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  1. #11
    Player
    Shadowkept's Avatar
    Join Date
    Apr 2012
    Posts
    29
    Character
    Jhyst Shadowkept
    World
    Balmung
    Main Class
    Gladiator Lv 50
    I don't mind "magic" powered tech, or even rudimentary tech like "steampunk". But I don't care to see futuristic tech especially in the areas of combat. The Ninja to me does not fit the vibe of the current state of FFXIV, but you could make a similar play style in a thief or red mage of sorts that relies more on implements than magic (grenades, throwing stars, smoke bombs, acid vials, potions): think Chemist from FF Tactics (throwing potions defensively, grenades offensively, or creating diversions) also could wield knives and guns O.o
    (1)

  2. #12
    Player
    Shadowkept's Avatar
    Join Date
    Apr 2012
    Posts
    29
    Character
    Jhyst Shadowkept
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Asael View Post
    Besides, they're ninjas... It's not like you would notice they were even there anyways.
    I like this.
    (0)

  3. #13
    Player
    Klefth's Avatar
    Join Date
    Apr 2012
    Posts
    617
    Character
    Klefth Reinhart
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Shadowkept View Post
    I don't mind "magic" powered tech, or even rudimentary tech like "steampunk". But I don't care to see futuristic tech especially in the areas of combat. The Ninja to me does not fit the vibe of the current state of FFXIV, but you could make a similar play style in a thief or red mage of sorts that relies more on implements than magic (grenades, throwing stars, smoke bombs, acid vials, potions): think Chemist from FF Tactics (throwing potions defensively, grenades offensively, or creating diversions) also could wield knives and guns O.o
    Thing is, they already said the next thing they wanted to add after summoner were ninja and samurai.
    (0)

  4. #14
    Player
    Shadowkept's Avatar
    Join Date
    Apr 2012
    Posts
    29
    Character
    Jhyst Shadowkept
    World
    Balmung
    Main Class
    Gladiator Lv 50
    I am ok if they do add those two next, I am more concerned about how they shape up. I think they should be creative with them and not simply recreate the FFXI versions. Also their garb would probably need to be altered or I think they would look out of place w/o an explanation as to where they hail from.
    (0)

  5. #15
    Player
    Jocko's Avatar
    Join Date
    Mar 2011
    Posts
    404
    Character
    Cecilia Amor
    World
    Gilgamesh
    Main Class
    Arcanist Lv 50
    I doubt you'll ever see this, simply because there are so many class skills and animations tied directly to their weapon. For example, Lancer has an attack where he leaps and chucks his lance like a javelin. Can't see that working with any other weapon type
    (1)

  6. #16
    Player
    Klefth's Avatar
    Join Date
    Apr 2012
    Posts
    617
    Character
    Klefth Reinhart
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Simple: make weaponskills tied to their respective weapons, and class/job skills to their respective class/job. Problem solved.
    (0)

  7. #17
    Player
    Pwnagraphic's Avatar
    Join Date
    May 2011
    Location
    Ul'Dah
    Posts
    669
    Character
    Pwna Graphic
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    Yeah I like variety. I don't like looking exactly like everyone else.
    (0)

  8. #18
    Player
    PSxpert2011's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,383
    Character
    Psxpert Sylph
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Shadowkept View Post
    ...

    I would like to eventually see at least two different weapon choices per class in a fashion similar to FFXI, example:

    Warrior - Great-Axe, OR Dual-Wield One-handed axes (don't think main-hand/off-hand with two different weapons) but a matched pair of axes that are bought/sold/equipped as a pair. This makes it easier to balance stats and materia issues, doesn't require a dual-wield trait, and only really changes the weapon animations, character appearance, and flow of TP.

    Other options could be:

    Paladin - Sword/Shield, OR Greatsword (obvious trade-off of defense/offense)
    Archer - Bow, OR Crossbow/Musket
    Dragoon - Spear, OR Staff/Rapiers
    Monk - Fists, OR Batons/Kama
    Black Mage - Wand/Staff, OR Dagger (thinking ornate sacrificial dagger, not a knife)
    White Mage - Club/Staff, OR Hammer/Mace

    ...

    Well, that's my two cents. To the Devs, keep up the good work.
    Well obviously these are mere ideas and I will respect it as such.

    A saying goes, "There's more than one way to skin a cat"

    Interpret it anyway you want but adding my two-cents in here is the following:
    If there was a way to have a duel-wielding-weapon job or class, it wouldn't be for the current/ existing ones we have now because it would break the armoury system and design of class-swapping. It's entirely better than FFXIs way to change job IMO, but let's consider this to be a possiblity for one way or another...

    ...our jobs we have currently unlocked could be upgraded or used to unlock another!

    Personally I would like to use clubs as a monk in FFXIV like I did in FFXI but as it stands now, I would have to unlock and progress for that ability so I don't break the system( who knows if there's another class or job that uses clubs).

    What say you?
    (0)


    ~'\[[_LEGACY_]]/'~
    TENTs because solo-friendly content forces me to want one!
    (HP + Instantly logout anywhere)

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    *Excalibur* Nation: Limsa Laminsa

  9. #19
    Player
    Shadowkept's Avatar
    Join Date
    Apr 2012
    Posts
    29
    Character
    Jhyst Shadowkept
    World
    Balmung
    Main Class
    Gladiator Lv 50
    Thank you for the thoughts. I know the armoury system is not universally applauded, but I actually like certain aspects a lot (like changing classes/jobs with the swap of a weapon). However, I think the ratio of classes to jobs being 1 to 1 is a little silly and limiting. I think you should start will a generic class archetype and move to something more specialized in a branching fashion which would mean many more jobs than classes

    In order to see every weapon type that was offered in FFXI for example you would need a ton of classes > jobs.
    I think there is room in ARR for one-handed axes and two-handed swords without having to create a class and job for each just to wield them.

    I don't think dual-wielding breaks the armoury at all as long as the dual-weapons are still class/job specific. For example, great axes and dual-axes would both be Marauder/Warrior only. Equipping either weapon would change you to that class>job. Along the same lines I wouldn't let Warriors wield or dual-wield anything other than axes because swords and daggers would remain the domain of other classes and jobs. And yes new animations would be required for new weapons (that's kind of what I want - something new to look at).

    What would "break" the armoury would be adding weapons that were equipable by multiple classes/jobs, and that's not necessarily what I am suggesting. Though if you did want to have overlap, such as give Dragoons rapiers or Black Mages daggers you could simply make a unique subset for those weapons that would be treated by the game as being different than equipping a sword.

    I think you could give every current class/job an additional wield option, and still leave plenty of unexplored weapons with which to add future classes and jobs.
    (0)

  10. #20
    Player
    Altena's Avatar
    Join Date
    Apr 2012
    Posts
    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    I didn't read the OP, or the replies but the subject was self explanatory.. Sorry if it has been pointed out, as I am in a rush.

    The armory system in a far-fetched way already opens this up to being a possibility.

    If you look under the description of a weapon, it doesn't specifically say it's a "sword" (aside from the title of the item), it says "Gladiator's Arm", as an example..

    This is already shown with CNJ & THM, where both classes can equip clubs and staves, yet the class that supports them is described in the finer print.

    In future (let's presume the multi-job system is going to happen), I am sure it wouldn't be difficult to have say a "Scythe" for LNC and call it "Dark Knight's Arm" (as an example).

    The only issues I can see with this are the animations for certain skills are fairly distinct for the weapon they are using, although this could potentially be modified in the future.
    (0)

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