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View Full Version : Can We Get A Few Non-job Specific Item Level 119 Weapons Added To The Game?



predatory
05-15-2014, 03:24 AM
Here's a list of jobs with decent skills in a weapon type (skill level 368 unmerited), but there is no weapon they can use, it would be nice if tags for these jobs would be added to these type of weapons or weapons added they could use.

Warrior- Scythe, Polearm, Club, Staff, marksmanship (crossbow)
Monk- Club, Staff, (seriously no high level staff for mnks?)
Thief- Archery, Marksmanship, (crossbow used to be a thf staple)
Paladin- Club, Staff
Dark Knight- Great Axe, Club, Marksmanship (crossbow)
Ranger- Axe, Throwing
Samurai- Sword, Polearm, Throwing
Ninja- Great Katana, Marksmanship, Throwing, (really?)
Dragoon- Staff
Corsair- Sword, Throwing
Puppet Master- Throwing
Dancer- Throwing
Beastmaster- Scythe


Axes that are both good for pet jobs and non pet jobs, IE add pet stats to an axe that has good player stats as well so bst doesn't take a hit by having a good axe equipped


And I don't know what Geomancer and Rune Fencer are skilled in, but I'm sure you left weapons out for them as well. These are all jobs that have C- or better skills in the weapon type listed, but there is no item level 119 weapon of that type they can use

Someone asked me to add Crossbows for drk and war I think to the list, it's not a B- or better skill, but, wth if you guys want weapons added to the list that your job has skills to use I'll make sure and update the list appropriately.

Ramzi
05-15-2014, 03:47 AM
I've been skilling staff skill on Monk with Eminent Staff, so I know for sure they get a high level weapon. If you missed that one, you might want to go back and check the Eminent set to see if you missed any others. FYI WAR can use it too.

EDIT: I know you said ilevel 119 but 117 is pretty close - certainly still worth considering.

predatory
05-15-2014, 04:20 AM
I've been skilling staff skill on Monk with Eminent Staff, so I know for sure they get a high level weapon. If you missed that one, you might want to go back and check the Eminent set to see if you missed any others. FYI WAR can use it too.

EDIT: I know you said ilevel 119 but 117 is pretty close - certainly still worth considering.

All they'd have to do is add a job tag to those 119s that jobs can use, I'm not really asking them to add anything new, (I know that's what the title says but bleh there's enough weapons out there already), I just would like a few of the 119s usuable by the jobs that can use them is all.

Let me give you one example, there are 9 item level 119 polearms, and they are all usuable by drg only. It would be nice if they took one of them and made it War/Sam/Drg, the way it stands if I want a polearm on my war the highest I can get is 109, sam goes 117, and drg goes 119 so that's 3 polearms for jobs with b- and above skills. I don't really want to have to carry 3 polearms when one would do nicely. I could see having a couple at most if one was a relic, but these weapons are all pretty generic

Ramzi
05-15-2014, 06:19 AM
Ah ok I see what you're saying. I do agree with that- especially in the case of Polearm/Bow for SAM.
And I made a mistake- WAR cannot use Eminent Staff. Only MNK and mages (except RDM)

Alhanelem
05-15-2014, 12:09 PM
Why would you list PUP in there lol... SMN will melee with a staff more than a PUP will ever even equip a throwing weapon. Hell, even BLM would probably do it more.

You don't ever use throwing weapons on PUP because even if there were any good ones, there is no circumstance where it would be worth giving up your pet commands (Must have animator equipped, can't equip a throwing weapon with it). The automaton's performance (not to mention yours) will be hurt far more than you gain by throwing anything.

predatory
05-15-2014, 05:08 PM
Why would you list PUP in there lol... SMN will melee with a staff more than a PUP will ever even equip a throwing weapon. Hell, even BLM would probably do it more.

You don't ever use throwing weapons on PUP because even if there were any good ones, there is no circumstance where it would be worth giving up your pet commands (Must have animator equipped, can't equip a throwing weapon with it). The automaton's performance (not to mention yours) will be hurt far more than you gain by throwing anything.

I wasn't picking and choosing which jobs should get weapons, if a person never uses a weapon then that's their choice, if they have the skill the option to use or not use should be totally up to the player. SE is the one that provided skills for jobs, I'm just saying add that job tag to a 119 weapon. It's not game breaking, it wouldn't take alot of time or effort to implement, if the skill is there a person should have the right to choose or not to choose a weapon that's all, but there are a few cases in the OP that are absolutely viable, war, and sam for instance, I just didn't want to seem all picky and choosy, especially with the balance problems SE already has in place.

Lithera
05-15-2014, 09:59 PM
Has there ever been a throwing weapon though with pup on it? Can't think of one. I think SE just got lazy and maybe had a doh moment when they gave throwing skill to pup.

Alhanelem
05-16-2014, 12:45 AM
Has there ever been a throwing weapon though with pup on it? Can't think of one. I think SE just got lazy and maybe had a doh moment when they gave throwing skill to pup.
There are, I made the comment just because there is no conceivable reason why you would unequip your animator to use one, because it would drastically lower your performance, whether you actually threw any or not.

Predatory, I know you werent picking and choosing, I'm just pointing out that most jobs can equip a throwing weapon with little or no detriment to their performance. PUP can not because of the animator (which people have complained about this fact in the past- the only "ammo" that works with the animator is automaton oil). So just pretend PUP has no throwing skill, because they can't equip one.

Also, as I mentioned before, Staff on SMN needs to be up there as well (though now that I look back again, I think you were only discussing alternative weapon types and not what they are already best with)

Lithera
05-16-2014, 02:00 AM
No there isn't any throwing weapon that has pup in it's tags. Only thing that has pup in its tags are non throwable ammo slots. All of the other ranged throwing a pup could use are things with all which don't really count.

predatory
05-16-2014, 04:09 AM
There are, I made the comment just because there is no conceivable reason why you would unequip your animator to use one, because it would drastically lower your performance, whether you actually threw any or not.

Predatory, I know you werent picking and choosing, I'm just pointing out that most jobs can equip a throwing weapon with little or no detriment to their performance. PUP can not because of the animator (which people have complained about this fact in the past- the only "ammo" that works with the animator is automaton oil). So just pretend PUP has no throwing skill, because they can't equip one.

Also, as I mentioned before, Staff on SMN needs to be up there as well (though now that I look back again, I think you were only discussing alternative weapon types and not what they are already best with)

Smn does have staves though, unless it was a mt and you meant sam.

I left anything with a D or below skill off, because well the list would be way too long for weapons that would be barely functional at best, I mean sure some of us do like to war/mnk sometimes with h2h weapons on to pound the living crap out of something, but with a D skill it's mostly for shits and giggles not as something to do everyday, that's what mnk and pup are for

Alhanelem
05-16-2014, 03:32 PM
but with a D skill it's mostly for shits and giggles not as something to do everyday, that's what mnk and pup are for mnk and pup aren't just for shits and giggles, but maybe I'm not taking your meaning correctly

Demonjustin
05-16-2014, 04:06 PM
mnk and pup aren't just for shits and giggles, but maybe I'm not taking your meaning correctlyYou're not. The point was that if you really want to use H2H weapons you'd play MNK or PUP. Using H2H on WAR/MNK would be for shits and giggles. Another example would be to say that it'd be weird for me to ask for 119 bows for my RDM, we have Archery Skill after all, but really it's just for shits and giggles. If I wanted to use bows, that's that RNG is for.

predatory
05-16-2014, 05:29 PM
You're not. The point was that if you really want to use H2H weapons you'd play MNK or PUP. Using H2H on WAR/MNK would be for shits and giggles. Another example would be to say that it'd be weird for me to ask for 119 bows for my RDM, we have Archery Skill after all, but really it's just for shits and giggles. If I wanted to use bows, that's that RNG is for.

Exactly, fun to fool around with, but not something you'd ever actually take to any kind of event, but some of the choices I listed are actually viable, ie.Sam and War with Polearm etc

Gannon
05-16-2014, 07:09 PM
I would like at least one iLv crossbow my DRK or WAR could use.

Olor
05-17-2014, 03:48 AM
I would like at least one iLv crossbow my DRK or WAR could use.

Does THF have one? Sorry not keeping up with things. If not, add them to the list!

predatory
05-17-2014, 12:07 PM
Added marksmanship (crossbow) to drk and war on the OP

predatory
05-17-2014, 12:08 PM
Thf currently doesnt have a crossbow, and that was in the original post

Damane
05-18-2014, 06:18 AM
i would really like to see all of this, the jobs should get respectiv weapons to be able to use the meritable WSs and other stuff.

Alhanelem
05-18-2014, 12:21 PM
Exactly, fun to fool around with, but not something you'd ever actually take to any kind of event, but some of the choices I listed are actually viable, ie.Sam and War with Polearm etc
SAM with polearm was only really viable when the thing most people EXP'd on (colibri) was weak to piercing.

predatory
05-18-2014, 03:54 PM
SAM with polearm was only really viable when the thing most people EXP'd on (colibri) was weak to piercing.

Sam with polearm was viable well before colibris, and well after, there are plenty of mobs weak to piercing, and sam/drg is a tp machinem and if that weren't enough sam gets better polearm skills than it gets archery skills. SO sam/rng, sam/drg either way its a great combo. Giving sam a 119 bow but not a 119 polearm, seems kind of ridiculous to me considering sam has higher polearm skill than it does archery skill.

Damane
05-19-2014, 06:42 AM
Sam with polearm was viable well before colibris, and well after, there are plenty of mobs weak to piercing, and sam/drg is a tp machinem and if that weren't enough sam gets better polearm skills than it gets archery skills. SO sam/rng, sam/drg either way its a great combo. Giving sam a 119 bow but not a 119 polearm, seems kind of ridiculous to me considering sam has higher polearm skill than it does archery skill.

I am all for versatility, alot of Jobs lost their versatility in the weapon range due to ilvl increase.

SAM WAR had the benefit to swap between slashing and piercing dmg when needed. the bonus is gone mostly (ecxept for bow SAMs on WS), its an integral part of their job, if a mob is weak to piercing but resists 50% slashing (like giant birds!) you sure as hell bet I would rather change to a ilvl 119 polearm on my WAR (or use tomahawk). Just like monk has access to formless strikes for magical dmg and normal handtohand for blunt/raw physical dmg.

predatory
05-19-2014, 02:59 PM
I am all for versatility, alot of Jobs lost their versatility in the weapon range due to ilvl increase.

SAM WAR had the benefit to swap between slashing and piercing dmg when needed. the bonus is gone mostly (ecxept for bow SAMs on WS), its an integral part of their job, if a mob is weak to piercing but resists 50% slashing (like giant birds!) you sure as hell bet I would rather change to a ilvl 119 polearm on my WAR (or use tomahawk). Just like monk has access to formless strikes for magical dmg and normal handtohand for blunt/raw physical dmg.

It's basically about what we can and can't do with our jobs, along comes adoulin and suddenly everyone is put into niches, suddenly only rng and sam can use bows, polearms are really only for drg, axe is basically for war and bst, it's like they just got lazy on us, and said here, you're this job you use this weapon and deal with it. They keep trying to push this game in the direction of WoW not realizing that those of us that play this are either sick of wow, never played wow, or just plain like this game for what it is, and it is the most versatile game out there. There are no restrictions to race and job, all jobs on one char etc. It just saddens me

Lithera
05-19-2014, 11:34 PM
The sad thing is they started this weapons niche crap with the Magian trials. Oh, you're a job that can use these other weapons? Too bad, your job excels at this so you're only on this weapon.

Damane
05-20-2014, 05:47 AM
The sad thing is they started this weapons niche crap with the Magian trials. Oh, you're a job that can use these other weapons? Too bad, your job excels at this so you're only on this weapon.

while that is true for magians, there was allways an alternativ that could be crafted and used by many jobs.

Siviard
05-21-2014, 03:47 AM
To the OP: You lost all credibility when you said "Puppetmaster" and "Throwing"

#JustSaying

predatory
05-21-2014, 04:20 AM
To the OP: You lost all credibility when you said "Puppetmaster" and "Throwing"

#JustSaying

#is this twitter?

Read before you reply, it usually helps

Oh and by the way, I'm not the one that gave Pup throwing skill, SE is, you should he complaining to them about pup getting throwing skills, not me,

Camate
05-21-2014, 08:35 AM
Hello!

We checked in with the battle and item teams and you’ll be happy to know that moving forward we plan on implementing weapons with high item levels that can be equipped by a larger array of jobs. :)

predatory
05-21-2014, 05:10 PM
Hello!

We checked in with the battle and item teams and you’ll be happy to know that moving forward we plan on implementing weapons with high item levels that can be equipped by a larger array of jobs. :)

Nice, this is going to make the game even better than it already is, keep up the good work SE dev team

Malthar
05-21-2014, 08:55 PM
Here's a list of jobs with decent skills in a weapon type (skill level 368 unmerited), but there is no weapon they can use, it would be nice if tags for these jobs would be added to these type of weapons or weapons added they could use.

Warrior- Scythe, Polearm, Club, Staff, marksmanship (crossbow)
Monk- Club, Staff, (seriously no high level staff for mnks?)
Thief- Archery, Marksmanship, (crossbow used to be a thf staple)
Paladin- Club, Staff
Dark Knight- Great Axe, Club, Marksmanship (crossbow)
Ranger- Axe, Throwing
Samurai- Sword, Polearm, Throwing
Ninja- Great Katana, Marksmanship, Throwing, (really?)
Dragoon- Staff
Corsair- Sword, Throwing
Puppet Master- Throwing
Dancer- Throwing

And I don't know what Geomancer and Rune Fencer are skilled in, but I'm sure you left weapons out for them as well. These are all jobs that have C- or better skills in the weapon type listed, but there is no item level 119 weapon of that type they can use

Someone asked me to add Crossbows for drk and war I think to the list, it's not a B- or better skill, but, wth if you guys want weapons added to the list that your job has skills to use I'll make sure and update the list appropriately.

Why don't I see bst axe, SCYTHE? Hmmm?

predatory
05-22-2014, 12:03 AM
Why don't I see bst axe, SCYTHE? Hmmm?

Because bst gets a 119 axe and I overlooked scythe, I will put it on the list right now, that is what this thread is for

Railer
05-22-2014, 01:32 AM
Has there ever been a throwing weapon though with pup on it? Can't think of one. I think SE just got lazy and maybe had a doh moment when they gave throwing skill to pup.

Troll Bane ect toau imperial point items

Lithera
05-22-2014, 02:38 AM
It's an all jobs weapon so it doesn't count. There are no throwing weapons that has Nin/Thf/Blu/Dnc/Pup as a tag or any combo of those jobs or that says Pup onry.

Alhanelem
05-22-2014, 03:16 AM
It's an all jobs weapon so it doesn't count. There are no throwing weapons that has Nin/Thf/Blu/Dnc/Pup as a tag or any combo of those jobs or that says Pup onry.
Why does all jobs not count? its equippable, that's all that matters. It doesn't have to be <random non primary job only>.

To me its just as much a middle finger to the primary job for a weapon when that job can't use it.

Lithera
05-22-2014, 03:54 AM
It doesn't count because Predatory stated tags for those jobs so if we were to look at items that have those jobs only in their tags then there is none that Pup can use. An all job tag means that even a job that has no skill in throwing can use it.

Olor
05-22-2014, 08:01 AM
Either way you'd have to be a moron to equip a throwing weapon on pup... so... its a moot point.

Siviard
05-22-2014, 12:44 PM
#is this twitter?

Read before you reply, it usually helps

Oh and by the way, I'm not the one that gave Pup throwing skill, SE is, you should he complaining to them about pup getting throwing skills, not me,

I did read before I replied, and it should go without saying PUP and "Throwing Weapon" shouldn't go together regardless of what SE did in the past. The fact you even mentioned it = your DERP, not SE's.

Alhanelem
05-22-2014, 01:54 PM
It doesn't count because Predatory stated tags for those jobs so if we were to look at items that have those jobs only in their tags then there is none that Pup can use. An all job tag means that even a job that has no skill in throwing can use it.
Those 'tags' mean nothing. People who dont have skill in throwing effectively can't use it because they will always miss. It's basically like they aren't on the item anyway.


Either way you'd have to be a moron to equip a throwing weapon on pup... so... its a moot point. I agree. We're kind of fussing over technicalities that don't even really matter, I admit. Buuut, I'm pretty sure the original intention of the thread was that IN GENERAL, there needs to be more weapons that are equippable by more than just the main job that uses them.

predatory
05-22-2014, 02:22 PM
I did read before I replied, and it should go without saying PUP and "Throwing Weapon" shouldn't go together regardless of what SE did in the past. The fact you even mentioned it = your DERP, not SE's.

I got what I wanted out of this thread, a dev response telling us they are moving forward with adding more weapons jobs could use. Now I personally don't care about pup one way or the other, but I really do hope there's a throwing weapon with pup on it, now more than ever. This thread was about getting jobs on weapons they could use, not your personal feelings about what jobs could use what weapons. This was never about pup in particular, this was about choice, and having choices limited, apparently you think people shouldn't have choices while I do not, you should run for congress

Alhanelem
05-22-2014, 04:52 PM
I got what I wanted out of this thread, a dev response telling us they are moving forward with adding more weapons jobs could use. Now I personally don't care about pup one way or the other, but I really do hope there's a throwing weapon with pup on it, now more than ever. This thread was about getting jobs on weapons they could use, not your personal feelings about what jobs could use what weapons. This was never about pup in particular, this was about choice, and having choices limited, apparently you think people shouldn't have choices while I do not, you should run for congress
Why would you hope for them to add an item nobody will ever use, just for the sake of having said item in existence? Personally, I'd rather them spend their development time on.... anything else. Even, to tie into the topic, other weapons for secondary weapon users that would actually serve a purpose, like a good polearm for SAM or a greataxe for WAR or whatever. But a throwing weapon for PUP? There couldn't be a greater insult to the job, which could use just about anything else in the universe than a throwing weapon that is PUP only or explicitly has PUP on it.

I'm not intending to be rude here or anything, but I would hope that we get actual useful items out of this, rather than something nobody could possibly need or want.

Camiie
05-22-2014, 06:27 PM
Hello!

We checked in with the battle and item teams and you’ll be happy to know that moving forward we plan on implementing weapons with high item levels that can be equipped by a larger array of jobs. :)

More axes without part of their stat budget spent on pet stats, please.

Lithera
05-22-2014, 08:14 PM
Unless it was for the ammo slot since you wouldn't be using oils 100% of the time, but then you'd have to use a macro to switch it out anytime you wanted to heal your auto.

Olor
05-23-2014, 01:29 AM
More axes without part of their stat budget spent on pet stats, please.

CRY. No just put more bloody stats on them. Pet users shouldn't have to have lower stats so part of their intrinsic damage gets buffed. It's not like they can't put more stats on them - I have gear with TWO pages after the main page, of stats.

It's this outmoded idea that if there are pet stats the master should suffer. It's stupid. WAR gets 100% of the stats on it's gear, why should BST's master damage be gimped because our pet also gets a buff?

Demonjustin
05-23-2014, 02:34 AM
CRY. No just put more bloody stats on them. Pet users shouldn't have to have lower stats so part of their intrinsic damage gets buffed. It's not like they can't put more stats on them - I have gear with TWO pages after the main page, of stats.

It's this outmoded idea that if there are pet stats the master should suffer. It's stupid. WAR gets 100% of the stats on it's gear, why should BST's master damage be gimped because our pet also gets a buff?I think Camiie meant what you just said basically. I believe by 'budget' Camiie was referring to the amount of stats SE puts on a piece for it's level before it's thought to be overpowered. By removing the pet buffs from the equation it would allow for a stronger Axe, then once you place the pet stats on it, it could still be balanced all the same. This is my take at least.

Another easy possibility, which I would also agree with, is the idea of having Axes without any pet stats but instead higher DMG & such as a result. The main reason this seems to be a good idea is if they add Axes for WAR. What's the point in a WAR having +2% Haste & 5% PDT on their pet they don't even have? Instead I'm sure they'd rather some STR or some Double Attack.

Olor
05-23-2014, 03:29 AM
I'm sure they'd rather some STR or some Double Attack.

Yes, I'd also like some STR and Double attack and I shouldn't have to choose between that and utterly gimping my pet

Especially since the only items with significant boosts for pets ATM are weapons. Weapons that also buff pets should have equal amount of master stats to other weapons PLUS the pet buffs.

Alhanelem
05-23-2014, 04:02 AM
More axes without part of their stat budget spent on pet stats, please.
Or better yet, more axes with their pet stats not counted in said stat budget in the first place, since the master shouldn't have to take a reduction in stats to improve its pet, which already does not keep pace with the master's rate of growth.


Unless it was for the ammo slot since you wouldn't be using oils 100% of the time, but then you'd have to use a macro to switch it out anytime you wanted to heal your auto. It doesn't work that way systemically. you can't have a throwing weapon and ranged weapon equipped at the same time. The animator is a ranged weapon. It can only have ammunition in the ammo slot, and that ammunition is automaton oils. That's how it's implemented. Throwing weapons will unequip the animator. This is aside the fact that no PUP has any real need or purpose for any kind of throwing weapon, even if it had good DMG. The only value would be for pulling, and you can use the automaton for that.

I don't really understand this discussion in reference to PUP specifically... It's like people want it just because it's there. it's useless and always will be useless, so why not just ignore it? They would get more out of adding F rank great katana skill to... SCH, or something... PUP doesn't need any PUP specific throwing weapons. They don't need the skill either. Nobody cares about it other than the people posting about it in this thread. I'm pretty sure 100% of all PUPs would rather SE do something more worthwhile with their time, like job adjustments that actually make the job competitive.

predatory
05-23-2014, 05:56 AM
Why would you hope for them to add an item nobody will ever use, just for the sake of having said item in existence? Personally, I'd rather them spend their development time on.... anything else. Even, to tie into the topic, other weapons for secondary weapon users that would actually serve a purpose, like a good polearm for SAM or a greataxe for WAR or whatever. But a throwing weapon for PUP? There couldn't be a greater insult to the job, which could use just about anything else in the universe than a throwing weapon that is PUP only or explicitly has PUP on it.

I'm not intending to be rude here or anything, but I would hope that we get actual useful items out of this, rather than something nobody could possibly need or want.

It's a spite thing, I felt attacked, so I attacked back. And from the sounds of it you are under the mistaken impression that I want pup to get a new weapon, I do not, I want weapons with multiple classes on them, how this discussion ever got turned into a discussion about pup is beyond me, so what if SE adds a throwing weapon and it has a tag for each job that can use throwing weapons wtf does it really matter if there's a pup tag on it?

predatory
05-23-2014, 06:00 AM
Or better yet, more axes with their pet stats not counted in said stat budget in the first place, since the master shouldn't have to take a reduction in stats to improve its pet, which already does not keep pace with the master's rate of growth.

It doesn't work that way systemically. you can't have a throwing weapon and ranged weapon equipped at the same time. The animator is a ranged weapon. It can only have ammunition in the ammo slot, and that ammunition is automaton oils. That's how it's implemented. Throwing weapons will unequip the animator. This is aside the fact that no PUP has any real need or purpose for any kind of throwing weapon, even if it had good DMG. The only value would be for pulling, and you can use the automaton for that.

I don't really understand this discussion in reference to PUP specifically... It's like people want it just because it's there. it's useless and always will be useless, so why not just ignore it? They would get more out of adding F rank great katana skill to... SCH, or something... PUP doesn't need any PUP specific throwing weapons. They don't need the skill either. Nobody cares about it other than the people posting about it in this thread. I'm pretty sure 100% of all PUPs would rather SE do something more worthwhile with their time, like job adjustments that actually make the job competitive.

And this thread isnt about XXX job specific anything, the thread is about moving away from XXX job specific everything and back to the normal realm of ffxi where multiple jobs could use the same weapon

predatory
05-23-2014, 06:06 AM
Yes, I'd also like some STR and Double attack and I shouldn't have to choose between that and utterly gimping my pet

Especially since the only items with significant boosts for pets ATM are weapons. Weapons that also buff pets should have equal amount of master stats to other weapons PLUS the pet buffs.

I added axes with both pet stats and player stats to the OP

Olor
05-23-2014, 07:02 AM
I added axes with both pet stats and player stats to the OP

Thanks! I know I am a big wailer sometimes but for serious pet jobs get boned so much! And not in that good kind of way.

Alhanelem
05-24-2014, 01:17 AM
It's a spite thing, I felt attacked, so I attacked back.Uhm, I wasn't attacking you, nor did it seem to me like other people were, so I'm not sure why you felt this way, but i apologize regardless.

predatory
05-24-2014, 03:51 PM
Uhm, I wasn't attacking you, nor did it seem to me like other people were, so I'm not sure why you felt this way, but i apologize regardless.

not you the other guy

Camiie
05-25-2014, 02:03 AM
Yes, I'd also like some STR and Double attack and I shouldn't have to choose between that and utterly gimping my pet

Especially since the only items with significant boosts for pets ATM are weapons. Weapons that also buff pets should have equal amount of master stats to other weapons PLUS the pet buffs.

Demonjustin had it right. I don't want to see anything taken from BST, I'd simply like to see more axes with all stats devoted to the player. I'm purely for more options, not less.

Alhanelem
05-25-2014, 05:31 PM
Demonjustin had it right. I don't want to see anything taken from BST, I'd simply like to see more axes with all stats devoted to the player. I'm purely for more options, not less.
What we're trying to say is that no stats should have to be subtracted from the player to get stats for the pet- because any stat gains for the player just widen the gap between master and pet who already doesn't keep pace with the rate at which players gain power.

So: I'd like to see more axes with all stats devoted to the player plus additional pet stats on top of that. Because even then pet jobs will probably barely compete. I'm all for more options too, what I'm telling you is that neither BST should have to give up pet stats nor should you have to give up regular stats.

Your message that there is a "stat budget" and that they have to make a weapon crappier to make it improve the pet is flawed, I find that the stats they put on stuff are almost totally arbitrary even in spite of item levels.

What they should have done instead of introducing specific special items that give pets levels or levels worth of stats, is simply make pets stats increase based on your item level, so you don't have to bend over backwards for your pet, which is an extension of yourself, to be functional.

Olor
05-26-2014, 05:57 AM
What we're trying to say is that no stats should have to be subtracted from the player to get stats for the pet- because any stat gains for the player just widen the gap between master and pet who already doesn't keep pace with the rate at which players gain power.



Exactly. The axe should be same power for players whether or not there are pet stats on it. WAR shouldn't get extra stats just cause they don't have a crummy pet to buff. That's what we are trying to say. Pet stats should not be counted against players. SO as a WAR it shouldn't matter whether there are also pet stats on an item - because if there wasn't the item would give same bonus to player. That's the only fair way. Having axes get extra stats if they don't buff pets just makes pet jobs even crappier than they already are.

Stompa
05-26-2014, 08:07 AM
Jobs that can use weapons and the weapon skill ranks of jobs has been a real mess for a long time. In this thread people already mentioned PUP, which gets a very high throwing skill even though the job is useless if you unequip your animator to equip a throwing weapon.
Paladin and staff is another good example. Paladin get the highest staff skill rating, even though their prime requisite is the use of shields - which you can't use with staves. And conversely, PLD with their godly staff skill rating, can not equip RME staves or even Magian staves.
Scholar, which I always viewed as the true "Wizard" job, obsessed with books, a true bibliophile Gandalf lore-master, gets a very weak staff skill rating even though a book-reading wizard is never seen without his/her power staff. I always felt weapon skill ranks should be related to the amount of time a job spends with that weapon, as they have an affinity for it. So Gandalf with his books and staves, scholar would get the highest staff ranking, PLD with his shields and front line combat and zero time spend in dusty rooms with books (unlike wizards) PLD would get a super weak staff skill rating. And PUP who never equip throwing weapons because of the animator, would get super-low ranking in throwing, to reflect their lack of time spent and affinity with this weapon.
When Scholar was released it was marketed as a 'battlefield mage' and so back in 2008 I was really hoping SCH would get a really high staff skill rank. But no, SCH staff skill is way lower than PLD, a job that can't equip a staff without losing the job's main power - the shield, and a job that can't even equip magian staves or RME staves at all. Obviously there is some logic gap there - if PLD has the highest staff skill, that job should be able to equip all staves, and yet can hardly equip any of them. Some sort of spring-cleaning on the whole job/skill/equipable morass is overdue.

Olor
05-27-2014, 04:41 AM
Some sort of spring-cleaning on the whole job/skill/equipable morass is overdue.

I'd support this. Like RDM wearing staves all the time with no staff skill. Irritating. BLU with so few clubs to choose from. Irritating. RDM starting with a dagger - even having access to relic dagger, then BAM, almost no RDM daggers ever again. BLM with dagger skill, but no daggers to equip. BST with no dual wield, crappy access to shields and a horrific shield rating (please just give us dual wield natively for the love of god) and no access to scythes worth wearing (nevermind scythe is sort of broken with nothing but crap WS) ... I could go on.

Camate
06-05-2014, 03:58 AM
Hello!

While not directly related to weapons that multiple jobs can utilize, I wanted to bring up some plans for katanas.

Up until now the development team has been designing wildskeeper reive rewards based off the image of each of the Naakuals and as a result there is currently no katana reward. While the plans are not to have every type of weapon rewarded for every type of content, we understand that there are not a lot of choices when it comes to katanas recently and we are planning to add more.

It will be a bit before we implement them, but the team is working on adding them as either wildskeeper reive rewards or through another avenue after the July version update.

Malithar
06-05-2014, 04:35 AM
It will be a bit before we implement them, but the team is working on adding them as either wildskeeper reive rewards or through another avenue after the July version update.

Since the last WKRs were added, I assumed we'd see a gun, katana, and Smn staff from the 7th WKR. Unless the 7th is being designed as something other than a typical WKR. ;o

Maledict
06-05-2014, 05:46 AM
Since the last WKRs were added, I assumed we'd see a gun, katana, and Smn staff from the 7th WKR. Unless the 7th is being designed as something other than a typical WKR. ;o

If you'd done your recent Adoulin missions, you'd know there won't be a seventh WKR. (Well, if you fought SPOILER it'd be in a regular battlefield, maybe, but--)

Malithar
06-05-2014, 07:03 AM
I dunno, there was nothing specific in those missions that said he wouldn't be a WKR.

Demonjustin
06-05-2014, 02:45 PM
I'd assume the 7th would be a snake due to the map/art we had originally. I stick by that idea, the light dragon(it's in the update trailer, not much a spoiler to mention it...) I'd assume isn't one of the 7 we were told about. If I'm wrong then so be it but it always made more sense to me that we'd see a Dark Naakual rather than Light for the 7th due to that fact and since it showed a purple snake at the top, Ra'Kaznar seems purple & dark based, and that's more or less the design of all other Naakuals, I'd say my bet's a safe one.

Malithar
06-05-2014, 05:40 PM
You should really do the latest batch of missions. Not sure if you're into the story, but its definitely some of the best story telling since CoP IMO. The bit about not knowing if the white wyrm was a Naakual or not makes me think you haven't gotten to do them yet.

Sapphires
06-05-2014, 06:51 PM
Good to see someone bringing up that Corsairs are still waiting on an iLevel 119 scimitar/cutlass/sword.

SE gave us the ability to use requiescat and our best and only viable options for a sword weapon right now is an Eminent Scimitar.

Please address this, corsair has an absurd number of dagger options compared to swords.

Jobs having competence with more than one weapon (B or C rank) seems to be completely dying off due to power creep, narrow weapon options, and iLevel mechanics which is worrysome and makes the game less interesting if it continues to be ignored.

Demonjustin
06-06-2014, 05:51 AM
You should really do the latest batch of missions. Not sure if you're into the story, but its definitely some of the best story telling since CoP IMO. The bit about not knowing if the white wyrm was a Naakual or not makes me think you haven't gotten to do them yet.I haven't gotten to yet but I was more or less just givin my thoughts on what I've thought would be happening with Naakuals overall since the beginning, and since Ra'Kaznar fit so well with the idea of a snake WK in a lot of sense I figured it'd be done that way still. I figured Outer Ra'Kaznar is the cave like area, similar to the Gates areas, while a later introduced Inner Ra'Kaznar would be the area with the Naakual and such. If I'm wrong then eh, I find out via story or when the 7th is released, but I think it'd fit the way I'm thinking of it.

Camiie
06-06-2014, 11:19 AM
Jobs having competence with more than one weapon (B or C rank) seems to be completely dying off due to power creep, narrow weapon options, and iLevel mechanics which is worrysome and makes the game less interesting if it continues to be ignored.

They need to remember that this isn't XIV where one's weapon type defines one's job.

Rwolf
06-07-2014, 09:30 AM
While I can understand there are not plans to not have every single weapon type in each type of content. I think it's a bit ridiculous not to at least cover all jobs with at least 1 Wildskeeper Reive/Delve Boss weapon. I just think that is really odd and I've been personally looking forward to seeing a new unique skinned katana. Also, I was completely expecting Gessho of all fights to drop a katana.

Alhanelem
06-08-2014, 12:02 PM
They need to remember that this isn't XIV where one's weapon type defines one's job.
Except for some jobs it already did, even from the beginning. Ninjas should never be seen holding anything other than a katana, and while SAM can use different weapons, they are the only job that can use great katanas. BRD is the only job that can use instruments, GEO is the only job that can equip bells (not explicitly weapons but they go in a weapon slot), etc. There were only ever a few cases when even the most versatile weapon users would equip things other than their main weapon type- Usually to proc a weakness in voidwatch, or to exploit a strong slash/pierce/blunt resistance, but that didn't happen very often- The most well known example is SAMs using polearms on colibri for their piercing weakness.

Camiie
06-08-2014, 11:37 PM
Except for some jobs it already did, even from the beginning. Ninjas should never be seen holding anything other than a katana, and while SAM can use different weapons, they are the only job that can use great katanas.

Actually NINs can use some GKs.


BRD is the only job that can use instruments, GEO is the only job that can equip bells (not explicitly weapons but they go in a weapon slot), etc. There were only ever a few cases when even the most versatile weapon users would equip things other than their main weapon type- Usually to proc a weakness in voidwatch, or to exploit a strong slash/pierce/blunt resistance, but that didn't happen very often- The most well known example is SAMs using polearms on colibri for their piercing weakness.

There's exceptions to everything. What's your point?

Alhanelem
06-09-2014, 08:35 AM
Actually NINs can use some GKs.But would they ever? no.


There's exceptions to everything. What's your point? the point is you said- "this isnt xiv where a weapn defines your job."

It doesn't in the literal sense in XI, but it does in practice because the vast majority of the time, even loooooong before item levels, loong before level 99, you would still use your main weapon type the vast majority of the time. Unless content arbitrarily forces you to use a bunch of weapons (e.g. voidwatch), people don't. You're dissing XIV and glorifying XI based on something that isn't exactly accurate.