Crossing my fingers for 3.2 materia change.
Crossing my fingers for 3.2 materia change.
They also read like they were lifted off of XI in the sense of Paladin being able to self cure, magic ckills, etc... Possibly how the jobs were originally constructed. I rather not get back into skill leveling territory. Although I do see conserve MP as a possible job trait
Building on to this, they should add minor procs to our relic, something that is nice to have but wouldn't be overpowered or break the game.
This way they could still keep their word of having current raid drop ilvl+5 weapons above our relics (so as to keep raid scene active).
Note: Current raid weapons must do more damage than relic because it makes sense.
Our relics however would have a nice proc element to it - has to have a class specific coolness to it (this game desperately need some customization).
I'm using WoW as a reference here, not as a direct apple to apple comparison, but it was these trinket procs that really bring interesting perspective to the combat system (lightning capicitor, anyone?)
For example, think of something along the lines of:
Adding to combat damage or defense:
5% chance of of attacking proccing a chain lightning of 50 potency to nearby enemies. (something like Thunderfury)
5% chance of increasing defense by 5% for 5 secs.
5% chance of regaining MP by 5% (60secs cooldown)
5% chance of block or dodge to proc a shadow that will take 5% of the damage done (limit 2).
5% chance to proc an aura that gives haste of 5% by 5secs.
Visual / aesthetic:
5% chance of attacking to have your weapon switch image with another weapon in your inventory for 10secs (DRK).
5% chance to imbue relic with flashy ice or fire glow when casting appropriate magic (BLM) for 10secs.
5% chance to add more spikes to your dragoon armor. (LOLDRG).
5% chance to turn into Mike Tyson for 10secs (MNK).
5% chance to grow another feather on your armor for 10secs (PLD).
5% chance to have your globe turn into the sun or moon for 10secs (AST).
Again, it doesn't have to be overpowered or game breaking, just something different.
I'm of the opinion that relic weapons should be something cool. Not just a placeholder 'stat stick' until the next patch that it becomes irrelevant as compared to the newly released weapon.
Personally, I really prefer the visual / aesthetic part. It's a relic for crying out loud.
That makes it "on par", sort of with new raid weapons and we don't have to go stress about this topic every single time.
Also makes relic a fun thing to have cause it's cool yo.
Conserve MP done right by the devs could completely change the BLM meta in a good way, allowing for more options depending on the situation and battle, which is exactly what those of us who want more complex stats have been asking for. It would be one of the better stats to import over from XI.They also read like they were lifted off of XI in the sense of Paladin being able to self cure, magic ckills, etc... Possibly how the jobs were originally constructed. I rather not get back into skill leveling territory. Although I do see conserve MP as a possible job trait
Last edited by CyrilLucifer; 01-04-2016 at 06:58 PM.
Who's to say we wont keep our base stats for enmity and accuracy and just have the weapon stats for bonuses?? Its about player choices for customization, adding more variables to gameplay.And building on what Galactimus said, if you are adding stats like "refresh", "conserve tp", "bonus enmity", etc, you're just creating the same situation you already have with accuracy.
You would start having the game designed so that a bare minimum of each stat is expected for a given class to perform adequately, but the stat is weighted so that you never really feel as if having an excess amount is helping you. It would likely turn into a penalty for any player who doesn't have a wide variety of gear options to choose from (tomes vs raid vs crafted gear, few players really have access to all 3), as those players would either be stuck below or above caps.
I can just imagine the tank who can't hold threat in dungeons due to not having enough +enmity, while another dungeon run would feature a tank who does no damage because he's weighted too far in the +enmity +mp regen stats. Then you'd have a fight between dps who don't want to waste stat allocation on -enmity stats, but the tanks want to do more damage and refuse to equip +enmity.
Yeah, let's pass on these stats.
@Galactimus So I guess dps like Ninja, Machinists, Dark Knight and Astrologen shouldn't be in the game as its just a new role doing the same thing? No, personalization and choices. Why can't people see this??
It would be nice to see a change to add more diversity to stats and more interesting effects. Im not sure if I like these particular ones and there are traps that can be fallen into you want to avoid but it would make gear more interesting.
I would say however that anyone expecting any major stat changes before 4.0 are being unrealistic. The effects such a change will have on balance aren't minor and integrating the testing of such a change into the rebalancing involved in a lvl rise is far more reasonable. Even WoW doesn't have overhauls to their base systems mid expansion though they tend to completely over haul them very expansion.
If you want to see a database of all the old 1.0 items you can check them out @ http://ffxiv.mozk-tabetai.com/
they have all the old materia as well. You will see that a lot of old stats were removed.
It will all eventually come down to one set in the end, personally I would love to see changing gear in combat again.
Vit sets, ability CD sets blah blah blah.
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