Quote Originally Posted by Roaran View Post
Suzaku raised a very good point in his post, thanks for pointing this out. Forgive me if I oversimplify it, but he suggested that each player ends up selecting a few skills from a wide range of skills, and this selection is what makes each player unique.

I love this point, as I wholly agree with it. The armoury system has great strengths to it, and this is definately one of the strongest.


Though my problem lies in the ultimate lack of choice that this same system creates. A player does have many choices, yet, (and I don't want to exaggerate or underestimate) probably 75% of these choices are sub-optimal at best. Some classes greatly benefit from some abilities (Defender II for THM is awesome).

Which is why I specifically targeted ONLY weapon skills. I think of it as a cost/benefit analysis.

On the one hand, I like the armoury system for abilities, as it simply works very well. Magic in general as well. Simple activation animations and casting animations are sufficient enough for these abilities to be used among all the classes.

Yet, for Weapon skills, I see a distinct difference. This availability seems to place a limit on what they're capable of. I also point out skills such as Luminous Spire and Simian Thrash... these are prime examples of what skills COULD be like, but are generally not.

You are assuming they didnt make them unique because of cross class, Im saying they should make every native skill look unique, and allow people to cross class it, but it just looks recycled. That alone would make classes feel more unique. The idea behind the skill learning system, is any skill you learn can be used, lets look to the job system for the uniquness factors. after all, just adding some different traits and a couple skills would make each player very unique without sacrificing our current level of customization