Much like SE won't let us do Light with any good spells to follow up CDC, I don't think SE wants to give us any WS to open Darkness with our best closing spells.
Much like SE won't let us do Light with any good spells to follow up CDC, I don't think SE wants to give us any WS to open Darkness with our best closing spells.
Then why is no job created after RotZ the master of any weapon? All five newish jobs got hand-me-down weapons stolen from other jobs and they weren't even considered the best at them to boot. Do you remember when they introduced BLU and said their weapons were finely curved blades? Some sort of new weapon times, yes? oops lol we mean normal swords. But wait! CORs have these awesome, six-barreled hexaguns. Must be something new, right? lol theyre just normal guns and no they don't shoot six times lol.
Pretty lazy overall.
Pretty much yeah. SE just needs to remove SP / EX separations. They were used to make some jobs better then others (on paper) at certain weapons, it didn't work out too well though. Now they just need to do away with it, if you got the skill and can equip the weapon then so be it. Not like it'll break anything in the game.
Weapon sub-classes are a good idea and not lazy, in my mind. That means one less skill you have to level as a character. Also, in terms of in-game flavor, weapon sub-classes can be pretty cool.
Although if you want to impose a charge that SE was lazy, I would say that the point that should be suggested is that you can't get weapon skills for having a weapon of a weapon sub-class that you can't get otherwise.
For example, lets say that Corsairs using a Gun that is of the sub-class Hexagun, they should get a special weapon skill that is only available while using Hexaguns. Alternatively, Scimitar like swords and rapier type swords both get their own special weapon skill, and maybe even hammer type clubs would get a weapon skill that more basic clubs do not, and daggers would get a line between daggers and knives for weapon skills. Where the line would be drawn for this is beyond me, but there is the basic suggestion.
Absolute worst case, SE would have to code each weapon that is in a category to have a hidden latent effect of giving a weapon skill, much like how Empyrean/Mythic/Relic weapons have weapon skills. Best case, they could code the weapon sub-classes into the game more.
I'm not even sure of the suggestion in terms of some weapons (like with clubs), but it could be a good idea with others, like Hexaguns having a powerful six shot weaponskill. As with any basic suggestion, it would need a lot of tweaking.
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |