Quote from Kelvas;1264655:
I can definitely agree that final hit was a bit much, but it was to make dual wielding useful. Sure, wasn't the best choice or idea, but it got the job done, though poorly. It was most likely aimed at those early-mid game characters, but even still, lances will still be more useful overall late game.
There are two ways to make dual-wielding viable: You can either buff dual-wielding or nerf the alternatives to dual-wielding. The goal is to retain the unique features of specific gameplay tactics while ensuring even distribution across the player base.
A great start would be to nerf piercing bonuses slightly while redesigning existing content to feature enemies with higher health and defense but lower protection. That serves as an indirect nerf to dual-guns and lances, alongside a direct nerf to lances. Indirect nerfs are always received better than direct nerfs and are usually the way to go.
Following those changes, you can expect usage to decline in favor of something like magic. Firebolt is the obvious offender and should suffer a direct nerf. Magic should be effectively neutered by adjusting monster values to hold higher magic protection. The solution to declining magic use would be to increase the debuffs afforded through alchemy while adjusting Hydra Transmutation damage to ensure it doesn't centralize tougher content.
Elemental affinity and passive defenses can be used in harder content, though visual indications should telegraph those features. Advanced Heavy Stander should be heavily restricted; afforded only to enemies like Sephirot and Girgashiy.
We'll be in a good spot when people start using Barrier Spikes and dual-wield Bash is just as important as lance Smash,