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  1. #1
    Player
    Belhi's Avatar
    Join Date
    Feb 2015
    Posts
    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    Scythes would be tricky as they would probably require entirely new animations. On the other hand I could see them using the Axe animations for Hammers. I think the man issue is the issue with Slashing damage but technically they already have a metal club for DRKs so maybe that isn't as big a deal.

    I think one of the reasons they limit weapon options is that most Jobs are identified by their weapons and no jobs share weapons. Even SCH and SMN use different books. It allows them to have clear variations for Job identities.
    (3)

  2. #2
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Belhi View Post
    Scythes would be tricky as they would probably require entirely new animations. On the other hand I could see them using the Axe animations for Hammers. I think the man issue is the issue with Slashing damage but technically they already have a metal club for DRKs so maybe that isn't as big a deal.

    I think one of the reasons they limit weapon options is that most Jobs are identified by their weapons and no jobs share weapons. Even SCH and SMN use different books. It allows them to have clear variations for Job identities.
    Scythes would actually work perfectly fine for the DRK animations for the most part. There are a couple of animations that would look kind of strange but nothing all that crazy. Just add a small blade to the back of the Scythe and every slash would make sense.
    (1)

  3. #3
    Player
    Dark-Saviour's Avatar
    Join Date
    Dec 2013
    Posts
    690
    Character
    Dark Saviour
    World
    Cactuar
    Main Class
    Carpenter Lv 80
    Quote Originally Posted by Belhi View Post
    I think one of the reasons they limit weapon options is that most Jobs are identified by their weapons and no jobs share weapons. Even SCH and SMN use different books. It allows them to have clear variations for Job identities.
    I liked the whole "Each class is defined by a different weapon type" concept from the start (and was annoyed at casters getting wands and staves because of it), but once we ended up with Paladin, Dark Knight, and Samurai all using different forms of swords, yet the latter 2 not branching from Gladiator, I don't really know how to feel at this point. :-(

    And honestly, though it might not be a popular idea, I'd like to see them just merge Mind and Int at this point and/or allow crossover for all of the (non-artifact/relic) Grimoires. As a rule, weapons should be class-defined rather than job defined (except for the jobs that [unfortunately] ignore the class system, obviously).

    Quote Originally Posted by Daralii View Post
    Dark knights have two club options, one from PvP, and the other from the Gold Saucer. Every job that uses a 2-handed weapon will be able to get a scythe whenever the Edda glamour set that was datamined in 4.0(1?) becomes obtainable.
    Bonus points if they make it work for Bard. >_>
    (0)

  4. #4
    Player
    Valinis's Avatar
    Join Date
    Jan 2014
    Posts
    175
    Character
    Miuna Shiodome
    World
    Tonberry
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Belhi View Post
    Scythes would be tricky as they would probably require entirely new animations. On the other hand I could see them using the Axe animations for Hammers. I think the man issue is the issue with Slashing damage but technically they already have a metal club for DRKs so maybe that isn't as big a deal.

    I think one of the reasons they limit weapon options is that most Jobs are identified by their weapons and no jobs share weapons. Even SCH and SMN use different books. It allows them to have clear variations for Job identities.
    The reason they limit weapon options is because it's too much work to make multiple weapons. SE are as tight as possible with resources in this game, if you haven't realized. BLM and WHM used to have 1 hand options a long time ago before they decided it was too much work. It's lazy but it's cheap and that's what's important to the XIV team.
    (0)

  5. #5
    Player
    Dameron's Avatar
    Join Date
    Feb 2017
    Posts
    190
    Character
    Dameron Blakesley
    World
    Zodiark
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by Valinis View Post
    BLM and WHM used to have 1 hand options a long time ago before they decided it was too much work.
    Actually, SE removed one-hand options for BLM and WHM because a lot of BLM and WHM mains didn't want to have to collect a one-hand weapon and a shield when they could just collect one staff. Unlike Paladin weapons today, those items did not drop together.
    (0)

  6. #6
    Player
    Valinis's Avatar
    Join Date
    Jan 2014
    Posts
    175
    Character
    Miuna Shiodome
    World
    Tonberry
    Main Class
    Paladin Lv 70
    Quote Originally Posted by Dameron View Post
    Actually, SE removed one-hand options for BLM and WHM because a lot of BLM and WHM mains didn't want to have to collect a one-hand weapon and a shield when they could just collect one staff. Unlike Paladin weapons today, those items did not drop together.
    If that was the reason they could have just made them drop together as you said. They stopped it because it meant making a staff, a wand and a shield for classes that didn't really "need" a shield like PLD. I was a BLM main in 2.0 and loved using a wand and shield, and would much rather weapon options other than staff, staff or a staff (the exact same weapon a WHM has).
    (0)
    Last edited by Valinis; 08-25-2017 at 04:43 PM.