I was thinking of how to vary jobs from classes without totally destroying the current system (so 'try' to suggest things that dont say "start from scratch" - although this idea is like 50% there lol). Also once we play beta we can A be more prepared to say what we like or B happily shut up, so no problem talking about it now
What do people think about using a sphere grid / crystarium / License board?
Imo, its pretty easy to imagine if you already know the sphere grid (FFX) or Crystarium (FFXIII) or even the License board (FFXII). / Like Merit systems
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Anyway when you get the soul stone (what gives you the job) you unlock the grid for that job and the grid screen.
What I imagine could be useful from this system is that you can make unlocks and leveling for jobs.
Some of the key elements I think that can be helpful for this system is that jobs can level by themselves but yet feel separate from classes leveling style (and make more sense of the soul stone we are using) as well:
- certain spheres have the requirement of other jobs, like level 30 GLD and you can unlock license for 1handed swords on ninja. Or level 15 WHM and you can use staffs on BLM
- mile stone spheres block your path till a quest is completed (so ancient magics are locked, and other special paths)
- similar to cross weapon spheres you can have cross ability spheres too like BLM being able to unlock aero and stone
- shattered and charged spheres, spheres that remove abilities from the job that come from a class - like a WHM has shattered aero and stone spheres but unlocking them either unlocks the two spells again or (like in another thread) switches them to banish and dia. Charged spheres enhance abilities both class and job abilities
- new abilities / passives / and stat bonuses (just like in their native systems)
Once you hit the level cap you can still earn points to the system but you can only hold a small handful, and also I think there should be other things you can spend the points on like at a reduced efficiency transferring the points as exp to other classes. (Though like in the games these systems come from maxing isnt a 1 hour event)
What does this do different?
The change isnt as huge so hopefully its not as hard to implement, and being so close to release without delaying.. thats good (Its still a big but its not as big as "get rid of the whole system")
- Jobs can gain variety of weapons, and this makes sense because jobs are ideas and not weapons (hence why they are not a part of the armory system)
- Jobs can be restricted from their adopting class abilities where need be, can be added abilities from cross classes, and can add personal thematic touches to abilities as well as passives and stat bonuses
- Doubling up Jobs on classes would be much easier
*Jobs getting multiple weapons will work best when stats have been changed so that all stats are useful (I think SE should do this also because stat allocation is generally pointless since only two stats are worth while anyways). So a mage unlocking daggers can be useful or a Paladin using a Greatsword.