Beast tribe daily limit
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Beast tribe daily limit
Potato children
Way to do homework. Yes WHM's have also been known to use a staff. Even as far back as Final Fantasy (No numerals). Rosa even used a Bow in FFIV. That doesn't mean that bows are iconic to WHM's. Staffs have always been one of those items that are widely used by a lot of jobs/classes. However in Final Fantasy (It's older than you are) WHM's were the only job who could use Hammers, and the idea of hammers became synonymous with the class/job. That's what Iconic means. Also, Aeris may have had healing limit breaks and came equipped with healing materia, but that doesn't specifically make her a White Mage. And wasn't Yuna a Summoner?
Anyway I'm less concerned with WHM's being able to use staffs and more concerned with the fact that they tend to use a STICK, and we still don't even see Hammers as an option.
I also like how all of your examples come from games that are from 1997 or later.
Hunts. If I had the time, I'd list all the bad things about it... I'd also remove it two days after 2.3's release ._.
The 4 man trinity system. Make parties 5 light and 10 full, 1 tank, 1 healer, 3 DPS/ 2 tank, 2 healer, 6 DPS.
Crafting leveling, It was a cool concept there at the start and it was very unique leveling crafting the way we do, but it gets so boring really quickly.
Okay, so you named one game where White Mages can use hammers, even though they also use staves -- and there are more staves than there are hammers in that game. So, do you think that is the only game that counts, or what? It obviously didn't set any trends, as White Mages haven't really been using hammers ever since, and most commonly are associated with staves or rods.
If they were as synonymous as you seem to think, wouldn't the developers continue to give White Mages hammers after the very first game? But they didn't. Rather, White Mages have been using staves primarily in almost every Final Fantasy game. Hammers did not stick. Staves did. And if you did a poll of what weapon people naturally associate with White Mages in the FF series, I'd bet the vast majority would say Staff, while almost zero would say Hammer. That's what iconic means.Quote:
the idea of hammers became synonymous with the class/job. That's what Iconic means.
I suppose you would try to convince us that the Monk's "iconic" weapon isn't fists/claws, but rather Nunchaku, because they could use it in FF1? Please.
Yuna was both a Summoner and a White Mage. Besides summoning, all her abilities are White Magic spells. She uses staves. And in FFX-2, the staves White Mages use are Yuna's from FFX.Quote:
wasn't Yuna a Summoner?
Dude, really? First of all, that is a pretty snotty remark. Not everyone is old enough to have lived through the entire FF series, nor do we all irrationally idolize the original Final Fantasy game as the be-all, end-all authority of the series for all time. Also, Porom from FFIV was given as an example, and that game came out in 1991.Quote:
I also like how all of your examples come from games that are from 1997 or later.
Second, 1997 was 17 years ago. Even that many years is a disturbingly long time for you to still be considering hammers "synonymous" with White Mages, even though they don't even use them. Meanwhile, you can't just ignore all the games where White Mages use staves, as if they don't count.
Third, there are older examples if you prefer. Minwu in FF2 is a White Mage, and although he has no natural weapon proficiency his ultimate weapon is the Staff of Light. White Mages in both FF3 and FF5 use Staves, as well.
I'd remove the tome grinding treadmill. It's been in the game for over a year now and it's not getting any more fun, quite the opposite. I hope the expansion brings a new approach to keeping players busy. I don't think encouraging players to repeat the single easiest four man dungeon 10+ times per week for months, and then erasing all of their progress with routine ilvl increases is the best solution. People will find better things to do with their time.
Remove the limit of casting is cancelled by movement for casters.
It's utterly dumb that I need to stop moving to cast to do an ability, which talking and moving is 2nd nature to every person. Yet melee can do abilities and move with heavy equipment and weapons... Bull
Minfilia's clothes
Accuracy and durability. They're so pointless. Especially the former. Oh, and casting interruption when something runs to your side or behind you.
Time in queue : 90min.
"Oh, I need this fate!" /summons chocobo
*Duty queue canceled*
"Ah come on.."
You want me to do my homework? Ok, I will.
FFI: Hammers, Staves
FFII: Minwu has no preference, ultimate weapon is a staff though.
FFIII: Staves, Rods
FFIV: Bows, Staves (Both Rosa and Porom)
FFV: Staves
FFVII: Staves, Rods and Umbrella (Aerith)
FFIX: Rods, Flutes and Rackets (Garnet and Eiko)
FFX: Rods (Yuna)
FFX-2: Rods (WHM Dressphere)
FFXI: Clubs, Staves
FFXII International: Rods, Greatswords
FFT: Staves
FFTA: Staves
FFTA2: Staves
Now you tell me what's the more iconic weapon of a WHM.
Not really. The former is an incentive to improve your gear beyond just hitting harder, and the latter is a necessary gil sink.
As for what I'd remove...specifically i'd remove the Leaden status from Toto-rak. I understand the need for it on mobs when attacking people on mounts, but in Toto-rak it's just a needless time sink in an already unnecessarily long dungeon full of dull fights.
The cash shop. And if that can't be then accuracy. It's a broken concept in a game that you rely on rng to get the pieces you need.
I'm just gonna chime in here and agree with you, but also cite the reason hammers were used by the WHM in the first FF.
It's because the stereotypical weapon for clerics in most fantasy was a bludgeoning weapon. In D&D the morning star or flail were usually considered the stereotypical cleric weapons.
However, despite having "cleric stance," WHMs are not actually that same kind of clerics. Those clerics wore heavier armor and weapons in general, which included hammers.
This idea carried to other games such as EverQuest and every Dungeons and Dragons game ever made.
But traditional healers would eschew armor, as they rarely needed it. They'd carry blunt, easy to use instruments for self-defense, but were often more bogged down with medicines and herbs than something like armor.
This is where the "clothy" healer idea comes from.
But all that aside, there's one restriction that keeps WHMs from using hammers in this game that renders any argument moot: WHM/conjury magic must be channeled through wood. Unless the hammer is made entirely of wood, the WHM can't use it. This is mentioned in the story. It's also why all WHM weapons are either Alchemy or Carpentry. And yes, even the relic is made out of wood. A very special wood. The only weird exception is the Yagrush.
...RNG...
/10char
Elemental stats (are these ever going to be relevant?) and class restriction on glamouring gear.
All players who complain about vertical progression, the Trinity System and all other fedora-wearing topics.
Heavy
Classes (seriously, who use em past lvl 30?)
Shard-Farm.
field battle music. SO lame. I want to follow Soken around and just blow up a speaker with blaring trumpet intro of that one track that plaques the entire game.
Imagine walking into a supermarket and this event happening every 10 meters. That's the audio experience of playing XIV most of the time.
At least heavy doesn't dismount you like in WoW.
Auto selfcast maybe.
Lalafells...
(>...>
I can Dream..
I cant decide on one so I will give you the two things I hate the most.
Fates is the worst idea anyones ever had. There is not one fun thing involving fates.
2.5 sec global cooldown. Like what were they thinking? hey lets make the slowest combat pace in an mmo ever!
Glad Im mainly playing to collect glamours, but would be better if I liked the combat system more :c
Pvp. /10char
Elemental resistance materia/effects.
It's literally just a trap stat as it is in the game right now because even if you stack craploads of it, it doesn't do enough to make any difference in anything. It's also really disappointing desynthing battle gear and just getting elemental trash. Just drop it don't leave it pretending it is there.
Noobs
(can I say that without getting flamed ? I dont about news players that need to learn, I speak about old players, with end-game gear that play as bad as players of 5y old -maybe they're 5y old in fact ?-)
level sync on old dungeons
Gotta go...or at least be pushed upwards by 10 levels. They're so goddamn boring, and nothing is worse than having all your new skills sync'd away to tank n spank for 40 minutes straight because you were too unlucky to get a black mage.
Lalafells.
People whining endlessly about every.damn.thing.
The current materia system. It's just bad.
glamour restrictions.
also our lalafell overlords (wake up sheeple!)
Item levels on gear (and thus no stupid ilevel gating on content), but on the other hand, I have no idea what could replace it as far as gear progression goes if the level cap stays static for a long time - a FFXI-style Merit Point system perhaps?
Try to remember that some people were born at such a time that the staff is all they've literally seen. So for them it's far more iconic than the Hammer. TBH the hammers weren't used nearly as much as staves in the long term making your argument weak anyway since the entire lifetime must be considered when determining what's "iconic". Lastly, Final Fantasy has origins in D&D where clerics could use hammers. So technically their ability to use hammers goes further back than the series itself all the way into the source material. As were staves. When it comes down to it clerics can use hammers, wants, staves, and maces if I remember correctly. Even in FFXI it was possible to cleric up your whm and dual wield hammers in heavy plate mail. Occasionally we get to see the D&D source in white mage like that.