I am creating this new thread off my old one so the dev team can see my feedback which appears to address my concerns made in that thread directly:
http://forum.square-enix.com/ffxiv/t...ken-Unbalanced
Battle Reform Blueprint by Lead Battle Planner
http://forum.square-enix.com/ffxiv/t...995#post138995
I'm pleased with the Lead Battle Planner's responses:
1) "implement a battle system that rewards player effort and innovation in such areas as equipment" I take this to mean the effect of gear will be enhanced.
2) "*1 The algorithm whereby values associated with rank are rounded up or down to be as close to the standard as possible." I take this to mean where I request they use smooth curve functions to modify effective stat values based on DELTA rank will be refined. This is in direct response to inconsistencies I observed on the Rank 59 mob.
3) "By major revisions, not only do we mean the tweaking of effects and potency of existing actions - we will work from the ground up to redesign and reassign actions based on clearly identified class roles." This is in direct response to the inconsistent potency effect observed on the stats that DO WORK (STR and INT) on various skills, in theory potentially due to a 'soft cap'. Soft caps hurt player's confidence in a point allocation system and goes against the point of having it in the first place. This statement also should address the core issues where stats like DEX and PTY do not have observable impact at all. It is difficult to see even with 1000 trials do misses have any change.
4) "*2 The system whereby enhancing statuses (whether obtained through attribute allotment, equipment, or magic) are influenced by incremental sets of values." I take this to mean the relative impact of increasing stats will be uniform across all methods, as we know has been proved is not currently the case. Raising your STR 10 points via gear should have the same effect as in point allotment, and also not be dwarfed by DELTA_Rank
It's interesting they are keeping the point allotment even without Physical Level. This system does provide the customization which was initially intended, given all the other stat issues and inconsistencies are resolved. It will end up working like merit points in XI.
My only caution is hopefully the range of customization with the allocation system does not overpower the effect of elite gear --as it does now--
The benefits should be proportional and balanced to the effort invested in these areas to name a few:
1) Rank, DELTA_Rank (Player/Mob)
2) Elite Dungeon Gear
3) Point Allocation
4) Basic effects of Equipment bonuses
5) Camp selection
6) "Skillful" use of class specific skills and enhancements
7) Party setup and teamwork
To the Devs: Thank you for addressing our concerns!