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  1. #1
    Player
    Shippuu's Avatar
    Join Date
    Mar 2013
    Posts
    628
    Character
    Shippuu Nammuu
    World
    Balmung
    Main Class
    Marauder Lv 60
    Quote Originally Posted by OcieKo View Post
    And adding even more bladed weapons is better?
    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.

    MNK needs someone else to use a Blunt weapon, and not apply the debuff.
    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.
    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.


    Trying to be unique with a pair of swords as opposed to a blunt weapon is way harder.
    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.

    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.
    (4)
    Last edited by Shippuu; 07-23-2017 at 05:37 AM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Shippuu View Post
    A better option would be for them to abolish damage types entirely, as they serve little purpose in the long run of things.
    I have to agree with this. Damage types make no sense. Different weapons or weaponskills may reasonably carry different factors such as mass, balance/length, and edge that can contribute toward how much a weapon pierces, for instance, but no pata is going to deal blunt damage by impaling someone.

    If we want some unique ways in which these weapons take effect, there first needs to be underlying mechanics that differently advantage different ends of a spectrum such as makes up our weapon "types", such as with a priority on force vs. penetration, wherein the prior serves better to stagger enemies or exploit armor breaks and the latter to maim them or create armor breaks. From there you could further add mechanical abilities wherein, say, staggering an enemy physically also has an impact on their Healing/Attack Magic Power (via Dragon Kick or HW Delirium).
    (0)

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