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  1. #1
    Player

    Join Date
    Apr 2011
    Posts
    116

    [suggestion] Jobs

    So while the producer loves to tease us about a job system in the works I'd like to throw my 2 cents in on this one with a few thoughts...

    a) Jobs should be flavorful to the FF universe
    b) Jobs shouldn't phase out the Armory system- the two should be intertwined
    c) As in any game, Job balance is CRUCIAL

    So here are my thoughts on how the Job system should work...

    -Jobs should have prerequisite Disciplines (IE Monks require both Pugilist and Thaumaturge training, Geomancers require Botanist and Conjurer training).
    -Some jobs should meet only one, very high prerequisite (Summoners should probably be R50 Conjurers)
    -Jobs should NOT increase the PLv or R# cap, but be stand-alone disciplines which define the PC better by combining armory skills and Job skills.
    -Jobs should be a MEANINGFUL decision for the player- not something to swap in between raids (perhaps even a form of permanence)
    -Jobs probably shouldn't be added with expansions, but instead be solid character archetypes who (like disciplines) unlock special skills in expansions

    Just my 2c worth... Jobs I would like to see in FFXIV
    Red Mage
    Blue Mage
    Summoner
    Moogle Knight
    Chocobo Knight
    Dragoon
    Thief
    Soldier
    Fighter
    Geomancer
    Sorcerer
    Monk
    Hunter
    Trapper/Ranger
    Scholar
    Berserker/Viking
    Devout
    Magus

    (just about anything from FFIII I suppose accept...)

    Jobs I would not like to see...
    Dark Knight
    Ninja
    Samurai
    Knight

    Why? Flavorfully they kind of retract from the colorfulness of FF games and are usually an advanced form or lower form of another job
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  2. #2
    Player
    Cairdeas's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,759
    Character
    Julie Nymphiel
    World
    Balmung
    Main Class
    Marauder Lv 60
    Pre-reqs for the job system it would be in XIV seems too arbitrary. Especially high ones like rank 50.


    I'd rather it be you have to be 20 to unlock the job system, the first few are given too you, the rest are unlocked through storylines.

    Also Jobs should not be restricted to certain classes.

    You might not like the Idea of a Axe wielding White Mage but someone out there might and they should be given that choice. All the job should do is designate your role, the weapon how your perform that role. So while an Axe Wielding White Mage might not be as good a healer as a Conjurer/White Mage it should still be a usable selection. You never know what random combination might end up being popular.
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    I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.

  3. #3
    Player

    Join Date
    Apr 2011
    Posts
    116
    Quote Originally Posted by Cairdeas View Post
    Pre-reqs for the job system it would be in XIV seems too arbitrary. Especially high ones like rank 50.


    I'd rather it be you have to be 20 to unlock the job system, the first few are given too you, the rest are unlocked through storylines.

    Also Jobs should not be restricted to certain classes.

    You might not like the Idea of a Axe wielding White Mage but someone out there might and they should be given that choice. All the job should do is designate your role, the weapon how your perform that role. So while an Axe Wielding White Mage might not be as good a healer as a Conjurer/White Mage it should still be a usable selection. You never know what random combination might end up being popular.
    Actually- that was just my point... If a White Mage wants to use Red Lotus and start beatsticking creatures, why shouldn't it be viable? Not so sure about Axe-wielding, but the option to use Gladiator/Marauder etc skills effectively should be almost assured.
    (0)