...what? How is making gear less raw-stats based making it more susceptible to this? Right now that game is perfect for what you are describing and people would rather have gear growth be more interesting than that.
Also, fisherman gear...?
What?
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What people in thread are referring to are procs. Procs, for the uneducated, are special things that happen randomly when you perform an action while holding or using the item endowed with the proc. like the random 6 extra hits from that one hammer in ffxi. COOL SHIT!
Yoshi doesn't want players to be stressed. For many MMORPG players these days, thinking AT ALL is very stressful. Dumbing down the game helps keep that stress under control. Aren't you glad MMORPGs are designed for people who can't handle the complexity of MMORPGs, or basic math, or basic thinking these days? It's spiffy.
I don't think the loot system is the only thing that people will be questioning ones the new game shine wears off. This game is all around simplistic. Games don't have to be ridiculously complex to be enjoyable (got Europa universalis for that ;) but I do think they need to engage your mind SOMEWHAT or they are just boring exercises and time sink about on par with watching TV.
inb4 additional effects will be added with patch 2.1
not holding my breath though, because balancing those will be hard
While I would also like to have more varied stats, I completely understand the resoning behind those simple stats. They don't want to make any job stand out. They don't want to make anything unique because they don't want people preferring x class over y class because it has access to z enhancement granted by gear. They also don't want the community to exclude people because they don't have that super item that gives regain +10.
I certainly hope it will change with time though, and that eventually we get to see special gear, but since those things can be a nightmare to balance, I'd rather see them working on more urgent things first, such as server stability. Adding special gear sets can wait for an expansion.
They don't stand out at all. As long as you have a CNJ to sleep, the THM and the ACN are just magic DPS, just as MNK and DRG are melee DPS, I don't see ANY reason to take a MNK over a DRG, or a DRG over a MNK, I don't see ANY reason to take a MRD over a GLA or a GLA over a MRD. Yes, they do have different mechanics, but in the end, they are made to be very equivalent.
Now if they add bonuses that enhance bloodbath, they need to make a bonus that will enhance gladiator EXACTLY as much as that bloodbath enhancement enhanced marauder. It is a lot more difficult to balance than giving 1 VIT, which will help both.
Would creating materia that gives miscellaneous effects address this issue? We get even more control over item customization this way, and it makes crafting even more useful.
I agree about the lack of interesting stats on items, especially after playing GW2 recently, some of the items there can be imbued with some quite interesting abilities.
I also find the stat boosts quite low, for example;
I'm currently wearing level 16 gloves that provide +2 INT
A quest here provides a reward of level 41 gloves with +5 INT
25 levels later and the stats only increase by +3, on average we seem to be looking at +1 per 10 levels
It doesn't give much of an incentive to upgrade gear often.