Results -9 to 0 of 15

Threaded View

  1. #11
    Player Horadrim's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    411
    Character
    Horadrim
    World
    Asura
    Main Class
    COR Lv 99
    Quote Originally Posted by SpankWustler View Post
    I'm hoping the new jobs are on some Magian Trials for some weapons, even though it seems unlikely they'll receive any Empyrean weapons from what the Development Bros have said.



    You actually explain why it is good to have options in the same paragraph that you say it's not that important to have options. Also, I assume you meant "Ryunohige" rather than "Rhongomiant" since the names are similar?

    It's important to have options because some ultimate weapons are just slightly better hitting sticks and others are actually well-designed and work well with a particular job. The more options a job has among ultimate weapons, the higher a player's chance of having the option to make a well-designed ultimate weapon for that job will be.
    Because I was dealing in two different things with regards to options.

    Weapons and other gear are completely separate in this regard. You can have TP sets, WS sets, JA sets on you and actively switch between them -- different gear has different uses and purposes so options are a useful and important thing as long as one piece isn't just a direct upgrade of another piece.

    Meanwhile, Weapons are a completely different monster. Outside of mages, who's casting isn't effected by switching weapons (and still, it isn't really necessary anymore with the fused HQ staff, unless you build magian elemental staves),

    With regards to the DRG thing -- I don't know (looking it up now) I'm just going by what I remember reading, the specifics are largely irrelevant to the point of what I was saying though. With weapons, it is almost always a case of direct upgrading as opposed to lateral usefulness:

    This clearly better than this and a roughly lateral move from this -- yet the comparative difficulty of building a Gungnir compared to a Ryunohige or Rhongomiant is pretty ridiculous.

    When you're dealing with slots where you can actively change swap gear around during combat, options make a ton of sense and become great. But as I specified before -- Weapons are a completely different thing and if you look at most of the weapons in the game, there's a clear hierarchy of potency that makes it redundant to hassle over adding new jobs to older ones -- like the dynamis relic weapons...
    (0)
    Last edited by Horadrim; 02-19-2013 at 01:05 AM.