Grrr. The "mix up system" was about the only thing uniformly praised in the
reviews, yet I have to agree to some extent. With Monks and White Mages being
replaced by Pugilists and Conjurers (or even worse: Thaumaturges, a word about
99% of the player base had to look up in a dictionary) something feels like missing.
I hope they are intelligent enough to implement something that at least
looks like the standard job (Artifact) gear later on.
Severing your ties with what defines your product is always dangerous business.
This is a hard subject to tackle, I would imagine. On one hand, there are people like you who want to play the familiar jobs and things. On the other side of it, though, you have FF11. That game basically defined each and every one of those familiar jobs in an MMO universe. So, now SE is kind of stuck.
They could give everyone the familiar class names, but then what? Everyone would have something specific in mind about what to expect from that certain class, and any deviation from that would cause that group to complain. They'd be forced to make something really similar to what they had last game, just because people would expect it.
That would remove a lot of freedom they had in designing these classes. At the same time, it would get people to move towards the idea of separate classes, which it seems SE isn't too interested in this time. A white mage is a white mage, and less people would feel inclined to customize that class with things that don't necessarily go with it (or the community would simply expect certain things from them, and they'd feel obligated to conform).
I don't really like the names we got for them, but I do think it would be worse if they were the more familiar class names. This way, at least people are less likely to expect one certain thing from any single class, and the abilities and roles and move around a bit - which works better with the system they've designed. Edited, Oct 24th 2010 6:19am by AmanoJ