I definitely think that a job should have a choice of weapons but I don't think all weapons should belong to every job and honestly I couldn't give you a good reason why, call it preference, but variety is the spice of life.
I definitely think that a job should have a choice of weapons but I don't think all weapons should belong to every job and honestly I couldn't give you a good reason why, call it preference, but variety is the spice of life.
PLD COULD use it, but the fact that anyone actually did is enough to make me disrespect that person, regardless if what they think. Example: the OP.
Last edited by Melodicya; 05-20-2011 at 09:41 PM.
Healer strike is ridiculously foolish and accomplishes nothing
Yes it wasn't the best, but it was still an option. And they could actually do something now to make it a viable option. I'd much rather to create options and balance them. Rather then bar even the chance at a little more diversity.
Options add more value to the game. And could keep us entertained much longer by giving us freedom to try different things within our jobs and classes.
Well in all fairness this completely depends on the game mechanics and how they were developed. In FFXI a Paladin couldn't get by without a shield so a two handed weapon was out of the question but given different game mechanics the polearm could've been given block abilities when equipped by a Paladin and they would've been a more plausible choice. You're thinking way too much in a fixed state of mind, not everything has to follow the same set of rules, things can work in FFXIV that didn't necessarily work in FFXI.
Just reposting this to see what people's thoughts are? It wasnt acknowledged before and I was wondering if this interpretation was off.
I think, having read this again, it might actually confirm they are locked to classes. Whilst it might be slightly badly worded, I think they're trying to say that they don't want people to consider these specific roles as superior to the current classes, leavng for example, conjurer to be left redundant in the place of Black mage even in solo situations. These aren't better, they're just alternatives options.Quests to unlock each job will become available once you have reached a certain rank in the corresponding class.
Rather than being advanced versions of classes, we would like players to think of jobs as specialized playing styles optimized for partying.
As for having a 'corresponding' class that unlocks the quest (notice it says class, not classes, why would a Thaumaturge not be able to take the quest to unlock Black mage, as well as conjurer? They're both magic casters)
I think it's all there, the wording is just so vague it's hard to pick out the facts.cor·re·spond·ing
- Able to be matched, joined, or interlocked
Whilst I think I prefer your idea, it's clear (at least in the current design they have) the whole dual-class requirements aren't going to be necessary. As I said above, they only mention a rank requirement of a single class to unlock the quest.My personal hope and interpretation would be...
I pretty much expect jobs to be like this:
Conjurer - Whitemage & Blackmage
(Magic damage and healing specialisations)
Thaumaturge - Martyr (or something, HP-sacrificing heals and/or buffs) & Redmage (or something, debuffer/DoTs)
Gladiator - Paladin & berserker
Etc etc.. Each class can specialise into at least two seperate useful roles, based on the specific class they come from. Specialisation would just open up passive bonuses and new spell tiers etc building from the bass class' skills
Last edited by Sephr; 05-20-2011 at 06:01 PM.
having the option of being gimp may entertain YOU, but it actually disgusts me. When I see DRG walking around using Rapiers, PLD using polearms, etc etc....it angers me...If it's useless, it shouldn't be an option.Yes it wasn't the best, but it was still an option. And they could actually do something now to make it a viable option. I'd much rather to create options and balance them. Rather then bar even the chance at a little more diversity.
Options add more value to the game. And could keep us entertained much longer by giving us freedom to try different things within our jobs and classes.
Healer strike is ridiculously foolish and accomplishes nothing
Situational shit is situational. In Abyssea many job use different weapons because certain weapon skills are required, and back in ToAU polearm-wielding paladins werent THAT much of a surprise in some situations (though they really didnt do much damage) because of the piercing nature of the weapon. Samurai frequently used poles despite them being a secondary weapon.
Did you even read what I posted? I said they could balance it. This is a different game so they could make different but similarly equal options. It may have been gimp before but could shine now depending on how its done. It's not ffxi.
I do agree that I'd rather it not be there if it isn't done correctly.
Read, please...people ignore posts that counter their point logically and continue arguing...stop arguing for the sake of it. And Jarecks post pretty much word for word same as mine, two people telling you the same thing and you chose to skim past that and reply with nothing.Well in all fairness this completely depends on the game mechanics and how they were developed. In FFXI a Paladin couldn't get by without a shield so a two handed weapon was out of the question but given different game mechanics the polearm could've been given block abilities when equipped by a Paladin and they would've been a more plausible choice. You're thinking way too much in a fixed state of mind, not everything has to follow the same set of rules, things can work in FFXIV that didn't necessarily work in FFXI.
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