WoW manages this just fine, by showing something like [+10% to hit level X enemies, +9% to hit level Y enemies].I think people are missing an obvious reason why they might be unable (or unwilling) to show the actual percentage for critical hits. What if it's not based on a fixed value, but differs depending on the level or stats of the target? It would literally be impossible to give any kind of accurate, meaningful information back since your final critical rate would go up and down depending on the enemies you were facing.
Just food for thought. Personally, I don't really need to know everything about my stats as it would just funnel players into becoming clones of one another.
But I feel like something like that would only work against trash mobs that have generic base level stats. Against bosses, with different stats as far as their strengths, and resistances it would be far less useful to just give you a specific percentage against X level enemies.
I really don't understand why this is such a pressing issue but I'm not a min/max type player considering this game doesn't even require it for any reason, so seeing clear increases means nothing to me considering even if you have the absolute bis gear, you're still gonna be able to get the job done just the same as the person with slightly modified gear. Is it because WoW shows it?
Last edited by waka_swag; 01-13-2014 at 07:08 AM.
That's the thing, though. WoW balances their mobs in level relative to the player character rather than having special scaling or anything like that. The only unique label boss mobs have is a skull where their level would normally be, and that is calculated as the boss being 3 levels above you, so most of your stat goals are calculated against that, which narrows the field down quite a bit.But I feel like something like that would only work against trash mobs that have generic base level stats. Against bosses, with different stats as far as their strengths, and resistances it would be far less useful to just give you a specific percentage against X level enemies.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
You really want everything to be transparent, boring, simple enough for a toddler to figure out... there is a reason WoW gets so much hate, and why people who say "WoW did it this way!" get flamed. Too simple is too simple. Should just be happy you don't have to run past level 98 things anymore. WoW would never do that.
Whether or not the game displays accuracy thresholds for different levels of monsters in no way changes the very simplistic nature of this game's stat system. Keeping such things shrouded doesn't make the system magically more complex or superior to The Dreaded WoW.You really want everything to be transparent, boring, simple enough for a toddler to figure out... there is a reason WoW gets so much hate, and why people who say "WoW did it this way!" get flamed. Too simple is too simple. Should just be happy you don't have to run past level 98 things anymore. WoW would never do that.
If it doesn't make it simpler, heading toward too simple which I already think it is but give others the benefit of the doubt for, then why are people asking for it cuz it would make things simpler? Your logic eludes me.
WoW gets hate because it's cool and trendy to be "different", and since WoW has become the standard of MMORPG design, you hate it by default. Going the route of tribalism, there's also the "us" vs "them" thing.You really want everything to be transparent, boring, simple enough for a toddler to figure out... there is a reason WoW gets so much hate, and why people who say "WoW did it this way!" get flamed. Too simple is too simple. Should just be happy you don't have to run past level 98 things anymore. WoW would never do that.
That said, my point was actually that by being obscure (as put by Ildur), the devs are also giving themselves room to scale and balance boss and special mobs separate from normal mobs and thus requiring different stat caps from players. It also means the devs may be using different rules for said mobs vs normal mobs.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Well if something like that is the case they could at least gave an explanation along those lines.That said, my point was actually that by being obscure (as put by Ildur), the devs are also giving themselves room to scale and balance boss and special mobs separate from normal mobs and thus requiring different stat caps from players. It also means the devs may be using different rules for said mobs vs normal mobs.
Something informative like "We decided not to display crit % because it functions in a dynamic, situational manner that would be difficult to display in reasonably accurate way" instead of a patronizing "Nah, we're not going to do that. But good news: if you put more of that stat in your character it go up!"
Petition to lift the silly dye restrictions:
http://forum.square-enix.com/ffxiv/threads/91325-Petition-to-be-able-to-dye-unique-items
Just say NO to vanity slot restrictions:
http://forum.square-enix.com/ffxiv/threads/92307-Vanity-slot-restriction-concerns.....?p=1278591#post1278591
I'll agree with this.Well if something like that is the case they could at least gave an explanation along those lines.
Something informative like "We decided not to display crit % because it functions in a dynamic, situational manner that would be difficult to display in reasonably accurate way" instead of a patronizing "Nah, we're not going to do that. But good news: if you put more of that stat in your character it go up!"
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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