Just give me this and make all gear somewhat relevant, and in turn make the events they come from relevant outside farming tomestones.
Just give me this and make all gear somewhat relevant, and in turn make the events they come from relevant outside farming tomestones.
Except you then create inventory issues while forcing people to carry 50 sets of gear. We do not need inventory bloat.Just give me this and make all gear somewhat relevant, and in turn make the events they come from relevant outside farming tomestones.
* 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 Spiritbond the gear and then you do whatever with it, you don't need to carry 50 sets... No inventory issue outside what unique gear (which plenty of people already hold onto for potential Glamours) already creates.
It's exactly the system Final Fantasy IX had, and you didn't carry every single piece of gear that game had now, did you? Once you've unlocked the stat you do away with the gear.
Last edited by Nalien; 11-23-2014 at 07:45 PM.
You can store glamour gear on retainers once you've used it. "Unique" stat gear becomes mandatory and create inventory bloat. And devalues any gear without said stats.
* 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)
How about you actually read the thread I linked? You've clearly missed the part where you Spiritbond the gear and then do not need the gear to have the stats.
It doesn't bloat your inventory, because you don't need to carry the gear around. It doesn't devaluate gear, because you can still wear Dreadwyrm Tabard Of Aiming with Enhances Ballads after you've Spiritbond Choral Shirt. No idea what link you read...tl;dr - Gear gets unique stats like Enhances Ballads again. Upon Spiritbinding that gear, you no longer need to wear the gear for that stat, instead you can set the stat on a new menu option similar to how subclass skills function. Gear gets to be remotely interesting again, without people being stuck in a single piece of gear for the rest of the game because of how useful that stat is. Unlike subclass skills, there would probably be a lot of such stats to unlock and set, adding some much needed character customization to the game.
Last edited by Nalien; 11-23-2014 at 07:51 PM.
This is not how spiritbound work.
It would be more likely that we would get special stats with new materia we would get from spiritbinding high level gear in the future. And those materias you put into other gear.
So what? It would be a new system entirely, it can work however it wants to work. It wouldn't even need to work of Spiritbond, that's just a simple analogy between this game and IXs AP system.
Materia, as it currently is (yes they could rework it just like I'd suggest they do Spiritbond) is a terrible solution. First and foremost because Materia is terrible. Secondly, can't meld it to any BiS on the left side usually.
The game already checks for 100% Spiritbond to let you Convert gear, wouldn't be massively difficult to have it check for 100% Spiritbond to have you permanently learn its ability.
Last edited by Nalien; 11-23-2014 at 10:41 PM.
You didn't read his link. They're proposing a system where you "learn" abilities from gear, thus making it valuable to obtain many different pieces of equipment, but you can then get rid of it once you learn its unique ability.
Only if they slow down with the ilvls, if they keep both extreme vertical progression and add special effects to keep old gear relevant it would create a situation similar to our current SB system, having to wear low level gear until you learn the skill, which is not a problem when the gear is still current, but -using 2.4 as an example- I'd hate to wear i80 or i90 gear just to learn traits, even if it's temporary.Just give me this and make all gear somewhat relevant, and in turn make the events they come from relevant outside farming tomestones.
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