
Originally Posted by
Shurrikhan
I'll admit straight-off that although I like the idea of horizontal gearing, the combat-gear-swaps doesn't seem remotely horizontal to me. It just seems like a snakier vertical path. If you don't have the gear set, even if of equal or lesser ilvl, that allows you to maximize a given ability, your overall stat-derived output is suboptimal. To say nothing of the idea of swapping outfits every 1-12 seconds--how does that work.. are we all just wearing stat-ed holograms?--aesthetically, it kill any actual sense of options or compromise even more than XIV's model. You either have the perfect manipulator, or you don't. And if you don't, you'd best go get it. Sure, there may be an average best answer for a particular fight even when able to choose your stats only before a fight starts, but at least that has a difference in dynamics. The alternative just slaps on bits and pieces until you have neither relative strength or weakness--just completion, within availability. If that's what horizontal gearing aims for, then I've no interest. I want meaningful stats, not niched ones.
If you want to see progressive, meaningful stats in action, (with little to no niche-ing) look no further than WoW's Hunters, Fury, Arms, Feral, Ret, Fire, etc. They were admittedly balancing nightmares, many of them starting weak early game and crushingly powerful later on as their proc-related secondary stats rose into serious percentiles, but your stats could actually influence your rotation or priorities. Some stats had particular plateaus, and others just messed with the gamble of the button flow, but either way they were noticeable. In XIV, the only real gameplay adjusters are Crit for Bard (gamble) and Speed for everyone else (plateau). That said, while XIV secondary stats certainly suffer from oversights (Skill Speed being split from Spell Speed, draining more TP for a lesser to near-equal dps contribution than Det/Crit, devaluing AAs and oGCDs, eventually preventing proper oGCD weaving), the lackluster stat-gameplay interaction has almost entirely to do with class design and internal mechanics rather than the stats themselves. I wonder if any changes might be made in that regard in the future, or if going from 3.4 to 4.0 will have changes merely on the level of a 3s-extended Phlebotomize and Demolish, again.
And indeed, before we can even think of amassing a horde of near-equally relevant gear, we would first need some solution to our inventory issues.