Re: All classes confirmed. Flayer, Assassin and more!
When you sit there and actually think about the differences with how these classes are split up, you can easily see it's not all too dissimilar to what we have in XI now. There's the exact same amount of crafts in XIV as there were in XI, the exact same amount of 'gathering jobs' and almost the exact same number of combat jobs.
We have eight different crafts (Disciplines of the Hand) and four different gatherers (Disciplines of the Land). Melee wise (Disciplines of War) there's twelve classes and magic wise (Disciplines of Magic) we get six. Adventurer isn't an actual class, it's just what your title is when you take off your weapon. Hell, the french title for this 'class' is literally "Bare Hands".
With how drastically different Crafting and Gathering classes will work from the 18 combat classes in the list, they're not subjected to the same types of balancing requirements. However, being full classes, they do add a lot more depth to the crafting and gathering system of the game as SE can add unique and specialized content for people who play those roles. And do so with far more depth then simply adding new recipes and items.
I don't recall SE ever saying they wanted to streamline crafting as a whole, but rather enhance and build it into a full blown gameplay feature instead of a simple side-system that most people will actively ignore. They wanted to add depth and playability to the tasks of crafting and gathering, which is why they're full blown classes. If all they cared about was streamlining crafting, they wouldn't have gone so far as to add specialized gear and skills that determine your crafting abilities and success. And again, that list only brings about six new class names to our attention with not one of them being a crafting class.
You don't need to know english to be able to read dats. For all we know, it's SE themselves who messed up the translations in the dats. It certainly wouldn't have been the first time they've done it.
When you sit there and actually think about the differences with how these classes are split up, you can easily see it's not all too dissimilar to what we have in XI now. There's the exact same amount of crafts in XIV as there were in XI, the exact same amount of 'gathering jobs' and almost the exact same number of combat jobs.
We have eight different crafts (Disciplines of the Hand) and four different gatherers (Disciplines of the Land). Melee wise (Disciplines of War) there's twelve classes and magic wise (Disciplines of Magic) we get six. Adventurer isn't an actual class, it's just what your title is when you take off your weapon. Hell, the french title for this 'class' is literally "Bare Hands".
With how drastically different Crafting and Gathering classes will work from the 18 combat classes in the list, they're not subjected to the same types of balancing requirements. However, being full classes, they do add a lot more depth to the crafting and gathering system of the game as SE can add unique and specialized content for people who play those roles. And do so with far more depth then simply adding new recipes and items.
I don't recall SE ever saying they wanted to streamline crafting as a whole, but rather enhance and build it into a full blown gameplay feature instead of a simple side-system that most people will actively ignore. They wanted to add depth and playability to the tasks of crafting and gathering, which is why they're full blown classes. If all they cared about was streamlining crafting, they wouldn't have gone so far as to add specialized gear and skills that determine your crafting abilities and success. And again, that list only brings about six new class names to our attention with not one of them being a crafting class.
Originally posted by Omgwtfbbqkitten
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