Quote Originally Posted by Kraggy View Post
For me the original concept was fine, sadly too many XIV players were stuck in XI mode and wanted to feel unique snowflakes in whatever 'role' they played, so they complained about the 'multi-classing' nature of the game as it was released.

Sadly SE caved in to this demand for retro-style character development and we went back to an XI-kinda structure, but without the simplicity of XI's job/subjob structure.

Worst of all worlds, it didn't appeal those who liked the more free-form character construction of the original nor to those stuck in the 2002 world of rigid 'dual-classing'.
The alternative would have been what The Secret World currently has: abilities can be used by anyone so long as they have the appropriate weapons, but setting certain abilities creates a "pre-built deck', which in their context would be no different than what we know as jobs. Set certain abilities and you're a witch hunter. Set certain abilities and you were an exorcist. Set certain abilities and you were an assassin. And so on.

Is it perfect? Not really. Would it have worked in this game? No idea.

I'm okay with the current system, and will continue to be so long as the jobs keep getting things that make sense for them. I know it sacrifices some versatility (I know the chance of me seeing Holy Knight implemented are slim to none), but if it means the jobs stay within concept, I'm fine with that.