I agree to some extent but my point came down to dual wielding only really works if its the auto-attack, or base attack. You can make a use-skill that 'requires' dual wielding, but mechanically it functions the same as other use stuff which spells are. You have to manually select it, you have to watch said animations out and so on. So with that in mind IF mages have an auto-attack like thing they can do (with out staffs, or with 'wands' I guess, though wands are stupid) then it makes sense to allow dual wielding to me.
Hell giving wizards and priests, either/or, a ranged magic attack that can be used as there 'auto' attack and allowing that to be dual wielded or with a shield which cuts down on the damage or something I could see being interesting. But mechanically, trying to dual wield a fireball just results in 2 fireballs at the same time and it, to me at least, seems kind of pointless then.
So base auto-attack spell thing that can be doubled up on for speedy attacks... yes. Dual wielding 'use' abilities makes no sense mechanically.
Spell splitting like the fireball I can see being real interesting though I'll give ya that. I don't really consider that 'dual wielding' though. Always liked when games let you split up targets with magic missile like PnP does though. Anyway I could see the spell splitting happen, they could call it dual wielding spells if they wanted but I just can't see that really being 'dual wielding' in the same sense as 2 weapons. Ultimately that, to me at least, falls into the same category as 'dual daggers' being a single item. And no idea how they would handle allowing you to do 2 completely different spells at the same time with out some kind of forced pause feature for it.
Edited by Adhin, 29 December 2012 - 04:21 PM.