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  1. #1
    Player
    Deltara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    444
    Character
    Deltara Delettre
    World
    Hyperion
    Main Class
    Pugilist Lv 51
    It would probably be best to tie weaponskills to the weapons themselves, rather than to the classes. That way you could switch up weapons and have different options. If you tied them to the character, then we would be back to just different weapons to look pretty instead of strategizing.

    On a side note about the spear animation (swinging), it might be cool to swap out the swinging motion for hitting the mob with the butt of your spear. lol
    (0)

  2. #2
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    ... Deltara are you AWARE of what you just said? Really?
    'tie weaponskills to the weapons themselves' is exactly exactly what classes are. I mean... I cannot even... Imagine what else do you mean.
    (2)

  3. #3
    Player
    Deltara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    444
    Character
    Deltara Delettre
    World
    Hyperion
    Main Class
    Pugilist Lv 51
    Quote Originally Posted by Skies View Post
    ... Deltara are you AWARE of what you just said? Really?
    'tie weaponskills to the weapons themselves' is exactly exactly what classes are. I mean... I cannot even... Imagine what else do you mean.
    Ok here we go.

    What I mean is that "Riot Blade" should be a sword weaponskill and not a gladiator weaponskill. If archer equips a sword, they should get the "Riot Blade" weaponskill, instead of using a sword and getting archer weaponskills with the sword.

    Archer should not be able to use "Gloom Arrow" when wielding a dagger... archer would get dagger weaponskills then.

    There was another popular Square-Enix MMORPG which allowed each job to use multiple weapons each with weaponskills tied to the weapons. Trust me, it worked just fine.

    If my marauder has a bow equipped and wants to shadowbind, he should be allowed to shadowbind, instead of being forced to use skull sunder with the bow.

    But if they want to tie weaponskills to classes, that's fine too. That's how the game was back in the day. I could use axe weaponskills with my pugilist hand-to-hand weapons, but it really felt out of place.

    I think you are getting caught up in the classes being completely defined by the weapon they have equipped. I would rather classes stand alone, regardless of the weapon they have equipped.
    (2)
    Last edited by Deltara; 05-04-2012 at 09:53 AM.

  4. #4
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    So in your view, Deltara, what would a Class be? If we move all the abilities from classes to the weapons and make so you can't use a WS from a different weapon with your current one... You'd end up essentially with the game as it is, with the 'Class' being only a name and you'd end up pretty much unable to use any 'cross-class' abilities at all.
    (1)

  5. #5
    Player
    Deltara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    444
    Character
    Deltara Delettre
    World
    Hyperion
    Main Class
    Pugilist Lv 51
    Let me go back to the example in the original post.

    I'm on MRD, using a G.Axe. It is identical to the class as we see it today.

    I switch to a Great Katana. I keep all of my abilities and traits, but lose the G.Axe weaponskills and gain Great Katana weaponskills.

    I can still use Berserk, Provoke, Bloodbath... but i get different weaponskills with different weapons.

    My "Godsbane" combo turns into a "Ronin's Destiny" combo... or whatever the weaponskills for great katana would be.

    I switch to Great club and keep all my marauder abilities (berserk, provoke, etc) but i get great club weaponskills instead (and bludgeoning damage to boot ^^)

    Multiple weapons (each with their own weaponskills) for each class, while retaining the class abilities.

    Sorry for the confusion.
    (1)

  6. #6
    Player

    Join Date
    Mar 2011
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    144
    Quote Originally Posted by Deltara View Post
    Let me go back to the example in the original post.

    I'm on MRD, using a G.Axe. It is identical to the class as we see it today.

    I switch to a Great Katana. I keep all of my abilities and traits, but lose the G.Axe weaponskills and gain Great Katana weaponskills.

    I can still use Berserk, Provoke, Bloodbath... but i get different weaponskills with different weapons.

    My "Godsbane" combo turns into a "Ronin's Destiny" combo... or whatever the weaponskills for great katana would be.

    I switch to Great club and keep all my marauder abilities (berserk, provoke, etc) but i get great club weaponskills instead (and bludgeoning damage to boot ^^)

    Multiple weapons (each with their own weaponskills) for each class, while retaining the class abilities.

    Sorry for the confusion.
    I think with this set up, some aspect of the class should alter or add to the WSs. Take sword for example, there would be 6 sword weapon skills that every class gets that equips a sword, but Marauder would get an AOE WS as well, or two, maybe one or both taking place at the end of a chain.

    Or like DRG being the class that gets all of the good chains for each weapon skill, but for others it would vary a little bit.

    If not effecting that actual weapon skills that you get, they should at least get specific modifiers tagged to to certain WSs, just for a slight bit of variation, like an accuracy bonus for GLD, or AOE effect for MRD, or enmity reduction from WSs for DRG.
    (1)

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