Not every weapon set is needed for RPR and SGE. A bare minimum is the weapon sets released in the expansion those jobs were released in, like the Fae weapons.
Last edited by Reinha; 09-03-2022 at 03:36 PM.
The thing about having an ever increasing amount of jobs is that things get exponentially more bloated, that's why there are no more job quests and we got role quests instead. I think they kinda realized this early on, when they cut wands/spell shields and made rogue weapons come in pairs.
On the other hand, there was no reason not to add weapons for the new classes on this NEW batch of weapons. It's completely arbitrary on their part. And if I'm being honest, it makes them look cheap.
I'm wondering if new future jobs will share weapons with existing ones, that could be funny.
Hey you can shill for the devs if you want but over each new job release the number of weapons per job went from 320 to 250 to 200 to 110 down to mid 40s.
But I don't think it's unreasonable if you acquire weapons from Shadowbringers content that you by definition should also get Primal weapons from the same xpac cycle as well.
Giving Sage and Reaper Thordan glow sticks(low effort ones mind you) just because of Dragonsong Ultimate is pretty lazy if you ask me.
But if you really feel making new weapons is a waste of time then we may as well take the Blue Mage approach and have just 1 new weapon per xpac cycle. Hey peeps might not like it but it could cost you a raid tier or new glamour gear from an alliance raid.
> : V
Well even if you did there's no guarantee said would look good. I'm a monk main and while we do get a weapon in every set but almost every one is some variant of I tied some large ugly slab of metal to my first. I mean seriously there's like 3-4 weapons' that don't look awful
becoming my enemy would be unwise
Typing in good faith that you people dismissing this aren't trolls. This isn't the same as some other staff increases. Increasing the team that designs and implements items is not game breaking. Some how the cash shop can find competent people to add new stuff to the game. The game could use a team working on more items or tweaking the old ones. No reason that they can't have a new dye pattern on old gear except for manpower. Reskins and other tweaks can really pad out the game and helps people stay invested in the game.
If you want to argue SE has spent the max players are going to get from the game. I don't have to like that. But way more valid then some cliche response.
Where is the argument against staff increases?Typing in good faith that you people dismissing this aren't trolls. This isn't the same as some other staff increases. Increasing the team that designs and implements items is not game breaking. Some how the cash shop can find competent people to add new stuff to the game. The game could use a team working on more items or tweaking the old ones. No reason that they can't have a new dye pattern on old gear except for manpower. Reskins and other tweaks can really pad out the game and helps people stay invested in the game.
If you want to argue SE has spent the max players are going to get from the game. I don't have to like that. But way more valid then some cliche response.
If there are any trolls to be found, it's those that think just because they went back and skinned the old weapons, they can easily make some new ones. As folks like to do, I'll minimize the effort as best as possible: The trial weapon recipes are nothing more than copy / pasta, stick this effect somewhere. Coming up with new weapons that properly fit that theme is not the same effort. You wanna hear a cliche? "Everything is so easy because tHeY hAvE mOnEy."Nothing says you've never even set foot in a corporate or game dev environment quite like this.
You talk about keeping people invested... The way they keep people invested is to keep adding NEW content. I know.. "duty support"... That doesn't change the fact that MMO devs are constantly trying to move forward and avoid looking back at old things too much. It would be great if they could go back and fill in gaps, but there are clear priorities. If not getting a pretty design from 3 years ago is breaking your investment, perhaps you need to sort out your own priorities.
Pretty sure those design weapons will be the new relics in the coming patch (6.25) since the relics will revolve around Hildebrand. Goofy weapons for a goofy story line.
I just hope they come sooner rather than later.
I need that shark Gunblade and pufferfish hammer/axe for some beach wear tank glams.
I actually don't want them to make a reaper or sage weapon for anything before ShB, but those jobs are at the regular level to do those, and would make sense to have them. Think about how crazy everyone would go for a Hades scythe, mat would become even more expensive.It kinda sounds like you want them to go back even further and hit everything, with the comparison between original job Warrior and brand new Reaper? I wish you luck on that one. The fact is the new jobs don't need weapons made prior to their starting point. It would be a proper waste of resources and time. The only exception made is deep dungeon glam. Past that point, they only need enough to progress through leveling. Old trials get skipped because they're not essential to progression beyond their expansion cycle, so you can expect to not see Hades and Weapon styles.
Also the MB is beyond pitiful for Sage and Reaper, just like it was for GNB and Dancer. Just feels weird that they pick and choose. I understand the Thordan weapons because of the Ultimate.
Yeah but imagine all the missed earnings if they were to spend resources on this. With all that money they save I'm sure they can invest in like at least 5 NFTs or something.
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