Post by Azherae on 2021-06-20 08:42:28
As an FFXI player obviously once I hear 'Weapon Skill' I assume an active ability.
Lately I've been hearing 'Weapon Perk' which makes me share your concern, but not necessarily a lot.
What I hope for is that every weapon has its own small weapon skill tree, and that you can use that entire Skill Tree (or most of it) as soon as you equip the weapon, and then after settling into it, you can use any required points to raise attributes of Skills, and Perks, of the Weapon you choose to 'main'.
This would also let you switch weapon, have two or three Upgrades of the skills of your backup weapon, and still have Build specialization without costing a giant pile of whatever Points you need for it.
The number of skills runs across the same 'problem' as Archetype abilities, so there won't be that many non-repetitions anyway.
As for the last question, I'm 'sort of' happy with that. For me personally just Bleed and Ignore Defense is enough, I'd take a specific 'stat down' debuff too and aside from that only care about damage. But, again, that's just 'what I'm used to'.
So I guess where I deviate here is that I do expect a lot of 'Must have X weapon to use X ability', but I am hoping their approach is that the 'pain' of this is simply that you have to redo your hotbar to change your weapon, which I figure is a fair enough compromise (I think I'd be annoyed if people could carry around an inventory full of weapons and swap to literally any of them mid-fight without penalty, that usually leads to meta and balance issues).
Lately I've been hearing 'Weapon Perk' which makes me share your concern, but not necessarily a lot.
What I hope for is that every weapon has its own small weapon skill tree, and that you can use that entire Skill Tree (or most of it) as soon as you equip the weapon, and then after settling into it, you can use any required points to raise attributes of Skills, and Perks, of the Weapon you choose to 'main'.
This would also let you switch weapon, have two or three Upgrades of the skills of your backup weapon, and still have Build specialization without costing a giant pile of whatever Points you need for it.
The number of skills runs across the same 'problem' as Archetype abilities, so there won't be that many non-repetitions anyway.
As for the last question, I'm 'sort of' happy with that. For me personally just Bleed and Ignore Defense is enough, I'd take a specific 'stat down' debuff too and aside from that only care about damage. But, again, that's just 'what I'm used to'.
So I guess where I deviate here is that I do expect a lot of 'Must have X weapon to use X ability', but I am hoping their approach is that the 'pain' of this is simply that you have to redo your hotbar to change your weapon, which I figure is a fair enough compromise (I think I'd be annoyed if people could carry around an inventory full of weapons and swap to literally any of them mid-fight without penalty, that usually leads to meta and balance issues).