Quote Originally Posted by Kitkat View Post
In all honesty, if I wanted to give a suggestion of what they should do to make up for removing consumable items it would be to not only increase bow base damage, but also make some type of class specific upgrade to Archer/Bard that allows them to go into gear or trait window and then adjust "ammo type" so it adds to strategy of the job.

The ammo type adjustment would be similar to the original idea that different ammo types caused more damage to certain types of mobs (IE magic type, Large mob type, Poison tipped, etc) but it isn't a consumable item or a sellable one for that matter. It is instead similar to some of the class specific Abilities you get on Bard, Paladin, Dragoon, etc. In essence you would do a quest to obtain the ability to learn the function of different ammo types. This would either cause more damage to the mob family, or create certain special effects on the mob when used (IE: Elemental def down, bleeding, silence, blind, paralysis).
Not a bad idea but it kind of screws the other eventual ranged classes that come in. I would prefer they do this:

*Make damage types actually matter.

*Give Archer pierce damage type, since that makes sense for arrows.

*Give Musketeer another damage type like impact, considering the kind of bullets we're talking about here lol.

*If they want to give a class/job ranged damage modifiers, make a skill for it. They could do it like Monk's toggle abilities or like GW1's preparation abilities which gave you a buff that modified your damage for a time. This would be for things like poison, bleed, explosive, etc...