*Reposted from ZAM*

Hey folks, I'm Axl Klaavas from Besaid. I have made some pretty big observations and feedback posts regarding the class system, and how it could be improved to SE over the last few months, and I thought I would share it with you all, and get your opinions.

Before I start, let me touch on my standing in difference to FFXI. I would like to see this game in a similar state that XI is in. I know many of you shun the very idea of XIV being similar to XI, but hear me out.

1. How SE could implement the loads of unreleased (and rather cool looking) equipment without raising the cap: This goes in one aspect for weapons, but multiple for armor. We all know that armor and some weapons work in tiers, and categories. For this example, we'll use the haubergeon family. There is a haubergeon for every 10 ranks, starting from R27, up to R47 (Excluding Templar and Vintage, since they are special items.). It seems a bit odd in the first place that something as lowly as iron would be at the very top of the armor ladder (Iron Plate set), and there are known Steel, and Black Metal sets in existance, so, how would these be implemented? Easy. replace and rebuild. Since equipment works in tiers, it is easy to just 'bump it down a few notches'. SE could simply change the model, and change the name of a piece of equipment, and then rebuild it at a lower rank. So, for example, bronze haubergeon could be bumped down to R7, Iron to R17, Cavalry to R27, steel to R37, dark metal to R47, and then at the end, you have the upcoming class specific (artifact) armor, mentioned in this evening's Letter from the Producer for R50. BUT, this won't leave everyone with underpowered equipment. Anyone who had a Bronze Haubergeon in their inventory would find it gone, and in it's place, a Cavalry Haubergeon. It's simple. The same goes with weapons, even though they are mostly without tiers, they would just be replaced by their higher up replacement.

2. How unique classes would help the skill mixing system: In my opinion, having played every single class of war and magic, I feel like each class only has very small, but noticeable changes. To me, they all feel very much the same (Though you may disagree). It is my belief that classes that have skills that are not present, or similar to other skills in another class would be 100% beneficial, as it would give the player all the more reason to level up a class. To gain very specific skills that no other class could possess on it's own. This would require massive reassigning to skills in each class, but as the players poll showed; the majority of players would welcome a large overhaul. It would feel (and be) much more rewarding to level up a Black Mage, just to get those beautiful elemental spells (It also wouldn't hurt to make the spell effects look more specific) or a White Mage, to get buff spells, and healing magic. Although, if they do implement the older classes (It appears to be inevitable, considering current events) in replacement to the current, there comes to contradiction that Paladin, Dark Knight, and Red Mage, all have magic as well. Here is my solution: Make it so that the melee/magic classes have less spells/get them at a slower rate/lack some of the more powerful spells that the primary mages would get, if you leveled them on your own. OR, you could make it so that leveling certain classes to certain ranks would unlock another class, but who knows.

3. What I believe should happen to the classes (Changing them to the classic FF classes)

Gladiator (Rename Paladin): Remove tank skills, lesser white magic, ability to use a two handed sword.
Marauder (Rename Warrior): Inherit tank skills, revise current marauder skills to not double up on that, ability to use axe and shield.
Conjurer (Rename Black Mage): Umbral, Elemental, Debuffs
Thaumaturge (Rename White Mage): Astral, Healing, Buffs
Lancer (Rename Dragoon): keep the same, possibly inheriting a wyvern (I honestly don't care about this)
Fencer [Unreleased](Rename Red Mage): Lesser white magic, lesser black magic, rapier
Arcanist [Unreleased](Unsure): No idea
Samurai [Unreleased]: Gil Toss. 'nuff said, great katanas
Assassin [Unreleased](Rename Ninja): guild purchasable dual wielding trait that can be transfered to other classes, ninjitsu, katanas
Archer(Rename Ranger): Make more unique
Pugilist(Rename Monk): Make more unique
Musketeer (Corsair?): No idea
You get the picture.

Regarding guilds, and guild quests. There are many things that could be done, or left alone. Moving Guilds to different locations, completely rebuilding guild quests, it's really up to the developers.

That about wraps it up I think. I'm very tired.

~Axl Klaavas, Besaid