Yes, then apply gear to my edited example. Where gear is more effective. Those who play more "hardcore" are then rewarded with a better punch through gear reward, but those who do not have that kind of time are still able to play effectively.
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Yes, then apply gear to my edited example. Where gear is more effective. Those who play more "hardcore" are then rewarded with a better punch through gear reward, but those who do not have that kind of time are still able to play effectively.
Anything SE says anywhere is 10% perspiration and 90% speculation until it actually hits the servers. Any adventurer worth his weight in flint stones knows this by now.
It certainly does, which means I'm going to have to learn how to craft. I hope the changes to the craft system allow me to enjoy it more.
To me what's "plainly on paper" is that they're increasing exp per level wih the exchange that each level brings more stat points to allocate. That the weight of those points diminish at higher levels is it's own point entirely.
Back when they lessened SP needed to get from 1-30, they "adjusted the growth curve." And when they recently spoke about the difficulty of leveling a DoL class in light of gathering fatigue, one thing they mentioned to balance things was "adjusting the growth curve" for those classes.
SE is particular about terminology. It's why they go out of their way to let us know that certain systems have tentative names and that SP and ranks will become exp and levels.
SE set a precedent that growth curve means points per level. That's the only reason I made the OP.
It makes sense since they're giving us exp chains in tandem with this.
Conversely, it could mean they're making it easier to level and making materia the bulk of character development, hence the focus on gear at later levels.
It's actually that the claw is blue, and you are not the first to point it out. I think I'll have to tweak it. ;)
The way I read it, you get more stat points per level at higher level, but they have less significance. ( which is a natural consequence of increasing stat values- adding 5 points to a base of 100 points has less impact than adding 1 point to a base of 5 points ). They will be designing high level gear to partially compensate for this slowdown.