Quote from Zeo;274790:
To be honest.. I'm one who is against the older class system. I like the class system the way it is. It would suck if older class system is still here for users who specialize in hybrid.. (like me and other users)
Plus... there is lot of issues with older system of class as well.. such as.. if you went as Wizard, and is doing G10.. you can't use Life Drain on Doppelganger to move on, can't use shock in G11 and G12, etc. (DO NOT throw this excuse at me "Omg just use a royal alchemist")
Bolded: what? Oxymoron much?
The older class system would have been fine. It included the adventurer class that had access to nearly all skills. What the old class system needed was tweaking (wizards getting herbalism and potioncrafting for example, I was fien about the no windmill thing). Some tweaking of which skills were exclusive to single classes needed to be made a little more permissive, and it would have been fine.
The loss of the merchant class was probably one of the biggest flaws of the change to this class system. The merchant class was supposed to gain exp from doing life skills (not the paltry amount you get for training the skill). It would have been a potentially viable way to play fantasy life without having to be combat oriented.
As for the g10 lifedrain, or g11-12 shock usage needed for mainstream: these missions could easily have granted special use of those skills to non-alchemists. That would be a pretty simple thing to fix.
No, what people qq'd about was that they would have skills they trained and worked to get, spent ap on... that would (temporarily) be unavailable to them. People raged that they would be denied the stat boosts of those skills even (for some who trained tailoring/blacksmith purely for the dex for example...). Again, those limits could have been tweaked insteads of thrown out completely.
The only real argument that held any weight in my opinion, is that the addition of classes would take away from mabi's uniqueness: The classless gameplay where you are free to mix and match skills as you see fit. Sadly I don't think this new system got rid of that drawback. The advantages of the classes will become the norm once people get used to them, and not having those advantages is itself a penalty (the higher str of the knight class for example would make a melee person feel that adventurer class was a penalty due to the lower str of that class vs knight). The ideal character builds will absorb the existing classes as a component of those builds, and change the value of hybridization compared to specialization (further in favor of the latter).