Thats a pretty good way of putting it. it's kinda what i was trying to say below but not quite worded so well :P
But yeah the further you try and push classes/ jobs into different roles / styles the more you lose any reason to connect them at all
Thats a pretty good way of putting it. it's kinda what i was trying to say below but not quite worded so well :PI feel as strongly as you do on this topic. However, I see things a little differently. I agree with a lot of what you are saying, but I see the solution differently. You suggest that the class be redefined such that it has little to no resemblance to its job. Is that accurate? My issue with that notion is that it ultimately renders the class/job (or class/advanced class) dynamic useless. Whether it's a JOB or an Advanced Class, it's related to the base class. If the class and job share almost no similarities, even to the point of having different roles, then that relationship ceases to exist, as does the need to have a relationship between them.
But yeah the further you try and push classes/ jobs into different roles / styles the more you lose any reason to connect them at all
I'm Kinda reserving judgement till beta but i have one comment.
With the op's examples of skills and progression it really doesnt work out any differently than totally detaching jobs from the armory system alltogether. you just just as easily have a seperate skill set from 1-20 as you do 20+
the advantage of seperating them entirely though means you have infinitely more diversity because each and every job can be built on a totally blank frame. where by keeping them connected a black mage will still be built on a thaumatage frame and thus be restricted to thaumatage mechanics of a sort.
Plus in the ops example everything that follows the thm path could pretty easily fit a red mage job frame.
in which case my arguement would be that it would be simply better to have 2 totally seperate jobs. blm and rdm, both independant from the other than to try and branch them both out from one frame
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