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  1. #1
    Player
    Pompompar's Avatar
    Join Date
    Dec 2013
    Posts
    30
    Character
    Molo Cha
    World
    Tonberry
    Main Class
    Arcanist Lv 60
    I think it should be done as below for balancing casual and hardcore players.

    The Anima current grinding reduced by half for those casual player who did not or will not do any end game content such as Alex Salvage.
    (I believed this is what SE was intending to have such grinding for casual players to obtain what they can't from "Savage")
    To make the Anima well worthy for hardcore players - the grinding goes further eg. Items obtained from Salvage mode to further modified 210 Anima with special stat :
    1) Bard/ MCH Weapon : casting time reduced by 50%
    2) Tank Weapon : Damaged taken -20%
    3) Healer Weapon : Cure Potency +20%
    4) Casting Mages Weapon : Damaged dealt +10%
    5) Melee Weapon : TP consumed -20% or something....
    this shall make end gamers feel that Anima is worth grinding.
    Or even add in special weapon skills or actions only available from these Anima equipped.
    Well... These ws sure must be very strong to be worth obtaining.

    Of course, for game balance issue... They should be able to make Salvage difficulty level according to the total ilvl of players upon enter and no gear changed allowed once inside?!
    (0)
    Last edited by Pompompar; 12-23-2015 at 11:50 AM.

  2. #2
    Player
    Belhi's Avatar
    Join Date
    Feb 2015
    Posts
    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Pompompar View Post
    I think it should be done as below for balancing casual and hardcore players.

    The Anima current grinding reduced by half for those casual player who did not or will not do any end game content such as Alex Salvage.
    (I believed this is what SE was intending to have such grinding for casual players to obtain what they can't from "Savage")
    To make the Anima well worthy for hardcore players - thegrinding goes further eg. Items obtained from Salvage mode to further modified 210 Anima with special stat :
    1) Bard/ MCH Weapon : casting time reduced by 50%
    2) Tank Weapon : Damaged taken -20%
    3) Healer Weapon : Cure Potency +20%
    4) Casting Mages Weapon : Damaged dealt +10%
    5) Melee Weapon : TP consumed -20% or something....
    this shall make end gamers feel that Anima is worth grinding.
    Or even add in special weapon skills or actions only available from these Anima equipped.
    Well... These ws sure must be very strong to be worth obtaining.

    Of course, for game balance issue... They should be able to make Salvage difficulty level according to the total ilvl of players upon enter and no gear changed allowed once inside?!
    Again, that will make the Anima weapons required rather than optional meaning Raiders will expected to have to do it. I know at least a few raiders in my FC who would be very unhappy with that. The 2.0 relic didn't interest them and the 3.x one certainly wont.

    If they had a method for scaling difficulty to ilvl that simply they wouldn't be lacking a midcore difficulty at the moment.
    (0)

  3. #3
    Player
    Pompompar's Avatar
    Join Date
    Dec 2013
    Posts
    30
    Character
    Molo Cha
    World
    Tonberry
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Belhi View Post
    Again, that will make the Anima weapons required rather than optional meaning Raiders will expected to have to do it. I know at least a few raiders in my FC who would be very unhappy with that. The 2.0 relic didn't interest them and the 3.x one certainly wont.

    If they had a method for scaling difficulty to ilvl that simply they wouldn't be lacking a midcore difficulty at the moment.
    While the additional stat are made to easy your salvage raiding, but it's not a min requirement.
    If you can raid without now, why is it a min requirement for you or your team mate ?

    It's still an optional.

    The scaling of difficulty mainly the scaling of hp/atk/def of mobs you fight in it.
    They have done that system in other games, again... A fast name popped up is FF11, which majority here doesn't like to compare with...
    It just a matter they want to do it or not.
    (0)

  4. #4
    Player
    Belhi's Avatar
    Join Date
    Feb 2015
    Posts
    3,016
    Character
    J'talhdi Belhi
    World
    Bismarck
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Pompompar View Post
    While the additional stat are made to easy your salvage raiding, but it's not a min requirement.
    If you can raid without now, why is it a min requirement for you or your team mate ?

    It's still an optional.

    The scaling of difficulty mainly the scaling of hp/atk/def of mobs you fight in it.
    They have done that system in other games, again... A fast name popped up is FF11, which majority here doesn't like to compare with...
    It just a matter they want to do it or not.
    Its not optional because SE will have to balance content around the stats because otherwise it will adversely effect the targeted difficulty for the content. Whats more is raid groups will start to expect their raiders to get the weapon and those who don't will be seen has holding the rest back. That's what happens when you introduce things that effect power levels dramatically.

    As for the scaling, if the system was in place they could already be using it. It doesn't and such systems are not minor to implement. Also in most cases balancing the highest level difficulty content isn't feasible with scalable content. Even WoW which has almost its entire raid structure scalable still has set conditions for their highest raiding.

    I have never played FF11 so I cant comment on it. However assuming that a model that works in the FF11 engine will translate well into the FF14 one is rather optimistic.
    (1)

  5. #5
    Player

    Join Date
    Apr 2015
    Posts
    658
    Quote Originally Posted by Pompompar View Post
    I think it should be done as below for balancing casual and hardcore players.

    The Anima current grinding reduced by yhalf for those casual player who did not or will not do any end game content such as Alex Salvage.
    (I believed this is what SE was intending to have such grinding for casual players to obtain what they can't from "Savage")
    To make the Anima well worthy for hardcore players - the grinding goes further eg. Items obtained from Salvage mode to further modified 210 Anima with special stat :
    1) Bard/ MCH Weapon : casting time reduced by 50%
    2) Tank Weapon : Damaged taken -20%
    3) Healer Weapon : Cure Potency +20%
    4) Casting Mages Weapon : Damaged dealt +10%
    5) Melee Weapon : TP consumed -20% or something....
    this shall make end gamers feel that Anima is worth grinding.
    Or even add in special weapon skills or actions only available from these Anima equipped.
    Well... These ws sure must be very strong to be worth obtaining.

    Of course, for game balance issue... They should be able to make Salvage difficulty level according to the total ilvl of players upon enter and no gear changed allowed once inside?!
    as it's already been stated, they will start becoming mandatory to have in groups, PF: "must have XX relic or get out" likewise with any recruitments "having this relic is a must" especially with the "hardcore" elistist groups.

    i like the idea "even tho this is pretty much FFXI stats" but it won't work well with the community.

    If you thought the community was toxic, just wait untill that is ever implemented.
    (1)
    Last edited by Blood-Aki; 12-23-2015 at 12:05 PM.

  6. #6
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Blood-Aki View Post

    If you thought the community was toxic, just wait untill that is ever implemented.
    And as it has been stated before, people already do this anyway in regards to clear parties and such. There's no reason to be so concerned about a very small group of individuals who are most likeily going to play with themselves anyway (and they probably are) if they had that sort of mindset.
    (4)
    ____________________

  7. #7
    Player
    Klamor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    203
    Character
    Klamor Oli
    World
    Excalibur
    Main Class
    Paladin Lv 60
    I guess nobody remembers seeing any of the PF requiring members to "show Primal Weapon" before joining their farms or even the clear parties "for their friends."

    I'm more of a casual raider, and I would definitely not have an issue with the relic being more desirable. I imagine that the raid groups that everyone thinks would ruin the experience by requiring people to have the relic are already missing the groups that are doing this now. Any group you see for anything that requires a previous clear is doing exactly what you think would happen if the relic actually had something interesting on it. Nothing's going to change.

    Otherwise, the raid groups that actually clear the content fully understand that the relic (being the same ilevel as the end raid reward) wouldn't be required to clear in the first place (since those groups clear the raids without the highest ilevel weapon in all cases). Also, those players joining the raid groups that demand players to be at a certain gear level before joining aren't the groups that any of us that actually give a shit about the relic are going to be able to join in the first place. Those groups are tight; have usually played together for a significant amount of time - in more than one game; and will be working toward whatever will help them succeed together.

    Sorry, the excuse that "people might get excluded" is old and dry. If you really want join that group, I guess you're just going to have to do whatever you need in order to meet the wickets, otherwise you can find another group to join.
    (7)

  8. #8
    Player
    Theplatter's Avatar
    Join Date
    Mar 2011
    Location
    This Many!!
    Posts
    311
    Character
    Mad Platter
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Klamor View Post
    Sorry, the excuse that "people might get excluded" is old and dry. If you really want join that group, I guess you're just going to have to do whatever you need in order to meet the wickets, otherwise you can find another group to join.
    Thank you. This is a piss-poor excuse to not have some interesting and different in the game (by ARR/Heavensward standards).
    (1)