I'm just curious what the general opinion is regarding consumable arrows versus non-consumable arrows.

Personally I'd prefer non-consumable arrows and will give a few reasons why below but purpose of the thread is more what do you think. Also my own idea of non-consumable arrows would be you'd equip a quiver and it would serve like an accessory i.e. it would just have its own status but not be consumed.

My own reasons;

Currently arrows are just stronger or weaker than each other there's no variance in terms of this type of arrow is better for *. It's basically a linear upgrade system but instead of one off costs it's a constant drain on gil.

We're the only job to have a gil sink linked to our actual attacks and I just question why. We aren't the only job that can attack at range, blm can attack at range but their 'ammo' is replenished automatically at no cost to them and we don't have the highest damage as a justification either.

The last reason is more a counter argument to the idea of 'realism'. It might be realistic for ammo to be consumed however, personally I value gameplay choices over realism (not everyone is of the same mindset and that's understandable) and so realism is just a lower priority for me as opposed to things like balance and 'game logic' (previous arguments such as why one class has a constant gil sink whereas another doesn't.). Also realism kind of goes out of the window for me to a degree when we perform a back flip to use wide volley. Wide Volley animation is cool but unrealistic is my point here.

Anyways enough from me, discuss.