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  1. #11
    Player
    Klefth's Avatar
    Join Date
    Apr 2012
    Posts
    617
    Character
    Klefth Reinhart
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Warlock View Post
    thus why let it remain 1 weapon per job/class i like it that way , the power of a weapon is limitless compared to FFXI's as it had to be gimped regulated always keeping in mind another job was capable of equipping said weapon with access to abilities that could make it way too powerful, that hassle is avoided here...imo this is the best way to go at it to the point that i wish CNJ/WHM was club/wand exclusive user and THM/BLM staff exclusive but both their relics are staves..oh well
    False. Any and all issues regarding one job being too overpowered or too weak with a weapon, and I mean one that job was supposed to use (not talking daggers on BLM here) could have and was tweaked through that job's skill levels with said weapon, so it didn't necessarily have to affect any other jobs at all. Examples are when they bumped up DNC's dagger skill and PUP's h2h skill since they were too weak/had very low accuracy.

    Besides that, the only instance in which a job's ability in that game could have made a weapon far too powerful (and oh man, it sure did) was DRK's Soul Eater/2hr combo and Kraken Club. How did they fixed that? Gimping said ability combo or giving certain mobs resistance to it. They didn't just go and nerf clubs for everyone.
    (1)
    Last edited by Klefth; 01-22-2013 at 02:30 PM.