Eugh, no thanks. Having one's damage tied to consumables is not fun.
Eugh, no thanks. Having one's damage tied to consumables is not fun.
I'd like to see off hand items (though not necessarily true off hand just equippable in that slot) that provide unique effects/debuffs. Arrowhead for bow users that has a chance to apply a debuff of some sort. Like some on said earlier, an oil or sharpening stones for melee and runestones for casters.
I would prefer they just be items instead of consumables. They could also come with instead of a debuff but a special effect like increasing buff durations or stat heavy to allow a smidge more customization for the jobs (i.e a +dex oil so tanks can raise parry if they choose).
Don't know about you guys but I am totally against any system that will inevitably require Archers/Bards to carry around multiple item slots worth of consumables just to be effective. Inventory aggro is already bad enough!
New tab before crystals labled 'ammo'? Keeps count like crystals do.
Yeah because people have to actually prepare to faceroll instances instead of automatically being able to.
Well, if you're good at what you play now in FFXIV ARR, you already do this.
Last edited by Tupsi; 11-19-2013 at 02:33 AM.
Carrying around pots that are tied to a global cooldown that you can only use once every 5 min is TOTALLY DIFFERENT than carrying around stacks of ammo that you will burn through in 3 fights. Keep in mind that without a modification to the current system, this ammo would be "in addition to" whatever consumables the quality player is already carrying. This just furthers my point that the inventory aggro would be horrible.
However if they did something like this, than I am all for it.
This is probably the worst idea I've ever read. They took ammo out because it was unfair to certain classes, not because money was hard to come by.
Yeah, leave that sort of problem to the fishermen.
Given the following-
1) core attacks already have a number of special effects, making special effects on ammo a redundant concept;
2) Ammo was specifically removed to take out its effect on the economy and make it not disproportionately more expensive to play Archer/Bard compared to other jobs;
adding this defeats the purpose of why ammo was removed to begin with.
since basically all crafted items are consumable or convertible to materia there is no special need to add something like this for economic purposes.
Last edited by Alhanelem; 11-19-2013 at 02:39 AM.
Back in 1.0, every class/job has their own off-hand ammo stuff. Turns out it was rarely useful and clogging worthy spaces.
And if you're talking about the ability to kite mobs from afar, lo and behold... every job/class in ARR now has that special ability for it.
So... nope.![]()
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