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  1. #1
    Player
    Murugan's Avatar
    Join Date
    Jul 2011
    Posts
    1,297
    Character
    Murugan Raj
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by BruceyBruceyBangBang View Post
    You are given an illusion of freedom. The DMG output of cross classing is pretty much of the same range between each of the other WS abilities when you sub them. Stats are a illusion towards your freedom as well.

    While most people seem to think that they do little to nothing, that is only because they don't fully understand the system currently. In most instances this is true about them not giving much performance. This is due to your stat, let's say, STR pushing either against or exceeding the mob's VIT. When pushing against the mob's VIT you'll see an increase of the effectiveness and consistency of your character's attack, while exceeding the mob's VIT with your STR gives great diminishing results or just simple having the output stagnant.

    This was mostly the case until the Darkhold. Since not very many mobs required a high degree of allotment in one stat, we just always assumed they were broken. Not the case, you noticed this especially when fighting Ogre miniboss and see your DMG cap rise significantly when raising your STR to 150-170 opposed to 100-115 due to it's very large amount of base VIT.

    Now, if dungeon raiding is your bag, and knowing the effectiveness of STR in your performance there, where does that leave you? Across the board in melee, and also in THM's case, you are going to see a large amount of care alloted into mostly one stat not leaving very much anywhere else. That is actually even more cookie cutter than you believe it is (not).

    The new system... might not bring much more uniqueness and freedom. We have yet to try it out to base definitive opinions on it, but to say that is taking away freedom. You don't have your freedom. It was never there to begin with. You have a system that looks like freedom, but do not amount to anything on paper. All you're getting is flashy visuals and titles.
    I agree with a lot of this post, all the people claiming this game's original systems whether it be crafting, stats, the armory, the original combat system whatever were complex have very low standards I think for what complexity entails.

    I have faith Square Enix will give us something better, and complexity truly worth delving into after the combat changes and all that are finished. Don't set your sights for the game so low, I don't want a WoW clone either, but let's not pretend the original game was something it wasn't which is complex/deep (unless you compare it to a WoW clone, but again set your sights higher).
    (1)

  2. #2
    Player

    Join Date
    Aug 2011
    Posts
    2
    I personally don't like being forced to be the same as everyone else, unless of course I have different gear, sounds a lot like other mmorpgs out there. Just becoming another gear grind.
    (0)

  3. #3
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Murugan View Post
    I agree with a lot of this post, all the people claiming this game's original systems whether it be crafting, stats, the armory, the original combat system whatever were complex have very low standards I think for what complexity entails.

    I have faith Square Enix will give us something better, and complexity truly worth delving into after the combat changes and all that are finished. Don't set your sights for the game so low, I don't want a WoW clone either, but let's not pretend the original game was something it wasn't which is complex/deep (unless you compare it to a WoW clone, but again set your sights higher).
    Im not talking about complexity, im talking about versatility. Though people didnt recognize a lot of it because many people didnt experiment, stats had very real tangible effects. Some people didnt like the DLevel factor, but for any specific level, you would see a large difference in how your skills worked with different stat builds.

    As far as complexity, honestly stat allotment may have been too complex, there were a lot of factors people didnt know about, like level caps per level, what exactly, and how much a stat effected certain values, or how DLevel mitigated them. However, i wont say that whatever new system they use wont be as complex, it may be just as complex, but its obvious that it wont be as versatile, because they are limiting versatility/player choice in every step of the process.
    (0)

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