no pls dont. crafters bleed out the non crafting mass already. Coupling something that could have impact on raiding with crafting?= Trisaster. (pun intended)
The OP is asking for stats. In WotL there was a ton of stats and most classes still stacked just two. It's pretty pointless. You don't have a MM hunter with max ArPen, we'll you can't raid thx for coming. Adding bonuses like I said per tier is cool, adds some flavor. The idea of primal weapons having unique procs is a good idea and set bonuses per raid tier to change things up a little is fun.How does adding stats add nothing to the game? This isn't about adding something like determination, but more like adding a weapon that heals for 0.5% of damage dealt, or an armor that has a 2% chance to proc blind when hit, or boots that make you run 5% faster etc.
Additionally, Crit is meh? Nope.
OP clearly said things like 1% of autoattack converted to HP, resistances, mp refresh and even went on to say he can't think of great ideas, but is just getting the ball rolling.
As for your WOW comment, just because something may have not worked with another MMO does not mean it's impossible to implement well. IMO Diablo has a lot of these types of things and Diablo loot is very fun. I can't say that I witnessed it in WoW, but I didn't play WoW a lot.
Additionally, the reason why it didn't work with WoW (according to your comment) is people just upgraded gear to the best stat anyway. How is that different than now? It doesn't seem different, so ultimately it sounds like adding this system would make people like me and the OP have more fun and would have 0 effect on you.
Sorry 1000 word max. That's awesome that you agree about the primal weapon unique procs tho! Personally, I find the gear and skill/attribute customization very very very very poor in this game. The rest of the game is hella fun though, so I stick with it.
Would be really nice~I would like to see some more open world stuff happening and some open world dungeons would be pretty cool as well.
I really dislike resistance stats. There are much more creative ways to get interesting stats onto gear. For example, WildStar is reworking its stat system currently and implementing a number of new stats such as:
Multi-hit: chance to deal additional damage/heal hit at a % of ability damage/healing dealt
Glance: chance to reduce hit by X%
Critical mitigation: reduces amount of bonus damage from incoming crit hits; coupled with a change to the combat formula and deflect critical hit
Reflect: return a % of damage received to target that dealt it (I personally don't really like this one, as it gives me bad flashbacks to TERA)
Intensity: increases outgoing healing while also increasing focus cost (focus is WS's mana)
Vigor: increases outgoing damage that scales based on your current health %
Interesting stats that theoretically will work in dynamically with the base stats already in the game. Much better than boring resistances, too (though I understand the OP was just providing those as examples and not specifically what they were asking for).
Anyway, I'd be all for some more variety in gear stats.
I see this as a symptom of why people are so impatient about gear and want to gear up quickly - of course you want to gear up quickly when whatever it is is only going to be 'useful' for <= 3 months.
In XI pieces that took significant effort would often last years before being outmoded, and even then would have situational uses. Now I'm not asking to carry around 20 macro switches for in battle gear adjustments or anything like that, but some semblance of feeling like theres a choice to gear besides what to glamour/dye it as would be nice.
Who in gods name is carrying around full sets of gear for 12 jobs. Just don't. Pick 2 or 3 classes to be your main. Seriously.
Except they've stacked the system so hard against crafted gear and materia and made materia unusable in gear from other content that this is never going to happen.I didn't even see your link there, light red on cream background made it kinda blend in.
That being said, even with your small explanation in this post, I'm still against it. Its just one more thing that the encounters have to be tuned around. Gear that i am absolutely forced to acquire in order to do my Job properly is not something I want to see in XIV.
And don't even pretend such things would not be a requirement in PF and DF or even something as simple as FC recruitment.
I still believe the Materia system can be modified to provide the "interesting stuff" we can do with gear. Generic enhancements aren't the way to go.
Let's get real for a sec, even fully geared at most you're carrying around 5-6 sets for everything? Job-specific gear is sadly a rarity in this game, and basically if you have a geared "role" you can switch to anything else in that role.
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