Actually the examples you provided hit the nail on the head for the problems that would arise with horizontal progression. Using your example as gear which gives petrification resistance for T7, ask yourself what is the biggest cause of wipes in T7. Yes petrification. So what do you think would be the requirement in PF for people that wish to join T7 runs? I think you can answer than question yourself. This is the inherent problem with horizontal progression. It is impossible to balance because the number of variables that developers have to balance with the multitude of gear out there is going to break the game in some form or another. You can even see it in the game currently. Groups that push world firsts have their members stack crafted gear and meld their accessories with vitality. That is not horizontal progression, there is no choice involved, that is forcing you to play the game in a certain way. It is even more limiting that any form of vertical progression.
I remember raiding SSC in BC Wow and there was this boss called Hydross the Unstable. He was a water elemental whose attacks and abilities all dealt frost damage. If you had 0 frost resistance, which most tanks up to that point had none since content prior to that did not call for frost resist gear, you would be 2 shotted by his basic attack. So guilds had to farm for these gear from the trash leading up to the boss repeatedly hoping that the pattern for the gear drop and then had crafters craft a full set of frost resist gear for the tank. What you are asking for is basically this, again similar to my previous point, only one way and one way only to play the game. I'm not saying that this is a bad system, it could work in a niche game like Wildstar, but do you seriously think it has a place in ffxiv? What you are asking for is the company to do a 180 degree turn in its vision for the game and a big FU to players who played the game from launch.


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