Quote:
Originally Posted by
Shurrikhan
...That said, I'd certainly take Crit-DRs over yet more expansions of Crit-is-King. Or just, y'know, removing its quadratic scaling, taking Chakra off Crit-procs (or putting a similarly valuable Crit-proc system on every DPS), and actually balancing the stat...
I'd like to move away from "rating". Rating exists so you can make older armor less relevant as you increase level caps. We saw the same conversion from Vanilla to BC, because on equipment where raw stats didn't scale as hard, it was way better to have the +3% critical than the +1% on the new item - Thus converting it to rating so that by the time you hit the new level cap, the +3% was less than 1%.
I think Monster Hunter exhibits a system conducive both to horizontal progression and vertical.
Using Critical as an example, we'll say there are six sub-stats (3 offense, 3 utility/defense) and they all have a soft cap of 20 ranks.
1-10 scales less than 11-15, which is less than 16-20.
At Critical +20, we'll say you have +30% critical rate (35% total) and we revert scaling of damage to 150% base.
Any ranks you push beyond 20 give you the 1-10 scaling.
At ranks 10, 15, and 20 we add milestone bonuses. Ideally they emphasize gameplay alterations with micro decisions, where as encounters deal with macro decisions.
Examples
10: Grants Expose, a 60s recast Ability granting the next action +50% potency.
15: Expose enhanced actions automatically crit, gaining additional% potency equal to native critical chance.
20: Every fifth critical strike hits twice.
Materia is a flat +1 to ranking.
Every 10 levels you are above your equipment reduces the rank provided by 50%.
So we'd set some expectations with itemization.
Weapons would be Materia slots only, letting you customize what they bring around the rest of your armor. Weapons are treated as capstone rewards, so we avoid feelbad scenarios by letting their Stat budget be entirely within player control.
Armor would grant a mixture of offense and utility stats. "Progression" armor such as tome and crafted would have higher budgets to utility. Raid would have higher budgets to offense. "Catch up" armor from 24mans and dungeons would come with additional materia. If we design our milestones well enough, BIS should still vary.
Accessories would no longer have a classification, instead utilizing their Primary sync we see on pre order jewelry. Accessories come with more materia slots based on tier, and +1 to a chosen stat, usable by any class.
Basic (Level cap AF)
Weapon: 2 materia slots
Armor: 1 offense, 1 utility (+2)
Accessory: 1 flex (+1)
Total: 2 Materia slots, 5 offense, 5 utility, 5 flex. 17 total ranks.
Tier 1
Weapon: 3 Materia
Armor: +3
Accessory: 1 Materia slot, 1 Flex
Total: 8 materia slots, +20. (28)
Tier 2
Weapon: 4 Materia
Armor: +4
Accessory: 2 Materia, 1 Flex
Total: 14 Materia, +25 (39)
Tier 3
Weapon: +5 Materia
Armor: +5
Accessory: 3 Materia, 1 Flex
Total: 20 materia, +30 (50)
This also gives us a few more tuning levers to work around.
We can have it so milestones are determined by weapon materia and armor selected, while accessories are purely for fine tuning your final stat tiers, such as how some people would only want specific amounts of haste. Doing so makes individual milestones more important, and makes relatively minor gains less important.
As an example, weapon materia and armor provide "blue" ranks and accessories provide "orange" ranks. Orange ranks push up Blue Ranks, and in order to unlock a milestone, you must have had some Blue already invested.
We can have Utility milestones be much more potent than equivalent Offense milestones. While this will in no way overthrow "durmage is king", it creates more compelling gear choices. Maybe it -is- worth using the +1 Crit, +3 Tenacity tome chest piece, because you can still hit your Crit 20 milestone but now you can grab Tenacity 10 as well.
This also effectively replaces the idea of talent trees among jobs. Our character customization instead comes from gear, and while not all milestones will be good or great for everyone, if they are designed well, there's at least incentive to try.
By nature of armor being immutable, if one particular "stat build" is too prevalent, the next line of itemization can be constructed to favor trying something else instead. You can brute force back to what you had, but you might miss something along the way.