i made a suggestion like this for the off hand slots, that are underutilized by a majority of the battle classes/jobs. something that would help our characters feel customized but not break the gameplay of our job
i made a suggestion like this for the off hand slots, that are underutilized by a majority of the battle classes/jobs. something that would help our characters feel customized but not break the gameplay of our job
I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.
The one thing I think we need to do for perks it make it feel like its customized while not really changing the overall effect. Perhaps bad wording but in a way I'd say do the changes in small percents or subtle. Like for Whitemage let there be a choice of 2% more healing at a bonus X%mp cost or have the alternative be regens last an extra tick at the bonus cost. Overall I'd say it would even out in a way. Regardless the whitemage can CHOOSE to have healing cost more or bypass it all together but in a way your still doing about the same average. Sorry if this is kinda jumbled, can't exactly think how to word this haha.
Guess another one could be for Blackmage and just note this is just an example, I rarely play Blackmage and don't have the damage calculations and all. However say one option could be Ice spells do 10% more damage (seeing as its mainly a buffer as mp regens isn't it?) or a 1 or 2% increase in fire spells.
Last edited by AlphaFox; 11-02-2015 at 10:08 AM.
This idea is actually far worse for the "community will min/max argument" than having unique stats on gear. 1.23 had it, and it would force people to play classes they didn't like if they wanted to do endgame dungeons.
I actually liked 1.23 for the most part but I hated this.
If you're looking to customize a bit, why not borrow from the Blade and Soul Martial Tome system instead of passive stat boosts?
If you're unfamiliar with it, You spend points on specific skills in your Class that change the functionality of those skills. In some cases, it turns the skill into something else entirely, with some skills having up to 4 different 'branches' of the same skill.
[QUOTE=Devils_Lawyer;3402307]And this sort of thinking is the reason why this game has one of the most boring gear progress ever.
The only thing in this game that would require BiS is endgame raiding, a content that is obsolete for the majority of players in this game (regardless of reason).
With that said I agree with you. I think this said thing needs to be fixed. The one thing I gotta say I liked about WOW but don't like about this game is that wow had a way for us to get said gear like what people who do Alex savage in this game would get. Though it would be on a lower tier but it would be called the same and look the same. Yes I'm talking about raid finder this game needs it bad. And not just some cop-out like Alexander normal either but a true raid finder. Please se make it happen we need it.
[QUOTE=Kogasan;3402774]While LFR shared the same model, it didn't look the same. Each tier was a different coloring.The one thing I gotta say I liked about WOW but don't like about this game is that wow had a way for us to get said gear like what people who do Alex savage in this game would get. Though it would be on a lower tier but it would be called the same and look the same. Yes I'm talking about raid finder this game needs it bad. And not just some cop-out like Alexander normal either but a true raid finder. Please se make it happen we need it.
You had LFR be one color scheme, normal a different color scheme, then heroic a different color scheme as well
This happens anyway with the current system. If you don't want to do savage raids, you'll never get upgraded Esoteric gear, or the raid equipment. So, if you want the 'best' gear, you'll be forced into content you don't like, or you'll have to go without.
Honestly, the arguments against having unique abilities have been milled into a fine powder now, and they're insubstantial. You only need to look at FFXI, which lasted 10+ years on this concept, and had a multitude of different and unique abilities which were good for different situations and attacks. There was no one-catch solution, because the gear was well designed. There were rare items which were coveted by the masses, which had significant benefits, and people worked damned hard to get them. That alone kept players coming back for more.
In this game, all gear is bland and boring. It doesn't matter if you run around in a burlap sack, as long as it's item level 200 and buffs your primary stats a little. In fact the ONLY pieces of equipment which are even slightly unique are the Hermes' Shoes which give you a sprint bonus in city states. Instead of people having any kind of a choice, we just go with whatever is the higher ilvl. It's about as railroaded as it gets, and kills any attempt at variety.
Complaining about people only choosing the 'best in slot' gear if we had all this variety, is just admitting that the system we have is already flawed. Right now, 'best in slot' is the only option we have available!
Few choices are better then none at all.
No, just no.Regarding your first comment - there can be BIS depending on the situation. Maybe gear earned from PvP would be better suited for a second raid boss and gear from tomestones would be better suited for the first raid boss. Your remaining comments (the themepark aspect) are definitely valid and something any developer would need to pay attention to.
We already have big issues with inventory space and now you want us to have specific Items for just one Boss?
No, thank you!
What I would like is a complete change of Materia. No longer any +Stats on it but active and passive perks.
Every Armor and Weapon gets one Materia Slot and there would be different perks like:
- When hit, x% chance to gain a 1k Absorb Shield (Armor)
- When hit, x% chance to poison the enemy (Armor)
- Attacks have a chance to replenish Health / TP / Mana (Weapon)
- Attacks deal Frost/Fire/Holy/etc. DMG on hit (Weapon)
- Attacks have a chance to Stun for x Seconds (Weapon)
Last edited by Cheraa; 11-02-2015 at 05:04 PM.
I'd love "perks" too, but gear gets outdated too fast.
A FF9 gear system can fit FFXIV, yet it would require a whole new system.
They could just modify the Materia system and make it FF7-like.
Adding generic materia, let's say "red materia, blue materia etc..." and you can exchange it to a NPC and choose wich effects you want to put into that materia "healing +5%, Double Attack +2% etc..." so that way you can spiritbond/buy the generic materia, then choose the effect you want.
So after every 6 months with new raiding gear, all you'll need to do is get new materia to personalise again your new gear, instead of just tossing the old "perk" gear because it would have low stats.
I think materia needs to be better!
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