I agree with this, as of now the system is of poor design.Every Job needs two base traits that significantly alter stats and key abilities from it's core class.
For example
PLD: +10 VIT -10 STR -- 'Paladin's Fight or Flight' Change to: Increases enmity generation by melee attacks by 30%
DRG: -10 VIT, +10 STR -- 'Dragoon's Blood for Blood' Change to: Increases damage and critical hit rate by 20% and while reducing defense and critical hit resistance by 25%
WHM: -10 INT, +10 MND -- 'White Mage's Cleric Stance' Change to: Swaps INT and MND attribute ratings, adds 10% enmity reduction effect to attack spells while reducing potency of healing spells by 20%. Effect ends upon reuse.
**Disclaimer: obviously not balanced, but you get the idea
Also, Classes should get their own version of iconic (artifact) armor and at least one or two class-exlusive abilities.
Classes need to be more heavily tailored to Light Parties and Soloing, while Jobs are focused on Full Parties - (or very high-performing light parties) Players should find soloing with a Job to be difficult (either Tanks and Healers shouldn't be able to do enough damage, or DPS shouldn't be able to survive the hits)
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote

