Results 1 to 10 of 22

Hybrid View

  1. #1
    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)

  2. #2
    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)

    http://na.finalfantasyxiv.com/lodestone/my/
    *Excalibur* Nation: Limsa Laminsa

  3. #3
    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)