Many of those iconic FFXI weapons/armor were from the Zilart expansion pack.
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Many of those iconic FFXI weapons/armor were from the Zilart expansion pack.
Stats are fine. It is to avoid certain op items that will make the game soo much easier.
Atleast in this way, each and every class is equal as lomg as they have the same gear
I miss the elemental nuke bonuses on gemmed gear.
Yea I guess SE is playing safe to avoid imbalance issue they want every players to be the same and only wanted player skills as basis of how good you are rather than basing it on your item build and how deep your pocket is to get these items
Armor needs effects like haste, damage reduction, things to make it unique. So do weapons IE. % chance to cast this, % chance to reduce cost of spell. These make items unique and worth keeping even after they have been out-leveled. You shouldn't want to convert every item you get because your upgrade was +2 str, or +5 vit. That time of itemization is boring.
EQ had this done very well, the Fungi Tunic was a very sought after item 7 expansions after it came out. I could give so many examples, but I think we get the point.
FFXI and XIV 1.0 had much more interesting gear - though people who've only played MMOs like WoW or EVE probably aren't used to wanting gear based on enhancing yourself rather than just "oo this has 27 strength!" In XI and XIV you had gear that directly enhanced your job and not just your role.
+Strength = DamageQuote:
Stats that just do +Damage with different names, no thanks.
+Dexterity = Damage
+Determination = Damage
+Intelligence = Damage
...Those are +Damage with different names, each one simply has an additional usage...much like what we're talking about with "extra stats". What we're talking about is:
"Enhances Succor Effect" which could grant a healing potency bonus or boost the adl. effect by an additional %.
When I saw AF lost its ability boosts I just facepalmed in silence. Not sure why SE is making all gear nothing but new skins with more stats.