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  1. #1
    Player
    SydeBeheln's Avatar
    Join Date
    Mar 2011
    Posts
    383
    Character
    Side Beheln
    World
    Goblin
    Main Class
    Marauder Lv 54

    Class vs. Job. How to make it useful. (Maybe)

    Hello, I'm not too knowledgeable about the game outside of what I've read, and the little I've played, so I don't have any hands on experience to be talking, but I do know players claim that the class and job system isn't different enough, so almost everyone just plays jobs.

    I've kinda been interested in game design for awhile, so I wrote up an idea of how I feel the class/job system should work, and what would make it balanced. This should allow for players to have a choice in how they play.

    From what I understand, the class/job system is designed to signify a type of specialization. Classes being for solo(The ability to play by his/herself in the case they A) do not feel like partying, or B) cannot find a group of players interested in a content that requires a few extra people). And jobs being for full party content, usually against high level mobs, Notorious monsters, and content that requires multiple roles to fulfill combat strategies.

    I realize I'm a noob, and I except that, but keep in mind you can still transfer this concept to everything in the game, it's all relative.

    Let's begin, I'll show you a brief summary of a few classes, and then I'll demonstrate what the difference is with its corresponding job.

    class
    =====================================================
    Gladiator: Sword/Shield
    Unique abilities are focused on defensive/provoking techniques.
    These abilities categorize under the role of "Tank".
    Stats:Str.50 (Before armor, materia, and stat allocation).
    Def.50
    Int.50
    Mnd.50
    Agi.50
    'Well balanced in both offensive/defensive but features
    abilities useful for tanking'.



    Pugilist: Hand-to-hand
    Unique abilities are focused on DOT(damage-over-time)/evasion techniques.
    These abilities categorize under the role of "Tank, or Damage"
    Stats:Str. 50 (Before armor, materia, and stat allocation).
    Def. 50
    Int. 50
    Mnd. 50
    Agi. 50
    'Fast attacking DPS with useful evasion abilities for tanking'.

    Notes: So as you can see, what makes these two classes different isn't statistical, but its uniqueness(The abilities it learns). All classes would be balanced statistically, so that no one class is completely forced into a position, or "role". This would allow for players to customize and create classes that have self preservation, or borrow abilities to fill in for an absent class, such as a healer.

    Next we will look at what the difference is, when a player chooses to specialize as a job.

    Job
    =====================================================
    Paladin: Sword/Shield
    Losses all cross-class techniques, but gains tank oriented job exclusive abilities.
    Role- Tank
    Stats: Str. 40
    Def. 100
    Int.40
    Mnd. 70
    Agi. 40
    'Focused completely on tanking. Defense is far higher,
    but other stats are diminished. Only useful for tanking.
    Has some white magic spells for self preservation,-
    -Cure, Protect, Shell...etc...



    Monk: Hand-to-hand
    Losses all cross-class techniques, but gains physical elemental damage abilities.
    Role- Damage/dot.
    Stats: Str. 90
    Def. 40
    Int. 75
    Mnd. 40
    Agi.40
    'Focused completely on damage. STR/INT. are far higher, but
    but all other stats are diminished. Only useful for damage.
    imbues their body with elements of the planet to allow for
    physical elemental damage dealing. Still a DOT.



    Notes: The main differences are statistics. Now that a large difference has been made in stats, a job is almost absolutely useful for just one specific role. For example, because monk losses huge portions of defense, they would only weigh down a party by trying to tank, and because they loose cross-class abilities they can no longer heal themselves in a situation where a healer isn't available. In return however, they are granted with extremely large bonuses in stats/abilities that are useful for one type of role, in Monks case, damage.



    The stat numbers I chose, are just averages to show you what they would look like in comparison, but regardless it would be generally the same.
    I really feel like the dev. team got the job system down, but the class system still lacks an element that makes it a justifiable option for players. Hopefully in ARR changes have been made to create a larger barrier in between the two specialization's, but until then, I kind of feel like this is how the two specialization's should function.

    Sorry for writing so much, but it's hard to get a point such as this across without writing an essay, hah ^^.

    Thanks for reading, and let me know what you guys would would want to see, I love to hear others ideas!
    (0)

  2. #2
    Player
    RoxyLalonde's Avatar
    Join Date
    Jun 2012
    Location
    Uldah
    Posts
    290
    Character
    Captain Subligar
    World
    Balmung
    Main Class
    Conjurer Lv 50
    Great, another troll thread. Thanks!
    (0)

  3. #3
    Player
    SydeBeheln's Avatar
    Join Date
    Mar 2011
    Posts
    383
    Character
    Side Beheln
    World
    Goblin
    Main Class
    Marauder Lv 54
    Quote Originally Posted by RoxyLalonde View Post
    Great, another troll thread. Thanks!
    so quick to announce a troll, doesn't really sound like you know what one is :/.
    (1)