As mentioned before, FFXIV runs off a weapon proficiency system rather than the classic “Job” system. These proposed changes address renaming classes more traditional Final Fantasy names, and also defining classes with unique abilities.
Let me start of by saying that the Armory system can be viewed as disciplines. As you become more mastered in a discipline, new techniques and abilities become unlocked. I believe that the devs wanted to use this system as a means to give the player free choice. If you’re a warrior, why are you more proficient with axes than swords? Why does changing a class totally change your proficiencies? “I was the master of an axe one second and now I have no clue how to swing one.” The statement is funny but true if you played FFXI for years.
My proposed change is this: add another layer (“job”) to your current weapon class. This class will synergize with abilities scattered across the weapon classes to help define your character. There are many ways this can be achieved.
1.) Say you change your job to “White Mage”. In doing so, certain abilities such as “Cure” becomes more potent. A “White Mage” has the main job of curing the party, and thusly should be more proficient at it.
2.) Say you change your job to “Paladin”. A Paladin has many abilities from different weapon classes and magic classes. The devs would ask themselves which of these abilities define a Paladin and by equipping the Paladin job, the amount of points it would take to equip to your action bar are reduced by 1 (Or something along these lines). This will give them incentive to equip certain abilities, while still allowing them to choose their weapon of choice.
3.) Say you change your job to “Thief”. In doing so, you automatically get percent stat change to increase attributes that are important to your character. Also, you get a few abilities that would help define your job (think Sneak Attack) depending on your Physical Level.
These three ideas will be the basis around changing jobs, which will define your character. Standard jobs can be unlocked at Physical Level 10 through quests, whereas advanced jobs can be unlocked at Physical Level 30 through quests.
Now, leveling these jobs individually will be a pain. Not to mention, the idea of the armory system is flexibility. Therefore, I suggest this idea to the public.
Jobs have something akin to a pseudo talent tree/merit point level gain. I call them talent trees, because there can be prerequisites to unlocking an item. Every 5th Physical Level you reach, you gain a point to put into these trees (you start with 2 at level 10). If you were level 50, you’d have 10 points to distribute. However, after hitting level 50 you would be gaining them as merit points. The trees themselves are broken up similar to FFXI, were you have attribute increases, job abilities, etc. The only real difference is that these attribute changes only apply when you have the job equipped.
This allows some customization to your job as you level, while not leaving you behind should you decide to pick up a different job at level 50. While this digresses to the purpose of this post, I want to add that the devs could add something like “job mastery”, which is a merit point sync that allows you to unlock an additional “mastery” merit tree. Upon unlocking this job-specific tree, it opens you up to Job-Specific gear quests and grants you a special title.
In conclusion, this method would be highly flexible for “casual” players while still giving “hardcore” players something to grind away at. Either way, it would achieve the purpose of defining a character’s uniqueness.
Questions? Comments? Concerns?
I'm not good at explaining, but I can try my best to answer anything I failed to add!
I'd like to hear your opinions, or any idea that would augment this system!