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  1. #1
    Player
    kro's Avatar
    Join Date
    Mar 2011
    Posts
    122
    Character
    Rachel Alucard
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    I still think they should forego that whole "Classes are for soloing and jobs are for partying" concept. It doesn't work.

    The few advantages of the current jobs generally outweigh being able to equip 5 extra cross-class abilities. As it stands, classes like WHM and WAR are unquestionably better at soloing than their respective classes while the rest are pretty much on par depending on what you're doing.

    Being able to equip those extra abilities also means that you have to level up more classes just to get the best ones. A new player will not have all the classes leveled. Therefore, the class will not be better than the job at soloing until much later.

    The point I'm trying to make is that having classes turning into jobs is redundant. Classes get 15 abilities and 10 passive abilities that are all designed to mesh well with the jobs currently available.

    Current jobs only add 5 new abilities, a small change in base stats, and new AF. If new jobs follow that formula as well, then we will end up with some very half-assed jobs.

    Consider Dark Knight for example. If Dark Knight keeps all 15 abilities and 10 passive abilities of Gladiator, it would inherit a bunch of shield skills and enmity generating tools that it likely doesn't want or need.

    If the devs decide to go the path of multiple jobs coming from one class, then they need to make sure that the new jobs are significantly different from the base class. This means a revamp to the 15 actions and 10 passives that the job is tied to as well as the 5 new abilities.

    However, I would prefer that the devs scrap the distinction between class and job and just make new jobs that start at level 1. No more Gladiators, just Paladins and Dark Knights.

    This has the added benefit of letting veteran players start over from level 1 and play with the new players (with a revamp to PLing of course).

    They also wouldn't have to come up with names like "Dark Knight trainee" or "emotionally-perturbed swordsman" for the class that will eventually turn into Dark Knight.

    The current class and job system is fine for this pre-2.0 beta. But once 2.0 hits, I would expect a more fully-fleshed out armory system that can withstand the test of time. The only way I can see that happening is with completely new jobs that start from level 1. New jobs tacked onto existing classes with 5 extra abilities will not cut it.
    (3)
    Last edited by kro; 05-24-2012 at 01:08 AM.

  2. #2
    Player
    Malakhim's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,545
    Character
    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by kro View Post
    ...the rest are pretty much on par depending on what you're doing.
    You don't say.
    (0)

  3. #3
    Player
    Jocko's Avatar
    Join Date
    Mar 2011
    Posts
    404
    Character
    Cecilia Amor
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    As many have said, my biggest issue with the current class system is that it sort of ruins any sort of long term progression. Once 2.0 hits I'm hoping (and expecting) that leveling slows way, way down, and that having a capped job is something major, with things to do while leveling as opposed to a week grind to endgame where everyone has everything. If multiple jobs are linked to one class, everyone already playing will have everything maxed innately unless they add some major horizontal class development (Which I'm also hoping they do, think SMN and BLU in XI). Not to mention that as things currently are, how varied can jobs be if they share 75% of their skills with other jobs? In a way, it's like regressing back to launch where everyone complained about homogenized class development.
    (0)

  4. #4
    Player
    Hiruke's Avatar
    Join Date
    Aug 2011
    Posts
    569
    Character
    Aislin Delhir
    World
    Leviathan
    Main Class
    Arcanist Lv 73
    In response to folks who want to "level more": I don't understand how grinding out more classes is really a good thing. I think new classes every once in a while is a good thing, but don't really feel "leveling up" should be the primary focus of the game. Just because the current endgame is lackluster doesn't mean we should assume (or accept!) that it will always be that way. Instead of forcing the armoury system to bend to the lackluster endgame, endgame should be fixed (more challenging, more varied, more content - better drop rates) so folks can actually enjoy doing that. That said, I could care less if they add 20 new classes. Anyone who cares enough will just pl all of them to 50 in a week and get back to endgame.

    In response to multiple jobs per class: In theory, I like this idea. However, the current implementation should be changed drastically. If the job system is left as is, there would be very little variety between jobs. Right now, you get a smattering of unique abilities. It's not really a drastic change. Hopefully the action bar and action slots will get a massive overhaul in 2.0, because honestly there's just not a lot of room left to put things in there. It could be good to scale back on class abilities and/or add a lot more job abilities, to make each job really stand out*. Maybe even add in class-specific abilities that don't carry over into your job.

    *It some cases, it feels like they really forced the job abilities in there. My principal complaint being that BLM is essentially a "thundermage". So much so that Burst is their 15 min. ability? Please take it off the 15 min. slot. Please. At least in FFXI you had the option to use other elemental nukes, even if thunder was usually your best bet no matter what. I'd dearly love to get away from this, and make BLM a versatile caster. Reward BLM for nuking with the appropriate element, and don't make it so inviting for them to fall back on Thunder all the time. Make monsters who are greatly and/or wholly resistant to Thunder. Indeed, make some monsters that absorb Thunder. Better yet, make some monsters that spin the elemental wheel, and nuking with the wrong element causes them to absorb the damage.
    (0)

  5. #5
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Well, minor things like /job on/off would kind of suggest that they're not going to make more than one job per class. Yes I know simple coding can change that with /job1 etc. but it's still there for an example.

    I personally would love to see 2 jobs per class. All classes have two "types" of weapons, some have 3+! Mages have one-handed weapons and two-handed weapons, ARC has long and short bows, GLA has scimitar, wooden, long and short swords (do those count as daggers?), MRD has two variations of axes, PGL has claws, blunt/spiked knuckles and leather/metal based knuckles, LNC has forks, lances, harpoons, tridents. Would be nice to utilize each type!

    With two jobs per class you then open up two ways to play a single class. You can be a nuking THM/BLM or an enfeebling THM/RDM, a buffing ARC/BRD or a swift attacking ARC/RNG etc.

    I'd also love a lot more classes though for the whole "no low level play" problem we're beginning to face with new players coming to game.

    Also for the "leveling more" argument. There are some games with multiple classes per character and the more levels you have on the character, the more points you get. Once you reach X amount of points you get X amount of HP/MP/Atk/Matk. XIV could implement something like this. Or as it stands, new classes would equal new achievements. Maybe down the line they'll let us get stuff with them. Each 100 achievement points could lead to the ability to purchase different types of armor/weapons/etc. That would give incentive to level more classes and unlock more achievements.
    (0)
    Last edited by MartaDemireux; 05-24-2012 at 06:54 AM.
    * I fully give permission for any of my written ideas to be used by SE without recognition.

  6. #6
    Player
    AceofRains's Avatar
    Join Date
    Jun 2011
    Posts
    832
    Character
    Raidrien Ascher
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    With the addition of Arcanist, Musketeer, a pet class, and an assassin class variety can become wide enough to where job combinations aren't so stale. I would maybe say another class would be good for lucky number 12, but I have no idea what jobs to compliment that with in my guide.
    (0)

  7. #7
    Player

    Join Date
    Apr 2012
    Posts
    11
    They need to balance out how this works so beginning and endgame content are both important. I want to be able to craft beginning level - mid level gear and have it be needed by someone... otherwise what's the point? There are some good points being made here otherwise from what I've read.
    (1)

  8. #8
    Player
    Sabaku_Usagi's Avatar
    Join Date
    Mar 2012
    Location
    Limsa Lominisa
    Posts
    275
    Character
    Sabaku Usagi
    World
    Hyperion
    Main Class
    Alchemist Lv 50
    I don't mean to hijack the thread, but I don't want to add my wall of text as a quote. I would really appreciate some feedback into the current design flaws of class vs job progression if people wouldn't mind taking the time.

    Quote Originally Posted by Sabaku_Usagi View Post
    I honestly would like to know what core structure the job system is going to take on. I made a thread about it in the Battle Mechanics section of the forums: http://forum.square-enix.com/ffxiv/t...ip-progression

    It's a little lengthy but it's hard to know how to handle new Jobs being added without knowing what Job progression SE has decided upon. (If anyone has dev comments to link I'd really appreciate that, but as far as I know it's still being tossed around by the dev team which way they'll go)
    (0)

  9. #9
    Player
    Yves's Avatar
    Join Date
    Mar 2011
    Posts
    556
    Character
    Bubble Yum
    World
    Sargatanas
    Main Class
    Goldsmith Lv 50
    Wait - what if they formed a different class? Like Voltron! Now that would be sweet.



    "lol n00bs stacking Voltron out here for the primal."
    (3)

  10. #10
    Player
    Eliseus's Avatar
    Join Date
    Apr 2012
    Posts
    407
    Character
    Eliseus Kayne
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    FFXI Jobs system please, or even change jobs from the class tab in attributes. This system is junk.
    (0)

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