So you want everyone to have it? Dual-wield should be only that need it the rest give them something less. Matter what happen there alway going to be that one powerful DD and powerful tank and that one awesome mage.
The problem is that it should not be on the same job/class because it makes all other classes/jobs of that role less useful.
Ninjas could tank, had Dual Wield so could deal a good amount of damage, and had good utility spells as well...they were so versatile that as long as you had NIN you really didn't need much else but a healer and buffer/debuffer.
That problem should be avoided in FFXIV.
One way to do this is to give jobs the same role but for different situations. For example, Dragoons would be damage dealers that are more effective vs. Dragon-type monsters and deal piercing damage (Piercing as in it ignores some defense but does less total damage as a trade-off) while a Monk would also be a damage dealer, but instead of being more effective vs. a certain type of monster, they deal more damage vs. targets with average-or-less defense than a Dragoon. So while a Monk is better for targets that aren't dragons and that have low/average defenses, you would want a Dragoon in your party for Dragon slaying and for killing high-armor targets.
The tricky part is with debuffers though, since putting a debuffer with a Monk in your party could potentially remove the advantage a Dragoon has over the Monk with the defense piercing.
Hopefully they're thinking about this :X There is a lot of stuff they could do with the different types of damage to further diversify classes and jobs that really isn't seen yet.
This thread is too long. I m not sure if anybody can answer me this question :
Is any dev mention job rank? I wonder if we need to rank them up too?. If anybody could quote the dev post, it would be pleasure.
Agreed. The problem with Ninja was more the fact that it could avoid damage entirely. Dual wield was just weird design in XI, and was made that much more powerful once multi-hit weapons entered the game.
I know where you're coming from, but this makes damage dealing overly complicated. It shouldn't be so situational, since it devalues player choices and has your job/role chosen for you by the situation. I'm more for just having the damage dealers deal around the same amount of damage, being interchangeable in a party set-up while having their own utility to bring in.Quote:
One way to do this is to give jobs the same role but for different situations. For example, Dragoons would be damage dealers that are more effective vs. Dragon-type monsters and deal piercing damage (Piercing as in it ignores some defense but does less total damage as a trade-off) while a Monk would also be a damage dealer, but instead of being more effective vs. a certain type of monster, they deal more damage vs. targets with average-or-less defense than a Dragoon. So while a Monk is better for targets that aren't dragons and that have low/average defenses, you would want a Dragoon in your party for Dragon slaying and for killing high-armor targets.
The tricky part is with debuffers though, since putting a debuffer with a Monk in your party could potentially remove the advantage a Dragoon has over the Monk with the defense piercing.
People need to, at the very least, look at it from the perspective of "What weapons should a job be able to use" rather than "what class should advance to which job".
I don't know why SE doesnt just give us free range of all weapons though. And, in this fashion, let any class unlock any job.
Let it sort itself out.
I mean, really.