Quote Originally Posted by Roaran View Post
I think it's important to distinguish various reasons for and against restricting weapon skills. Things like being able to have all incapacitation effects aren't really important, as they can be fixed/tweaked and there's also the fact that many classes are already capable of performing these incaps. There are a few exceptions, but I don't believe it is necessarily an important issue.

That aside, a lot of people LOVE the armoury system. I consider myself one of them. But there is a significant problem with this game design. First, if every weapon can have acess to every weapon skill, this would mean two things:

*Weapon Effects must be able to transfer between weapon types. Each weapon effect created must be compatible with all weapon types in other words.

*Each Weapon animation must match up to each weapon effect.

Now the reason this is true is because the Dev team would otherwise have the incredibly insane task of creating unique effects & animations for every single weapon skill and every combination of weapon type. So if we have say, 6 weapon types and 4 weapon skills each, we would need 84 different sets of effects and abilities, not including II and potentially III versions.

Where as, with restrictions, there would be, if we keep 6 weapon types and 4 weapon skills each as an example, 24 unique weapon effects and animations.

The point is much less work and with fewer #, probably safe to say the quality will be much better as well.




At the end of the day it is a choice between:

Being able to use sub-optimal weapon skills for their occasional tactical uses.

Or

Having unique and more visually impressive abilities.
Even though I disagree with it, I like your argument . But the Devs can recycle animations to represent non-native weapon skills, or they could boil down the number of skills and use a smaller pool of more significant skills which could be juggled anyways, since the Armory system will probably act to replace the sub-job system.