
I like some of these, most others would effect things that are already easily managed, and make their connected mechanics too trivial. Some are also already in the game.Casting Speed:
Decreases the Speed of Casting.
In-combat Mana Regeneration:
Increases Mana restored.
In-combat TP Restoration:
Increases TP restored.
DPS Mod:
Increases the damage of Autoattacks.
Attack Speed:
Lowers the delay of Autoattacks.
AE Autoattack Chance:
Your autoattack has a chance to strikes multiple enemies in-front of you.
Spiked Armor
Deals damage to the enemy when struck.
Hate Gain
Increases Enmity Generated.
Hate Reduction
Lowers Enmity Generated.
(Spell Speed, STR/DEX)


Spell Speed is an attribute that reduces the cast time and cooldown of your spells.
Its a bit different but I really think "Casting Speed", "Reuse Speed" should be percent based and be on gear.
Looking at ariyala's gear guide, easily seen that the current meta gear easily 2-3 out of the 5 pieces stack accuracy for each slot. If you're still not hitting the cap, grab some hq food(which gives bonus to stats along with accuracy) problem solved. If that's too much effort to play the end game content, maybe play another game then more suited to your liking.


It isn't the effort involved sir it is the fact that there is really no reason to have it and it kind of pigeon-holes everyone in the same gear. There is literally "NO" variety of gear or horizontal progression in this game. Everyone is the same.Looking at ariyala's gear guide, easily seen that the current meta gear easily 2-3 out of the 5 pieces stack accuracy for each slot. If you're still not hitting the cap, grab some hq food(which gives bonus to stats along with accuracy) problem solved. If that's too much effort to play the end game content, maybe play another game then more suited to your liking.
Yeah, have tons of it on my Dark Knight and didn't really notice much of a difference.
Well, the content was made to be cleared by people with less gear then that. They tested it with the max level of able gear and cleared it. It was made to be cleared.A bit off topic:
That's very much true. But speaking as one such people, that makes it all the more challenging, and thus enjoyable.
I've always been of the (personal) opinion that the only truly hard, truly very challenging content is content that you have no guarantee of clearing. Because your not really ment to.
That makes it all the more rewarding if you do manage to clear it despite.
If it's clearable by default however, that means some measure of leanway had to be given to allow for errors, since even the best players in the world cannot sustain 100% perfect play all the time. So as a result it would have been less challenging.
However as you accurately pointed out that means you cant really compare first (undergeared) clearing attempts to clears doing with the ilvl its attuned to.
Alexander Savage was cleared the first day it released.
Unlike Everquest and Everquest 2 where content was made literally NOT to be cleared. Most content was cleared only after several months of release. Rallos Zek for example took 2 YEARS FOR PLAYERS to finally beat him.
Last edited by Nektulos-Tuor; 08-10-2015 at 03:18 AM.



A bit off topic:
That's very much true. But speaking as one such people, that makes it all the more challenging, and thus enjoyable.Some people like to bang their head against stuff that's not supposed to be clearable immediately.
I'm going to guess at intended item level for clear is average 195 minimum, 200 ideal.
No, it means that they didn't intend for us to clear any of it for a number of weeks but tossed it at us for folks that like to bang their heads against things they shouldn't be able to complete.
When it's intended for i200 gear and you're trying to complete it at i185-190, of *course* it's going to be "very hard".
I've always been of the (personal) opinion that the only truly hard, truly very challenging content is content that you have no guarantee of clearing. Because your not really ment to.
That makes it all the more rewarding if you do manage to clear it despite.
If it's clearable by default however, that means some measure of leanway had to be given to allow for errors, since even the best players in the world cannot sustain 100% perfect play all the time. So as a result it would have been less challenging.
However as you accurately pointed out that means you cant really compare first (undergeared) clearing attempts to clears doing with the ilvl its attuned to.
Unless multiple options are very good, but in different ways. The game im currently playing right now has skill trees where many of the options are actual viable options, but you need to choose 2 of any 3 possible choices. And only one out of 3 of the final choice. It's also not easy to change your spec there, meaning you have to stick with your choice.There are always certain stats that are better for certain classes than others.
Nothin like being that fire mage that only wants crit, but none of the crit gear was dropping.
Or being the holy paladin that wanted crit but the plate didn't have it so I took the shaman gear.
That is one way to make horizontal progress work: by making the choices unique, and making it hard to change them.
Lets say you could get your class a special elemental type enchant that would allow it to give a special (unique type) of buff. Different kinds, but the catch: you would need a really hard to get item to be able to change your chosen buff.
Let's say for the sake of argument that all buffs are equally valued.
Some might even have cosmetic effects as well: it would change your appearance, or the appearance of your abilities animations.
Would this not make 'secondary stats' a lot more interesting?
Last edited by Aeyis; 08-10-2015 at 03:21 AM.



Unless you have an accurate source that you can link that states information other than what has been quoted from SE currently please don't perpetuate misinformation.
Just because a fight is challenging doesn't mean that they are balancing that fight around healer DPS. In fact, they specifically stated:
That means they are AWARE that healer DPS will be used by teams whose DPS isn't where it should be for those fights (due to gear/skill level) NOT that the fight was balanced around it.This is also one of the reasons we decided to implement both a normal and savage version of Alexander. Once again, healer DPS was not included in the development team's calculation as it was for other jobs, so you should just think of healer DPS as a last way to get your overall party's DPS up to where it needs to be.
Server first teams, going into brand new content are going to use every edge possible to clear that content; it's meant to be difficult when you go in without the ilvl the fight might have been tuned for. This means that their tanks are stance dancing to push more DPS, their healers will DPS, the DPS are likely performing far above and beyond what an average player is while also using food, optimized rotations etc.
This quote from Erim-Nelhah perfectly sums it up:
I read that as being something like this: "We've designed endgame raids (like Alex Savage) around players having a certain ilvl (200?). In doing so, we took the dps that the DDs+Tanks are expected be able to do during that fight, subtracted 10-15%, and used that to set the enrage timers. If your team's average ilvl is below the ilvl we designed the fight for, and your Tanks + DDs can't come up with the DPS required because of it, your healers may be able to dps as a last resort to make up the difference."
Last edited by Syrehn; 08-10-2015 at 03:31 AM. Reason: Go Away Post Limit!
Last time I checked, mmos are about vertical progression.
And gear are stat sticks to begin with. If you're looking for variety, play table top D&D. Otherwise you're just gonna have to glam up the current meta. Welcome to mmos.
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