I had this arguement out over a month ago in another thread and I remained unconvinced that a level-cap increase would unbalance the job systems.
While I myself have neither the wit or wisdom to be able to detail the balancings necessary to allow this without completely undermining the current balance between jobs, what little I do have brings to me hints and shades of ways in which it could be done.
So while I feel fairly convinced in my own mind that a level cap increase is possible, I cannot clearly put such conceptions into words that might convince others.
The biggest area of contention is, as ever, the Red Mage job class and its job-specific spells such as Refresh. While I cannot
prove anything, it is my belief, flawed or not, that in many cases the addition of more advanced versions of such spells would alleviate such concerns.
The counter-arguement has been made that there is a limit to how much mp (with Refresh being the prime example of choice) one would need. To this I can only point to Mage's Ballad II, which became available after the cap was raised from 50 to 75. It seems to me that a way can be found.
Regardless of your opinions however, I feel very certain, with somewhat more proof, that Square-Enix is at the least investigating whether or not a level-cap increase is feasible.
There exist in the software of the game a considerable number of names recognized by the /recast command that simply do not exist within the game we know.
Some discussion on this topic can be found
here.
Here is a quotation of my investigations that I pursued when that thread enflamed renewed interest in the subject of level-cap increases.
nataraja the Puissant wrote:
here's a lot of them.
Offensive spells and -ga spells up to V.
Ancient Magic up to 2.
Protect/Shell and -ra's up to V.
Cure up to VI. Curaga up to V.
Phalanx and Refresh to II.
Holy II.
Tons of Bard songs: Foe Requiem up to VIII, Mage's Ballad up to III, Army's Paeon up to VI, most other songs up to V.
This speaks volumes to me specifically because I can find
no other explanation for their presence in the game in any form.
There is the tried and true explanation that such spell names (like the oft-referenced Meteor) are from certain mobs who can cast such spells (like Behemoth), but the sheer volume defies that.
Unless some obscene mobs have yet to be uncovered who can cast such spells exist another explanation must be found for their presence. And even the possibility of undiscovered mobs who use such spells in my mind is unlikely. For example, what use would any mob have of the Ninjitsu Tonko: San" or Curaga V? Unless the dynamics of gameplay are to change drastically in certain CoP areas I find this exceedingly unlikely.
Also the sheer volume and type of spells is more than they would conceivably add without raising the level cap.
It may be that my own preconceptions blind me to another explanation, but it seems likely to me that Square-Enix is at the least toying with the idea.
Adding further credance to this possibility is this: On friday, Refresh II was recognized by /recast. Now it is not, though all the other spells I previously documented are still there.
I find it unlikely that they would remove one and not all if they were an error or anything similar. They appear at the least to be toying around with it.
This however brings me back to an initial concern many have, the unbalancing of the Red Mage job class. It may be that my belief was in fact wrong, and no way through the addition of a Refresh II could the job be balanced such that with a RDM in your pt the subbing of that job would become superfluous, and that they have turned to other ideas.
Or it may be that they will botch things horribly and suddenly RDM will become useless and unloved as a main after lvl 80 or so. Wiser heads than mine might know, but I do not.
For the record, I hope sincerely that if they do raise the level cap that no such fate befalls the RDMs.
Just thoughts.
Edited, Mon Jan 3 05:38:18 2005 by nataraja