- Joined
- May 15, 2012
- Messages
- 14,682
- Reaction score
- 3,003
- First Language
- Tagalog
- Primarily Uses
- RMVXA
Class systems are fun for the player but it's so hard to balance it, the more options you add the more complicated the game testing and balancing becomes. Ideally if you do class changing, then every possible combination of classes for the party should be able to finish the game. But in practice, doing so is basically an impossibility. More often than not, this results to developers creating a "preferred class set-up" (intentionally or not) which then basically defeats the purpose of having the class changing system at all.
For example:
The "Thief Class"
Mostly, the selling point of the thief class is their ability to steal items and money, but with most JRPGs that I played, I realized I can just continue battling enemies and end up earning items and money faster than if I spend time to use the steal abilities of the thief class. So now the thief class is basically useless.
The "All Warrior Party"
You have choices of warriors, offensive mages, healers, debuffers etc in the game but the players realize that a team of all warriors can finish the game super quick without the need for strategies.
For example:
The "Thief Class"
Mostly, the selling point of the thief class is their ability to steal items and money, but with most JRPGs that I played, I realized I can just continue battling enemies and end up earning items and money faster than if I spend time to use the steal abilities of the thief class. So now the thief class is basically useless.
The "All Warrior Party"
You have choices of warriors, offensive mages, healers, debuffers etc in the game but the players realize that a team of all warriors can finish the game super quick without the need for strategies.
