Quote Originally Posted by Dragon View Post
I'd go further.

I'd never had bothered playing DRG if it wasn't for the wyvern, I rather hate polearms; in fact, when I have a dragon of any type by my side, I'm going to expect to have either a large sword, staff, or a whip in my hands. If a job with a draconian pet is released in XIV, and I'm forced to wield a polearm to play it, I won't even give it a second glance. Never again.
Did you not play final fantasy vi, or tactics? dragoon = polearm. the fact they gave drg a pet wyvern in ff:xi seems like thats the one game that broke the tradition.

As for my two cents on this thread. I think jobs should be locked into certain weapons. maybe not just one weapon, but at the absolute most, 2 weapons.

If you want to play the whole: 'in past final fantasy's certain jobs were able to use, yada yada yada weapons' alright, I got a counter arguement; FF:VI. Sabin could only use claws/knuckles. cyan could only use katana's. locke could only use daggers and swords, etc etc. actually pretty much every final fantasy since VI has been a locked in one weapon type of role (with the exception of XI, but even then you couldn't be a DRG with a sword due to skill levels)

A mnk with a polearm, a whm with an axe, and if from a realistic and also fantasy/video game perspective it doesn't make sense. a weakling mage job or a hand to hand expert using something outside their "skill area" isn't what people are gonna want and even then, if you do use it you're not going to be very good at it.

in closing, I also wanted to point out that jobs are going to be implemented to give role specialization within a party. if you want to be a tank you're probably gonna be paladin, if you want to be a h2h dd you're probably gonna be a pugilist. Making it so jobs are able to use a large array of weapons is completely ruining the specialization that the dev team is aiming for.

EDIT: using weapon as a short for weapon class.