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Originally Posted by Sir Kenneth
I thought about removing the chemist class altogether actually. I think that it would allow a bit more tactical freedom (especially in the beginning of the game) if all characters were a bit more self-reliant that way.
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As in all characters can use items, or nobody can?
I actually really like the chemist class. It provides an alternative type of healer, which actually allows a lot more freedom in party design. Compare to FF5, in which every party was virtually REQUIRED to have a White Mage because there were no other really good healing classes. Sure, Priests are better at some things (area of effect cure spells, protect/shell, restore more HP when revivng KO'ed units, able to cast Holy) but Chemists have their own set of strenghts (don't requre MP to heal, can restore other people's MP, can equip guns, and - most importantly - don't have to risk missing when they revive somebody. In fact, Chemists are among the most surefire classes in the game; guns and items both have 100% accuracy and, barring critical hits and zodiac whatsits, always hit/heal for a fixed amount (spellguns excluded).
Chemists are also interesting because they're practically entirely equipment-based. About the only stats that matter for your chemist are HP, Brave (only if you have a reaction ability), and Faith (only if you have a spellgun). This means that anybody can become a good chemist without needing to have leveled up in a certain branch of the job tree.
That said, this isn't really a debate the effectiveness of chemists thread... I'm merely trying to make a case for them adding something positive and unique to the game and having a place in some sort of sequel/remake.
EDIT: Maybe I just didn't understand how removing the chemist class would allow for more character development freedom... can you elaborate on that?