I got rid of the Hunter line and consolidated their most interesting skills into the other jobs. Here’s why…
I recently watched video gameplay of a MOBA, and I admired the well-defined roles of each character class. In that genre, the most common roles are DPS, Tank, and Support.
Single-player RPGs tend to allow more complexity in their character roles, perhaps because of their solo nature; with no team depending on you to play well, there is no urgency to understand each character.
In FCQ, each job has a unique theme. They broadly fall into the same categories mentioned above, but there are outliers.
Brawler line: Physical fighters/Tanks
Medic line: Buff/Heals
Thief line: Debuffs
Page line: Magic DPS
Adventurer line: Quirky non-standard skill costs, mix of physical fighters and buffs
As for the Hunter/Ranger/Sage line of jobs… I don’t know what describes them. Each had radically different abilities, with little to connect them. I liked the idea of a class focused on bows and traps, so the Hunter was one of my favourites thematically. But I was never satisfied with the other two classes, nor their tenuous connection to each other.