Your character's class when equipped with no weapons is called "Adventurer" in the game.
Just throwing that out there.
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Your character's class when equipped with no weapons is called "Adventurer" in the game.
Just throwing that out there.
I wouldn't expect those to be added the armory system is set up completely dofferent then the job system was. The system they put in will prob be similar to DCUO roll system where you select tank role, dd role, healer role or controler role.
I would highly suggest people stop assuming the ffxiv system was anything like ffxi system and they adding say red mage. They would have to rework the whole system to have such jobs.
We will most likely see fencer arcanist, stuff that is tied to weapon/ attack styles.
Just get rid of the armoury system for the love of the twelve!
Indeed. To me it seemed kinda like a Mix of the Job system with each class working like a Blue Mage from FFXI. But a lot of the features necessary to complete it were not implemented.
I'd love to see the Skill Stats show back up like they were for Blue. You equip Physical Damage skills you get bonuses to STR and Dex. etc.
Yeah there are tradeoffs (small penalties in equipping cross-class abilities, limited number of equip-able abilities) in the current system but they are not obvious and do not make a big difference in the end.
Feeling that the abilities that you choose to put on your bar make a real difference (besides the 8-10 core abilities that you use the most, there is not a big trade-off at equipping a "Cure II" or "Protect" in the empty spots for your archer) would favor better role definition even within the current armoury system.
I 'd rather not think of the Armory as "incomplete", so much as a cog within a much bigger machine (in this case, the machine being character development).
A few other tidbits I'd like to comment on...
Dual-Wield: Making it is universally obtainable skill had a tendency to be a bad idea, and to be quite honest, the "Twin Sword" method (a med ATK 2H Weapon that strikes twice) tends to lend itself much better in the long-term lifespan of an MMORPG. While players do enjoy the freedom of using 2 unrelated weapons, the effects are less than optimal on the game's actual play... So yeah... I'm more of a fan of systems which only have 1-H Weapon and Shield/No Shield or 2-H Weapon, for good reason though.
As far as Samurai-type jobs go, the Parivir might be kind of interesting (a more accurate, glassy marauder), but this would involve using the same weapons as the Gladiator (assuming katanas would count as swords), so it would require an actual job, as opposed to a weapon class. Heck, Red Lotus is already a great place to start for this.