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.

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