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| Post Date 2/10/2012 11:10 a.m. |
Comments | (4) |
![]() | "This is important because this way we can have role-based arrows… |
| ---- (----) 2/28/2012 12:59 p.m. |
| I wasn't talking about switching ammo midfight...specially IMO multiple quivers are perfectly valid when thinking about armory system. |
| Lienn Deleene (Gungnir) 2/29/2012 5:25 a.m. |
| This seems like it would work well with more encapsulating changes to weapon attributes and physical damage categories as a whole, but alone these changes would appear unnecessary, unfulfilling, and generally flimsy. As much as I'd love to have the Cavalry bow's parrying ability in leveling, it seems like it would be a lot of intricacy for something small and usually unseen. Ranges may also be more irritating than helpful. Imagine a longbow being used in a raid, especially one that might require stacking relatively close or under the boss. There's no exact advantage in most cases to be far away from one's enemy, as long as you're "far enough." |
| Tani Shirai (Balmung) 5/27/2012 1:05 a.m. |
| I understand your points, but these concepts aren't planned for the current FFXIV. I leave these entries here at blog exactly because i do believe they don't fit the current FFXIV...or they would be at forum as suggestions. They're planned for a game where all monsters have ranged attack, where different arrows have different damage type and/or effects and where different weapon types usually are meant to be used in different situations, like the original FFXIV and these aspects were, long ago, removed from current FFXIV with the damage generalization. |
| Lienn Deleene (Gungnir) 5/27/2012 3:26 p.m. |
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