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  1. That's an implementation detail more than a design decision though. If the underlying design called for more customization of weapon loadouts then they would have created an animation framework to support it.
  2. I'm not really sure why the archetype is locked into dual daggers rather than allowing players to mix-and-match with various light-to-medium one-handed weapons. That said, if we are stuck with a specific melee weapon type I honestly don't have too much of a preference.
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