I can understand why other players might think of it as "losing" something they earned. But I was actually pleasantly surprised when I read this in the poll. And here is why:
The idea behind the design of the game was such that leveling multiple jobs would progress the character forward in many ways, rather than just the linear way that MMO's tend to do. Getting abilities from other classes, and cross classing them would make your character more unique, and would allow for different styles of play.
The reality of the design is beyond laughable. There is almost no call for cross-classing a skill. There are a few exceptions, for example buffs from conjurer if one was playing a thaumaturge. But the problem is that if another conjurer is the party, then they will have a stronger buff, and it won't take them as long to cast it. There really isn't a call for cross-classing skills in a party. For anyone trying to make a make-shift paladin... why would you waste a slot on your Gladiator for Cure? That's the Conjurer's job anyway. In a dynamic group environment, everyone would play their role to the greatest extent that they could. I know that there are probably a few of you that might call me "uncreative" or "elitist," but the reality simply is that even in solo play, there are very few skills that would be worth cross-classing. Most of these skills fall under the Disciples of War, anyway. The only ones I can think off the top of my head that would be worth anything are Raging Strikes, Bloodbath, Second Wind, and.... Huh. I'm sure that there are others. I know I want quick-stride / chameleon for my healer, but I don't feel like leveling archer that high to get something I'd only use for getting around the game quicker.
Anywho... The point being, physical level was designed for us to feel that sense of linear growth in a character. I honestly feel that it was more or less there to make players feel pacified with the fatigue system. That way we wouldn't feel like SE was forcing us to start over all the time in the beginning. Because who doesn't love playing the first ten levels of the game over and over?
On top of that, stat allocation is annoying as ****. I'm sure some of you remember reading about the game features, or "A Day in the Life of an Adventurer," or whatever it was called. I remember thinking it would be really cool to go from being a Gladiator to a Thaumaturge to go help some friends. It just seemed so convenient. And in many ways, it is. But I've been leveling my Thaumaturge, and I wanted to level my Pugilist a bit more. I have a static party, and I know the LS is going to need some good healers for whenever any content comes out. Being that I want to be the best little mage that I can be, I put most of my stats into MND, PIE, and INT. Well let me tell you... all that INT comes in real handy when you're punching crap in the face. Yes, I know... "reassign your stats." Honestly, this is just a pain in the ****, I want to optimize my character for whatever role they are in. I don't want to have to choose between being really good at one job, and sucking at the others. I also don't like that when I switch from putting all my stats into INT/MND/PIE -> STR/DEX/VIT, that when I reassign them again, it takes points from every stat.... It's just frustrating, because before I got fatigued on both THM and CON, I had a very potent mage. Now, it would take me several "reassignments" to get my stats back into an optimal order.
I just think having physical level separated from rank is just not a practical idea. I liked it at first, when I thought that what SE was advertising was going to be worthwhile. Don't get me wrong. They're completely correct that we can change on the fly, redo -(to an extent)- your stats, and mix and match abilities to be whatever we want to be. What they were wrong about was how useful and efficient these things would be.
Question for you guys: On the polls, there was a question about if you had "felt the effects of the fatigue system." Was anyone else looking for the third option of, "Yes, I have experienced it. Please remove this 'feature,' as you call it, so I can actually level my character for more than two hours a week!"? I am so tired of this "feature" that I honestly stop playing for days because I can't do anything about it. I get on my main job and in one night I have accomplished just about all I am going to get to do. It's gotten to the point where I don't even try to power through the first few bits anymore. Don't worry. I've seen the neat little video on Youtube about how innovative this idea is. But to be blunt, this is a forced time sink. This was designed because SE didn't want players to level too quickly, and feel like the game was too easy. But the reality is, it would still take a decent amount of time to level a character to rank 50 without the fatigue system. I really don't feel like paying for weapons and armor sets for every single job in the game.... I just want to sit down and play the game without worrying if I have gotten too much experience at a time. I just feel it is redundant that the game tells the player to stop playing.
Thoughts on this? So far everyone I've talked to about this in game has given me the consensus that fatigue needs to go. It just doesn't have a practical function. But I want to know what people thought about the wording of the question. The poll only asked if we had felt the effect of fatigue.... Maybe that's the joke? That I'm so fatigued over the system that I want to call it quits? I'm just wondering what the real odds are that Yoshi-P will be awesome and remove this "feature."
Lets hope for some bright skies ahead!