DRK was still completely OP when it came to that fact, and the only reason they nerfed SE is because it made AV too easy for a high-tier shell who had multiple Haste capped KC DRKs, they also added a few immunities to him on that factor as well.This would be a primary point. If they reach to a point of adding multi-hit weapons, they MUST be primary weapon only, not working off-hand.
Multi-hit weapons and gear with haste effects were IMO the 2 worst additions to FFXI ever. They were so bad that they generate nerf to certain jobs when using it in certain situations (like KC DRK having souleater nerfed ot the haste cap).
I'd rather having balanced content that can be used properly at all situations. Specially because we have different basic actions here...just imagine a multihit weapon being comboed with stuff like Full Thrust, that already generates enhanced TP gain or to actions like Nature Fury...nature fury with multi hit would become pretty much a shotgun if it start doing multiple hits to anyone in is damage cone...
And then people weould say "make it multihit only if used with the starting basic attack, just like ARCs already do with multishot". And that's it...when you say this you will be confirming that its unbalanced because you're restricting it to a specific situation (of course multishot is unbalanced...or else it wouldn't deal more damage than barrage, that is supposed to be ARC's best WS...it shouldn't tho...maybe after attribute balancing WS's will start receiving MOD effect from attributes so they can remove this restriction from multishot/trifurcate).
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