They aren't wrong though. A large blunt weapon (hammer) would have a lot more resemblance in movement and usage as the two handed axes we have on Warrior. A good number of axes we even have could pass for hammers as it is. It's possible but more difficult to create unique animations for.
Whether you like it or not, swords and bladed weapons are vastly more popular, they've been built up in media and fiction forever and are seen as heroic weapons. They come in many different varieties that offer more unique options in terms of style and nimations.
They absolutely do not. You do not design an entire job with the notion that it will somehow fix another one or make another one more viable. They need to fix monk by itself, and if they thought MNK needed a blunt tank to fix it, or other blunt damage jobs, then they would have added one by now. The game has done just fine without one for 4 years, and will for the next 2 before the next expansion.MNK needs someone else to use a Blunt weapon, and not apply the debuff.
This is the most tired false notion that always gets spread to try and pigeon-hole a new tank into a specific weapon type. You people who spout this don't see that by forcing a tank to use blunt (and then relying on MNK to provide that utility) you've now taken away the synergy that tank could have with now 5 other jobs, especially it's co-tank. All you'll do is make a tank that is less desired than the existing ones from the get-go and none of you seem to realize that.
There's a strong argument to be had that tanks should stay consistent in damage type for balancing sake. The moment that changes, the moment you have a tank who would be shunned from group combat due to it. We've seen that problem with the tanks even when they match up with damage types since the launch of the game, people will find small reasons to take one tank over the other. Making them different damage types will only give players an excuse to do just that.
This is provably false when the example they posted is already incredibly unique when compared to what we have in game. The only other dual wielding job in the game holds their weapons in a reverse grip, so it doesn't even trod on the existing dual wielding job. Gabranth's stance is already very unique, and then a weapon that combines into a bladed staff allows it all the variety of animations adding a bo/staff using job as well.Trying to be unique with a pair of swords as opposed to a blunt weapon is way harder.
Even then, not all of their weapons even need to look like blades. You mention kanabo as a blunt weapon, yet we have one of those in the game now as a DRK weapon that deals slashing damage. It's easy to make it so their weapons appear as all manner of things yet the damage type remains constant, just like slashing-type DRG weapons still do piercing, same for RDM.
A better option would be for them to abolish damage types entirely, as they serve little purpose in the long run of things.



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