Quote Originally Posted by Marcellus_Cassius View Post
Again not my primary focus, but an ability you can toggle that gives a damage buff is not unique nor does it define a class. Its how you deal the damage that defines the class. You can argue imbuing the weapons with elemental magics is increasing the damage output so in a way it is like like toggling one of the Kiss abilities, but take a step back, I rather have the former than some icon that says dmg increased.
Right, because an icon that says "Fire magics flow through your sword, increasing damage" when you hover over the buff icon is so much better than "Attack power increased by poisons" or whatever. Because that's all it's going to end up being. Elemental affinities mean approximately jack in FFXIV, besides whatever additional effects are tied to using the skills with the affinity (ex. Astral Fire, Umbral Ice, Thunder/Aero's DoTs). It would just end up a layer of flavor, unless you made it do more than just be a fire sword.
But again, my point was that there are creative alternatives for, in this instance, a dual wielding DPS and how too often the classic jobs are given priority in development.
You're ignoring that the Rune Knight - or Mystic Knight, or Spellblade, or whatever other name they're under this week - is a classic job. Thus, it would get marketing perks, though perhaps not as much as Red Mage. Adding them in is no different than adding ninja or dark knight in. You're still giving a job with lots of love over the course of the series a spot in the game.