hey, but bringing in the magic classes is unfair! D:
b-beside, the wizard in D&D DOES use a book! ..not to smack enemies in the head, BUT


hey, but bringing in the magic classes is unfair! D:
b-beside, the wizard in D&D DOES use a book! ..not to smack enemies in the head, BUT


I'm unclear exactly what the problem is with that. Are you wanting the freedom of a BLM to use daggers or a WAR to use a bow? I'm fine with weapon specialization for a specific Job. The classes are "locked" into the weapon in 1.0 but can still use skills from any other class. That was the big difference between class and job.
Have I misinterpreted what you were trying to say? ( it happens to me sometimes, if I have, I apologize.)
EDIT: Even being locked into a weapon you can get as much variety of weapon designs and skills as creativity allows.
Last edited by ZakarnRosewood; 01-22-2013 at 06:50 AM.
Yeah I'm good at doing that. I have some random memory of a guy in my LS that was complaining he had to use a sword as a blm... but hey that was college days.. perhaps I had a little too much of something or other to remember anything correctly.
Yeah that's why I understand what you're saying, but a lot of RPGs generally don't take those differences into play when they design it, usually outta developer laziness. It's why I praise Ys games for example, in Ys Vi you can see the differences of Adol's attacks between the 3 styles of swords based on real world essentially.
You did, I was referring to the fact there's no real freedom of weapon choices due to being locked into base classes (weapon = class) for example as a Warrior, maybe you wanted to whip out a rapier for piercing bonus where your axe won't get enough damage on due to slashing resistance. You can't have that with the current AS system, that's what I was referring to that adding new jobs will pretty much lock them into what the base class uses.I'm unclear exactly what the problem is with that. Are you wanting the freedom of a BLM to use daggers or a WAR to use a bow? I'm fine with weapon specialization for a specific Job. The classes are "locked" into the weapon in 1.0 but can still use skills from any other class. That was the big difference between class and job.
Have i misinturpreted what you were trying to say? ( it happens to me sometimes, if i have, i apologize.)
Take into consideration with how 1.0 treated damage and 2.0 likely being the same (level correction = king) you won't hurt yourself much in damage since like the original setup, you could even use archer skills on gladiator (somehow.)
Last edited by Elexia; 01-22-2013 at 06:57 AM.





The problem I do see with limiting a weapon to each class/job combo is that the more weapons added the less likely you will get the item you wanted (if there is a 1/8 chance an item drops from Ifrit, but then you have 22 classes you have a 1/8 chance to get the 1/22 weapons you can use rather then say 10/22). I suppose they can change how loot drops a little in this aspect - but I imagine getting a weapon for your specific class will get more frustrating as classes are added. Though this also takes us back to stats and how to not make stats useless to classes (like say STR for a black mage increases some part of the spell while Dexterity increases another).I'm unclear exactly what the problem is with that. Are you wanting the freedom of a BLM to use daggers or a WAR to use a bow? I'm fine with weapon specialization for a specific Job. The classes are "locked" into the weapon in 1.0 but can still use skills from any other class. That was the big difference between class and job.
Have I misinterpreted what you were trying to say? ( it happens to me sometimes, if I have, I apologize.)
EDIT: Even being locked into a weapon you can get as much variety of weapon designs and skills as creativity allows.
Also there are some classes/jobs in FF history that used different weapons logically like DRK using greats word, scythe, or mage with dagger/sword/book/staff/club, samurai with katana and bow, ect ect.
Though I think if they added multiple weapon choices they'd have to redesign sections of the class and turn those sections into weapon specific weapon skills much like FFXI or GW2. so.. that'd be totally different XD
Last edited by Shougun; 01-22-2013 at 06:59 AM.


Well i personally like to do things in non-traditional ways, deviating from cookie cutters, finding other ways etc, so i wouldn't mind more diversity. But there's the issue that people would roll items not inherent to their class, just cause they CAN use it; which would be stupid. But i don't think it's really any issue with it that equipping some wep forces a class.
If it does cause some issue later, they can change it then i suppose.


But there is freedom. At any time I could whip out my rapier as long as i had a skill built up with it (FFXI you needed to use it to make it useful right?) and start poking around with it. Sure it will change your job but then you would have more piercing skills and stances etc. If anything this makes it better. The ONLY way I can see this being restrictive is if the game was like WoW where if you wanted to change your job you had to make a whole new toon.You did, I was referring to the fact there's no real freedom of weapon choices due to being locked into base classes (weapon = class) for example as a Warrior, maybe you wanted to whip out a rapier for piercing bonus where your axe won't get enough damage on due to slashing resistance. You can't have that with the current AS system, that's what I was referring to that adding new jobs will pretty much lock them into what the base class uses.





Thats true XD - like rogues in WoW rolling for hunter bows just so they can put it into their secondary slot for the stats, even though it would benefit the hunter 10000x more.Well i personally like to do things in non-traditional ways, deviating from cookie cutters, finding other ways etc, so i wouldn't mind more diversity. But there's the issue that people would roll items not inherent to their class, just cause they CAN use it; which would be stupid. But i don't think it's really any issue with it that equipping some wep forces a class.
If it does cause some issue later, they can change it then i suppose.


This can be fixed with having a need/greed system where if the item is off class you can only greed it and if you already have it you can only greed it. Leave the need for someone who can actually use it now.Well i personally like to do things in non-traditional ways, deviating from cookie cutters, finding other ways etc, so i wouldn't mind more diversity. But there's the issue that people would roll items not inherent to their class, just cause they CAN use it; which would be stupid. But i don't think it's really any issue with it that equipping some wep forces a class.
If it does cause some issue later, they can change it then i suppose.


You might be able to do this through stat allocation already, but I dunno what the for sure end plan is. Some things we see now may not be needed in the final release also so I just wait for an official word from the man.
He may have already mentioned it, but I haven't seen anything.
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