This would solve the annoying "make classes good at stuff" thing but Honestly I like the system the way it is, it's more creative and free.
This would solve the annoying "make classes good at stuff" thing but Honestly I like the system the way it is, it's more creative and free.
That seems almost more convoluted.
I think it's better to just have job stones as a system of equip-able abilities as it stands now. The current iteration of jobs still has a sense of progression in that you must perform the job quests in order to get the abilities.

			
			
				there's really no point having classes stopping halfway to 50. either they go to 50 as designed and branch off into jobs from there, or abolish classes altogether.

			
			
				...Or you could accept the fact that this game has both an armory and a job system, and instead urge the developers to make each system distinctly different from each other, use different game mechanics, and be equal in power to each other to enhance player customization. Then, revamp whatever tutorial ARR has to support each armory/job mechanic and make it to where people stop automatically coming to the conclusion that jobs > professions.
Making the Pugilist and Monk completely different character archetypes that fit their respective lores, for example. Hired thug and bar fighter does NOT equal meditating spiritualist from the mountains. Give both systems different animation patterns, exclusive skills and alternate forms of existing skills, and add a questline with a plot that adequately explains why a bar fighter becomes a monk. The current quest does not count. Archaeology doesn't magically give bar fighters the ability to become a full-fledged black belt in a spiritualist kung fu-esque martial art.
There are exceptions to the norm already (*cough* THM and CON *cough*), so why not just make the system more lenient towards adding more exceptions to the norm?
The current systems - especially the armory system - could work very well with each other (and opposed to each other) given a few gameplay updates, tweaks and refinements. Switching completely to a new system would not.
This ^...Or you could accept the fact that this game has both an armory and a job system, and instead urge the developers to make each system distinctly different from each other, use different game mechanics, and be equal in power to each other to enhance player customization. Then, revamp whatever tutorial ARR has to support each armory/job mechanic and make it to where people stop automatically coming to the conclusion that jobs > professions.
Making the Pugilist and Monk completely different character archetypes that fit their respective lores, for example. Hired thug and bar fighter does NOT equal meditating spiritualist from the mountains. Give both systems different animation patterns, exclusive skills and alternate forms of existing skills, and add a questline with a plot that adequately explains why a bar fighter becomes a monk. The current quest does not count. Archaeology doesn't magically give bar fighters the ability to become a full-fledged black belt in a spiritualist kung fu-esque martial art.
Everything about this post is ++++++!
I was trying to make this apparent to the people on the "Removing elemental nukes from WHM" thread, but I am not very good with words.
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Monks are not necessarily "meditating spiritualists from the mountains" nor are pugilists necessarily thugs and tavern brawlers.Making the Pugilist and Monk completely different character archetypes that fit their respective lores, for example. Hired thug and bar fighter does NOT equal meditating spiritualist from the mountains.
Classes are useless. This is the truth.![]()
oh, well i guess since you say so it *must* be true
meanwhile... thm ends up being vital for sub-10 minute darnus hard kills, and an excellent safety net for 1 whm ifrit extreme groups
and completely aside from that, you're quite clearly missing the bigger picture. though people have touched on the big picture often enough now that if you're still not seeing it, any further attempts to explain the class-to-job concept would be wasted
in the end you're just going to repeat the "well classes are useless" line and say it's true based on your own personal experience
Last edited by fusional; 02-16-2013 at 10:36 PM.



			
			
				I agree as of 1.0 class are pretty useless not sire how it will turn out in 2.0 but i do hope they balance it out for classes to have benefits as jobs are. Have to wait and see
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