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Throwing weapons
Lately a lot endgame parties will opt to use a Black Mage or Bard over any other DD strictly because they are ranged damage. I recently realized that all classes have ranged attack capabilities, but the throwing weapons are all either purchased with seals or made using dated recipes.
I want to know if there are any plans to add more throwing weapon recipes or make them more powerful/useful? I would like to see a scenario where throwing weapons are necessary, such as a dungeon where monsters can fly/run off the walkable map. Either that or SE could adjust the elevation limitations slightly, so we could attack things from a ledge. There are other ways to prevent players from exploiting terrain.
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ok, in a game where melee is garbage and ranged is godlike, we exploit the situation turning melee in ranged ?
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I think a melee would have better DPS than a BRD if all of the fights didn't screw them over. The main advantage BRD and BLM have over melee attackers is that they don't have to travel as much to do damage, let alone chase a mobile enemy. At the same time, BRD and BLM are not as good at a close range, but can still attack an adjacent target. I guess I'd at least like the opposite to be true of melee jobs, giving them ranged capabilities even if they aren't good. The game is already set up like this, but the only way to get ranged weapons is with seals or dated recipes.
I also want to see situations where this would be useful. Imagine a dungeon where the boss requires melee damage but the tasks outside require ranged attacks. Wouldn't it be beneficial to have DDs use throwing weapons to help speed things along?
I also think it's silly that they have elevation limitations. Having an opportunity for a free kill by raining death from above adds a reason for players to think about their approach, much like in games like Assassin's Creed. The reason SE implemented the limitation is because players would find ways to kill several enemies in a row without ever getting touched. There are better ways around this than implementing a limitation that works as a detriment to healers in steep-slope terrain like some of the tunnels in Darkhold.