Results 1 to 10 of 37

Hybrid View

  1. #1
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by BlueMage View Post
    How did everyone not know this was going to be the way of things when they said ARR would be a vertical gear based game like WoW?
    I think the point of the OP is that they're growing in scale too fast. I'm not quite sure whether it's because of XIV's stat weights vs WoW's, but comparing what we see here with what was seen in vanilla WoW:

    Tier 1 sets were ilevel 66 (in a game where the level cap was lv60)
    Tier 2 sets were ilevel 76
    Tier 3 sets were ilevel 92
    Non-tier pieces could range from item level 60-63 as far as dungeon drops went.

    WoW jumped 32 item levels between the level cap and the top gear in the game at that point in time (even then, not many saw tier 3 gear because the expansion came out afterwards, and the gear from said expansion easily made tier 3 gear obsolete). By comparison FFXIV has jumped 40 item levels between launch and the first content patch. Second content patch is making that a 65 item level jump.
    (0)
    * 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)

  2. #2
    Player
    BlueMage's Avatar
    Join Date
    Apr 2012
    Posts
    618
    Character
    Raine Jaeger
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Duelle View Post
    I think the point of the OP is that they're growing in scale too fast. I'm not quite sure whether it's because of XIV's stat weights vs WoW's, but comparing what we see here with what was seen in vanilla WoW:

    Tier 1 sets were ilevel 66 (in a game where the level cap was lv60)
    Tier 2 sets were ilevel 76
    Tier 3 sets were ilevel 92
    Non-tier pieces could range from item level 60-63 as far as dungeon drops went.

    WoW jumped 32 item levels between the level cap and the top gear in the game at that point in time (even then, not many saw tier 3 gear because the expansion came out afterwards, and the gear from said expansion easily made tier 3 gear obsolete). By comparison FFXIV has jumped 40 item levels between launch and the first content patch. Second content patch is making that a 65 item level jump.
    So should gear only drop from 40 person raids too? I don't see why people like yourself are getting hysterical over semantics.
    (0)

  3. #3
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by BlueMage View Post
    So should gear only drop from 40 person raids too?
    No, but progression could have been controlled a little better, IMO.
    I don't see why people like yourself are getting hysterical over semantics.
    I'm not getting hysterical, just mentioning something for the sake of giving a frame of reference. Something I neglected to mention is that despite the big gaps in item level, the stat gaps aren't very notable. It does give a bad impression when the item level is jumping by what seems to be a large amount (without context the jump from 50 of something to 90 of something is large no matter how you slice it), specially so close to the game's launch.
    (0)
    * 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)

  4. #4
    Player
    BlueMage's Avatar
    Join Date
    Apr 2012
    Posts
    618
    Character
    Raine Jaeger
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Duelle View Post
    No, but progression could have been controlled a little better, IMO.
    I'm not getting hysterical, just mentioning something for the sake of giving a frame of reference. Something I neglected to mention is that despite the big gaps in item level, the stat gaps aren't very notable. It does give a bad impression when the item level is jumping by what seems to be a large amount (without context the jump from 50 of something to 90 of something is large no matter how you slice it), specially so close to the game's launch.

    As Craiger said, since iLvs only increase in increments of 5 at the smallest post-cap, if from the start they had just made it say iLv60 => iLv62 instead of iLv60 => iLv70 with all the stats being the same it'd be fine? You're freaking out over semantics. If items didn't have an "item level" label on them and just the stats, you wouldn't notice or care. Are people really so starved for controversy and drama?
    (0)
    Last edited by BlueMage; 03-22-2014 at 06:01 PM.

  5. #5
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by BlueMage View Post
    So as Craiger said, if they just did something semantically like change what the iLv is called even though everything is the same its fine?
    That's iffy. People would probably still think they're getting nerfed even if they aren't.
    (0)
    * 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)