My Question: Has the development team decided on Class vs Job relationship/progression in FFXIV 2.0?
My Explanation: I've been thinking lately of this Class vs Job conundrum as if I was in the developer's shoes. With the current design, there are many inherent problems with adding new (to FFXIV) jobs that utilize different weapons typically. IE: Musketeer using Gun, Dark Knight using Great Sword/Scythe, Samurai using Great Katana, Ninja using Katana, etc.
As far as I can tell, there are two choices the development team can make.
Class vs Job progression.
Option 1: They allow multiple Jobs to stem from one Class. Possibly adding an advanced Job tier to each Job later on. Example below:
**Don't take the beast master -> puppet master progression seriously**
Option 2: They don't allow multiple Jobs to stem from one Class, and force the 1 Class = 1 Job relationship (also forces new guilds to be made for each class). Possibly adding an advanced Job tier later on. Example below:
**Don't take the beast master -> puppet master progression seriously**
I really don't know if the current armory system will be able to handle option 1, especially with the differences in weapons that I pointed out previously (I do understand that Samurai could use a lance, and a Dark Knight could use a Sword/Axe). But are there changes being made to the armory system to accommodate these types of changes in 2.0?
Advantages vs Disadvantages:
Option 1: Keeps the number of unique classes low, but also means that jobs are going to be very similar unless certain things (explained later) are done. Some disadvantages with the current system would be limiting the jobs to 1 weapon type & having very similar abilities/traits. I understand they could give the jobs different ability pools, but overall the jobs would be too similar. With the current UI, it seems like this is what is intended.
Option 2: Forces new/redundant classes to be made to support the new jobs such as: Tamer class for Beast Master job, Scout class for Thief job, Evoker class for Summoner Job, etc. This would really put pressure/stress on the developers, because who wants to keep leveling new classes if they aren't any different from the others. This would help them to introduce new weapons, but really how many weapons types are out there? It would be like thm vs cnj weapons they aren't really that different. Which then leaves you to distinguish them with different styles (like scimitars for Blue Mage)
Possible Tweaks/Changes:
Option 1: Lower the number of abilities taken from the class & sub classes. Let's say the class abilities you have access to stop at 30. So currently (although I would recommend each class has their abilities tweaked) Warrior would lose:
Rampage, Path of the Storm, Enduring March, Whirlwind & Godsbane
In exchange for this, they would then gain 5 new unique abilities to help differentiate Warrior further from the other Marauder Job (Beast Master for example).
Option 2: Each new class & job would need their own unique abilities and most likely justification as to why they would contain identical/similar abilities (Cure, Berserk, and Invigorate come to mind). New guilds & possibly cities would need to be created to accommodate these new classes.
Overall, I can see both ways working but it hasn't really been made clear as to what path the development team is making. I think it would be a huge step forward if the developers could give us insight into this so people could make viable contributions and suggestions.
Multi-Job recommendations wouldn't really work if it was a 1 class = 1 job system, and new classes wouldn't really work if it was a 1 class = multiple job system.
Any news I can sink my teeth into would be great, but I do want to say I appreciate those who read this post.
TL;DR - Dev team should make it clear whether each class will have 1 or multiple jobs.