts in higher level dungeons without job stones, and without seemingly any idea of what they're doing in their respective role. On that note, hall of the intermediate needs to exist.
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