Hyanmen wrote:
So in your view, changing/removing/adjusting a couple of shield skills while leaving 80% of skills (plus class stories, among other things) pretty much as-is with a few modifications is more work than coming up with a 100% new skillset (plus class stories) for a new class?
Shield Lob? GS player is made to throw something else. Or not, they can throw a small shield too. It's not like Marauder has Tomahawks on them.
Shield Bash? Weapon Bash.
Shield Swipe? Weapon Swipe. Can only be used immediately after parrying an attack.
Bulwark? Increases parry rate by 60%.
This is what I came up with in 5 seconds without even being the professional on the dev team who is much more qualified to make up this stuff than I am. So, we can put this non-issue behind us anytime. Or we can keep repeating the mantra of what a huge, massive rework it takes to get GS work on gladiator.
We're nixing side content at this point. Storyline quests for a new class can be rolled into the concept of new content already aimed for development. We already know effort spent on new class and job stories is content that's desired. Creating those is not a distraction of development time/cost. In fact, I would say creating that content, as it's dubbed enjoyable by the players is actually an argument FOR separating Great Sword into its own class, instead of just rolling it into Gladiator.
But let's get back to the origonal preface here:
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In my view, it would take about as much work as it would take to simply draft another class. If you can find a work around that does not equate that, I'd love to see it, regardless.
That said, there are other classes that could be functional to. Say for instance, if there was to be a tanking style Lancer, it may be possible to equip a 1h Lance and Shield, borrowing Shield style abilities for Gladiator, and move from there.
Let's break down your skill changes a moment here and I'll show you why they're questionable:
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Shield Lob? GS player is made to throw something else. Or not, they can throw a small shield too. It's not like Marauder has Tomahawks on them.
Ignoring the concept of "Thrown object for ranged damage." There's no difference in this skill than say, piercing Talon, except for the hate bonus it generates. However, it is representative of a core flaw in virtually everything done in Gladiator: the majority of its attack skills are just for hate generators. No matter what weapon you apply to it, unless you revamp the entire skill list - you're stuck with a tank.
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Shield Bash? Weapon Bash.
Say hello to Brutal Swing before it was changed. It's interesting to paralleled the two skills, but it illustrates something of a point. Weapon/Shield Bash is an isolated skill with no conjoining purpose other than to stun. Rather than re-write it into something that would add depth to the mechanics of a Greatsword combat, you just simply altered the name and graphic thinking it would be sufficient. I heavily disagree with that design philosophy.
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Bulwark? Increases parry rate by 60%.
Keen Fury would have a word with you.
Though you have argued at the letter, you've completely ignored the premise. What you have crafted here is a poorly utilized Tank with a Greatsword, and are left with five skills to completely redefine the class, where the base skills of gladiator themselves are fairly simplistic for any other role but tanking.
Everything you have argued here: Transposing skills to just swap out the use of one weapon for another, mechanically, could have been better applied to give
Maurader a greatsword. At least then, the two-handed weapon use, the multiple branching attack skills and the passive-dependent mechanics for job, would already apply. In fact, it could readily be applied without requirement of having it job specific away from Warrior - which is also to say that a Dark Knight could just as easily bear an axe and derive from Maurader.
There are of course lore entanglements that mess all this up and make it better to simply start from scratch with a new class but we're dealing primarily mechanical work and theme here.
The problem with Gladiator kit is that it's shield dependent, not just in item function, but in role. You didn't get rid of the shield, you just made your greatsword act as one, and to give it a 2 handed weapon for what? Artistic flair? Does not add interesting mechanics - it just distracts from the Class preface. In this case you're better off adding 1 handed axe.
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Now that we've argued that point mechanically, let's talk lore for a moment:
Great Sword is a large departure from other weapons we have in the game when you look at it as a single entity. It is a long bladed weapon that is held at one end, rather in a shafted weapon with a point or blade attached as with the other 2 handed melee weapons. Lore wise, Maurader would find no use for it because their chosen use for an axe was to cut down masts and prepare wood on land - it was derived from a tool that ended up being purposed into a weapon and became its own combat form.
Gladiator also derives from its history of sword and board. Gladiator is based off of the Eorzean Gladiatorial combat which is sword and board style. It's literally founded by its shield because it's a blood sport - to the point where you can see the scantily clad Gladiators mocking at each other, muscles gleaning. They do that in leaue of armor for the special of it, and leave the defense, to their shields. (Granted the more
functional portion of the Gladiator's Guild wears full armor outside of the Arena.)
Adding a Greatsword to either of these, Lore Wise, simply doesn't make sense. So while Mechanically you say it would be less work than to add more class stories involving them: The truth is, the work would have to be done anyways to justify its existence within already pre-existing lore, as is being done now gradually with Rogue/Ninja.
I would still love to see ideas as for diversifying weapons and skills of classes - but there's a large tangled weapon of problems, especially surrounding Gladiator, that make this a challenge on multiple levels. And, I'd honestly like to see Great Sword be given the credit its due and given its own class from which we can diversify two jobs from.
Right now, the Classes are bound by the weapons that define them. If you change that, its going to be a massive undertaking, and it dead stops at lore-breaking, as they've pretty clearly indicated that lore is the primary drive of this game - everything has to make sense for the story. That's why Thief is called Rogue.