Yet somehow in the process they had the time to remove quite a lot of stuff present in 1.23 or reallocated it.
I respect that, and they did an amazing job. I am just noting that there are issues that I think are systemic. Some people have noted the removal of complexity as a design intent. I just wonder how simple they intend the design to be and if they consider the current situation to be a success. If so, I don't know what kind of long term character development opportunities there will be in the game.
Honestly, there needs to be a happy medium. I have zero interest in dealing with dozens of extremely situational stats and spending stupid amounts of time to build a set of gear for one particular fight, only to have to turn around and do it again for a different fight, and another, and so on. There is such a thing as too much.
I liked the balance in stat variety in Cata and early MoP in WoW. The stats weren't so overly specialized as to be useless outside of a single fight (good riddance, resist gear), but generally there were two or so secondary stats that one had to balance, aim for a particular threshold for one stat before you could start stacking another, and so on. Juggling it all could be a mathematical challenge, but it was fun, and it was done without the absurd "I have this set of gear for this fight, and this set of gear for this other fight, etc" nonsense.
Just saying: There was almost nothing situational about enhancing the abilities you used and continually use a lot lol. For example Jump, Cure/Holy, Flare, Songs etc are used almost all the time![]()
Other MMOs do this. Every raid tier there is a class specific set, like AF in this game. Equipping 2 pieces gave a bonus equipping 4 pieces gave a 2nd bonus on top of the first.
fixed it a bit ^^For example: Moogle weapons are my personal favorite weapons in the game. I think they are better looking than relics. It would be nice if they had additional effects... such as a mage staff that occasionally procceda moogle that shot a fireball at the targetMP recovery or whatever.
GC gear do this
Like I said.. EQ was doing this before WoW was even around. You can still do it in a way that provides variety. With those sets in EQ, each piece had an effect... so it wasn't tragic if you broke up the set- which allowed greater flexibility for replacing individual pieces.
This topic brings one of my own gripes to mind. Materia. Why in the heck does materia give stat bonuses? Materia in FFVII was about giving your character new abilities, not stat bonuses.
In my opinion, Materia should be redesigned so that instead of stat bonuses, it gives Bonus effects. like "5% chance to recover 15 MP on spell cast". Players should be choosing which effects they want added to their equipment, not trying to produce optimal (template) stats on it.
It's funny because XI (and 1.23 I think?) had an amazing system were every end-game gear offered many bonuses other than the usual stats, and yet they completely discharged it for... this? The most boring, and linear progression I ever seen.
To my knowledge they are adding the Vanity system in 2.2. They wanted to implement this in 2.1 but they didn't make it in time. This system allows you to wear anything you want (for visual appearance) "Vanity slots" while still having all of your stats from your equipment "main slots." Thus, you can use your Mog Sword in a Santa suit while still having the stats from your Full Allagan / Myth Gear.
Or so I've heard...
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