the one worry i have is that they made the classes and the original jobs the same for the most part.
i'll use gla/pld for example because that was the first you used:
1. they should have left gla more like it originally was.
2. it had defensive abilities for tanking and also had some dd abilities.
3. i feel they should have left the classes with multiple basics in place so they could branch into multiple jobs.
4. when you switched to pld you lose some of the offensive abilities, but got boosts in the defensive ones along with additional defensive abilities on pld.
5. when they switched to dark knight they would have lost the defensive abilities from gla, but would have gotten additional offensive abilities.
6. this would have had gla as a solo class because it had the basics of both dark knight and paladin, but didn't have the boosts that the job stones gave for either offensive or defensive abilities.
this could have been done on each class in limiting it to being able to do the basics of 2 things and giving them room to specialize in either direction and given boosts on the abilities when specializing.
gladiator: tanking single mobs(pld/shield)/ damage dealer(no shield)
marauder: tanking multiple mobs(war)/ dual axe damage dealer
lancer: damage dealer(drg)/ crowd control(smaller lance with small shield)
pugilist: damage dealer(monk)/ thief(quick and uses a dagger)
archer: support class(bard)/ range dd(like muskateer)
thm: nuking class(blm)/ dot class
conjurer: healing class(whm)/ enfeebles
by just having each class with the basics of the multiple jobs they would eventually become it would have made the classes more diverse, but nowhere near as effective as the jobs in a party situation. granted the primary and secondary jobs i mentioned are simply ideas to show more of what i was talking about and not what i would actually want them to become.
i just feel they changed classes and made them into jobs and then added jobs on top and made classes and jobs the same things for the most part.



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