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  1. #1
    Player
    Sotek's Avatar
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    Aug 2013
    Posts
    548
    Character
    Sefiria Satara
    World
    Twintania
    Main Class
    Arcanist Lv 80

    Enhances Ballads and other stats

    So... This will pretty much be a repost of a suggestion I posted back during beta... *ahem*

    Right, so... Gear no longer has any remotely interesting stats what-so-ever. No more HP drain effect on Moogle weapons, on additional Fire damage on Ifrit weapons, no Enhances Ballads on Choral Shirt (also no Piety on that, which is odd given Piety = MP = Songs). While that is massively disappointing, I do understand why they've done so. Continuing the Choral Shirt example, Bard would effectively be stuck in that forever, same for all the Song enhancement AF pieces, for that matter... But, while I understand why such enhancements have been done away with, I don't think they should have been completely removed. Instead the developers should have found a way to keep such stats without making specific gear overpowered... So, my solution? Play Final Fantasy IX.

    Done? OK. How gear worked in Final Fantasy IX, more or less, is exactly what I suggest the developers do here to bring back stats such as Enhances Ballads. For those that didn't play Final Fantasy IX go away, the system was simple;
    • Each piece of gear had Abilities (called Abilities in the game, they're closer to Traits in XIV though) set to them.
    • When you equip a character that piece of gear, you can use Ability Points (AP), which the character earns through leveling up, to set that Ability as an active ability.
    • All of these Abilities also had a progress bar, AP dropped in battle would fill the bar, and once it is maxed out, you no longer needed that piece of gear equipped to set it. It was permanently unlocked on that character.
    • This also included weapons, which occasionally had Actions on them (abilities in XIV, things like Steal for example). While these are permanently unlocked in the same way as Abilities, they did not require AP to set once they'd been unlocked.
    • Some of the Abilities included things like Maneater, which increased your damage against humanoid enemies, High Tide, which increased the rate a character Trance (Limit Break) gauge fills, and more overpowered things such as Auto-Life, which automatically Raised the character when KO'd.

    No really, go away and play Final Fantasy IX or never come back...

    So, hopefully that actually seems quite familiar in terms of A Realm Reborn... Currently, we can equip pieces of gear, as we gain EXP we also fill up a bar to Spiritbind that gear... Currently we then turn that gear into Materia, but I'm sure you've all noticed not all gear can be converted into Materia; including AF gear. We also have an additional abilities selection... So, my suggestion is simple;
    • Add an Additional Traits section to the Actions & Traits menu.
    • Certain pieces of gear have unique Spiritbind Stats, which show up in the Additional Traits section and need to be set and can only be set while the gear is equipped.
    • Upon getting 100% Spiritbind in such gear, that stat is unlocked permanently.
    • The amount of Additional Traits you can set can be limited the same way the number of Additional Actions is limited.
    • For example, Choral Shirt would have Enhances Ballads, which increases the amount of MP recovered by Ballad. Perhaps Bard's Shirt would have Enhances Ballads II.
    • Relic weapons could also be included in this, as well as Primal ones. Bringing back the additional effects the Relics used to have and the additional damage effects the Primal weapons had. Relic weapons could also perhaps have additional abilities which can be unlocked...

    This would (hopefully) achieve a few things... Firstly, making obtaining certain pieces of gear worthwhile while they're currently not so (why would I bother to get a Titan weapon when he just gave me a Relic?). Secondly, add some much needed character customization to the game; I set High Tide so we can build the Limit Break meter faster, you set Auto-Life because you can't dodge plumes, and so on. And finally... It adds something new to do at endgame... Going back and obtaining any gear for Traits you missed, repeating Turn 3 because you need to Spiritbind some iLv90 gear, etc. etc.. Simple enough suggestion (totally needed 4000 extra words of banter), I'm sure there are some balancing issues, but I at least think its worth the developers considering it. Also Final Fantasy IX is the best Final Fantasy and you should feel bad for not playing it that's more than enough reason for the developers to implement this.

    tl;dr - Gear gets unique stats like Enhances Ballads again. Upon Spiritbinding that gear, you no longer need to wear the gear for that stat, instead you can set the stat on a new menu option similar to how subclass skills function. Gear gets to be remotely interesting again, without people being stuck in a single piece of gear for the rest of the game because of how useful that stat is. Unlike subclass skills, there would probably be a lot of such stats to unlock and set, adding some much needed character customization to the game.
    (108)
    Last edited by Sotek; 10-22-2013 at 04:56 PM.

  2. #2
    Player
    AridElf's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    275
    Character
    Vanyaeli Raegi
    World
    Behemoth
    Main Class
    Marauder Lv 50
    I'm assuming you're referring to Final Fantasy XI (11) not Final Fantasy IX (9)
    (0)

  3. #3
    Player
    Amberion's Avatar
    Join Date
    Sep 2013
    Posts
    499
    Character
    Amberion Eurelt
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by AridElf View Post
    I'm assuming you're referring to Final Fantasy XI (11) not Final Fantasy IX (9)
    9 was the one where weapon/armor had abilities you could get and then spend AP points on.
    (12)

  4. #4
    Player
    Sotek's Avatar
    Join Date
    Aug 2013
    Posts
    548
    Character
    Sefiria Satara
    World
    Twintania
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by AridElf View Post
    I'm assuming you're referring to Final Fantasy XI (11) not Final Fantasy IX (9)
    I am not. Final Fantasy IX (9) has the exact system I'm talking about. Here is a list of all the Abilities...

    They're mostly overpowered, but it's a single player game, they just need to balance it for the MMO format.
    (4)

  5. #5
    Player
    AridElf's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    275
    Character
    Vanyaeli Raegi
    World
    Behemoth
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Amberion View Post
    9 was the one where weapon/armor had abilities you could get and then spend AP points on.
    Yeah I'm aware of that but the whole thing about using gear 'forever' for a certain stat has a very XI vibe to it. Adding skills via spiritbonding would be sweet and I'd support it.
    (1)

  6. #6
    Player
    Raminax's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    756
    Character
    Shinonome Sanada
    World
    Phoenix
    Main Class
    Conjurer Lv 92
    Interesting idea. I never played before 2.0, but I was kind of sad noticing that a lot of gear had lost such interesting properties, such as relic weapons increasing Flare or Holy damage, instead of just being stat sticks.
    (1)

  7. #7
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Raminax View Post
    Interesting idea. I never played before 2.0, but I was kind of sad noticing that a lot of gear had lost such interesting properties, such as relic weapons increasing Flare or Holy damage, instead of just being stat sticks.
    Even AF was superior to what we have now in some regards - If they had better base stats and their old "Enhance" traits no one would complain about people using AF lol. Sadly yoshi says we don't need stats like +/- Enmity, TP management, Trait/skill enhancers and so on.
    (0)

  8. #8
    Player
    Sotek's Avatar
    Join Date
    Aug 2013
    Posts
    548
    Character
    Sefiria Satara
    World
    Twintania
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Tupsi View Post
    Even AF was superior to what we have now in some regards - If they had better base stats and their old "Enhance" traits no one would complain about people using AF lol. Sadly yoshi says we don't need stats like +/- Enmity, TP management, Trait/skill enhancers and so on.
    The good thing about this is that they wouldn't really be stats, just traits you unlock through gear. With all the stats they removed, plus some from IX, there should be a fair amount of customization to have with such a system, depending on how many you can actively set at once.

    Arguably it might result in "You don't have X set? GTFO", but that's pretty much already true for things like Swiftcast, and while that is occasionally an issue, it's hardly a damning critic of the subclass system. Actually, since all you need is the gear to temporarily set something, I'd say that would be less common if anything... You don't have to fully Spiritbind Choral Shirt to set Enhances Ballad, but it will mean you'll be in Choral Shirt instead of Darklight.
    (3)
    Last edited by Sotek; 10-23-2013 at 09:17 AM.

  9. #9
    Player
    blipples's Avatar
    Join Date
    Feb 2013
    Posts
    21
    Character
    Blip Ples
    World
    Balmung
    Main Class
    Conjurer Lv 50
    I agree, I think the biggest problem I have with this game is that the gear is just bland. They need to bring back unique effects on gear like in 1.0, such as decreased skill cool down or buffs to certain skills. I read somewhere that Yoshi intended to implement this later though materia possibly, but I haven't been able to find the source for the life of me. I don't see why this wouldn't be implemented, it really is a no brainer that stuff like this should have been included since launch considering they were already in the game pre-2.0. If they don't end up implementing unique gear into the game, I feel it will really be a blow to the overall game in my opinion.
    (0)

  10. #10
    Player
    Findel's Avatar
    Join Date
    Jan 2012
    Location
    Girdania
    Posts
    100
    Character
    Findel Taralom
    World
    Adamantoise
    Main Class
    Ninja Lv 73
    I definitely support this idea. Early levels/gear could have simple Traits like +2% damage increase, +crit, +strength, etc...

    Assignable traits could also be limited 1 for every 10 levels so it doesn't become super unbalanced. I would even think that multi-class/job gear could give traits that work for each class/job that can equip said gear. So DoW gear could give traits that ALL DoW could use.

    Then as OP suggests, AF and JSE could give class/job specific traits.
    (3)

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