

So you want everyone to have it? Dual-wield should be only that need it the rest give them something less. Matter what happen there alway going to be that one powerful DD and powerful tank and that one awesome mage.I understand your point ... but I disagree, respectfully.
Entire game dynamics can be altered on these details. I'm sure the FFXI Development Team didn't think it "that important" that they gave Utsusemi (the most effective tanking ability) and Dual-Wield (a powerful DD ability) to a single Job (Ninja) ... helping make it the most powerful and versatile Job in that game.
I would like this Dev Team to avoid that particular mistake in FFXIV.
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The problem is that it should not be on the same job/class because it makes all other classes/jobs of that role less useful.
Ninjas could tank, had Dual Wield so could deal a good amount of damage, and had good utility spells as well...they were so versatile that as long as you had NIN you really didn't need much else but a healer and buffer/debuffer.
That problem should be avoided in FFXIV.
One way to do this is to give jobs the same role but for different situations. For example, Dragoons would be damage dealers that are more effective vs. Dragon-type monsters and deal piercing damage (Piercing as in it ignores some defense but does less total damage as a trade-off) while a Monk would also be a damage dealer, but instead of being more effective vs. a certain type of monster, they deal more damage vs. targets with average-or-less defense than a Dragoon. So while a Monk is better for targets that aren't dragons and that have low/average defenses, you would want a Dragoon in your party for Dragon slaying and for killing high-armor targets.
The tricky part is with debuffers though, since putting a debuffer with a Monk in your party could potentially remove the advantage a Dragoon has over the Monk with the defense piercing.
Hopefully they're thinking about this :X There is a lot of stuff they could do with the different types of damage to further diversify classes and jobs that really isn't seen yet.
Peach Parfait/Khulan Angura on Gilgamesh



Agreed. The problem with Ninja was more the fact that it could avoid damage entirely. Dual wield was just weird design in XI, and was made that much more powerful once multi-hit weapons entered the game.The problem is that it should not be on the same job/class because it makes all other classes/jobs of that role less useful.
Ninjas could tank, had Dual Wield so could deal a good amount of damage, and had good utility spells as well...they were so versatile that as long as you had NIN you really didn't need much else but a healer and buffer/debuffer.
That problem should be avoided in FFXIV.
I know where you're coming from, but this makes damage dealing overly complicated. It shouldn't be so situational, since it devalues player choices and has your job/role chosen for you by the situation. I'm more for just having the damage dealers deal around the same amount of damage, being interchangeable in a party set-up while having their own utility to bring in.One way to do this is to give jobs the same role but for different situations. For example, Dragoons would be damage dealers that are more effective vs. Dragon-type monsters and deal piercing damage (Piercing as in it ignores some defense but does less total damage as a trade-off) while a Monk would also be a damage dealer, but instead of being more effective vs. a certain type of monster, they deal more damage vs. targets with average-or-less defense than a Dragoon. So while a Monk is better for targets that aren't dragons and that have low/average defenses, you would want a Dragoon in your party for Dragon slaying and for killing high-armor targets.
The tricky part is with debuffers though, since putting a debuffer with a Monk in your party could potentially remove the advantage a Dragoon has over the Monk with the defense piercing.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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