What you're asking for is not a simple stat adjustment, but a whole new stat itself. Such entails redesigning the entire game's structure to accommodate for these changes. Old content needs to be rebalanced, new content has to add in this extra variable to "keep stats interesting" as you've so eloquently implied. A better example would them adding Rogue, which the devs have said became such an enormous drain on both their resources and the team itself, they will never do classes again outside of an expansion.
Furthermore, traits, buffs and etc have been mentioned throughout this thread. Those are not "very easy" implementations either. You're presuming they need change a few bits of code, some numbers and voila. Now if it code were ever so simple.
The irony here is astounding. Your entire post presumes to ignore people will not follow along with an established norm despite them doing precisely that even when provided with some degree of customization. We can choose our attributes-- both personal and in the latest Anima step. No one does. Instead, they ask "what stats should I allocate?" And are told which scales best. You cannot ignore this variable because it doesn't suit your argument.Okay, first off, I find it hilarious how you quoted the phrase textbook definition without any understanding whatsoever of how I used it. What the phrase meant there is that you are being obtuse exactly as it is defined in the dictionary, in that you're not actually listening to anything anyone is saying against you and are instead just repeating the same arguments that people have defeated throughout this thread. Plenty of people refers to the variety of people who have expressed interest in not just this thread, but every thread of a similar topic that has ever appeared (which there are tons of) and the countless times Yoshi-p has been asked about it. Say what you will, but there is very clearly a demand for this.
I do love how you completely gloss over the notion "casual" players may actually invest more time into this game than their "hardcore" counterparts, yet then presume they would have any interest in the system that ultimately serves little purpose to them. People who are not dedicated raiders will not care about stat allocation for the most part. They want actual new content like Deep Dungeon, The Aquapolis, an improved Diadem, more things to craft, and yes, glamour.Next you go on to effectively argue that since casual players exist as the largest demographic that SE should not put any extra resources into pleasing other demographics. I shouldn't need to explain why this is wrong, but I'll do it anyway. First off, the hardcore playerbase is an important demographic to keep happy. These people by their nature are the most dedicated to your game, and as such are the most likely to be trying to get others interested in the game as well. If they go, and you lose your most dedicated players, the best word of mouth advertising you had available is gone. Players who remain at that point are by definition not as likely to care about trying to spread the word about the game, because they aren't as dedicated to it. This would, clearly, cause harm to the game as the number of incoming players would decrease. Now, I know what you're thinking. Not all players who are hardcore would be in the demographic of players who want additional depth in some areas. While this is true to some extent, I'm sure there are some players who would consider themselves hardcore RPers, it's also the case that there are players outside of the hardcore demographic that would be interested in this as well. So your argument fails in its relevance, as well as in the point it tries to make. Also of note, my original post never implied any sort of numbers. I'm fully aware that there are a lot of people who play for RP or glamour or other things that in my mind have no depth to them nor do they need depth to them. It doesn't take away from these things to consider my suggestions though.
And even amongst the raid community itself, people do not unanimously agree horizontal progression is worthwhile. Most want the fights themselves to be more interesting.
I don't even know where to begin with this. You've... completely ignored any form of context. I explicitly said my intent was BiS once I reached 60 on MNK. And the only reason I haven't done so yet is because the gear I already have outpaces all of the content I am currently participating in. Upgrading now wouldn't benefit me. That is not a counter example, but a direct adherence to the norm. I have worked out what is "best" relevant to where I am in the story. Anything more is overkill, and a gil loss.You don't see how this fact defeats your argument about how everyone will only ever go for what's the most optimal in all situations? You can't see how you yourself are a counterexample to your own argument as someone who is not currently building your BiS set? And as I've already mentioned in numerous other replies, there are plenty of other factors working against this idea as well, and the exact number of factors varies depending on the way that you're talking about having this implemented.
But the takeaway remains people chose the most optimal approach and expected that of others. That has remained the crux of my point. STR vs VIT is merely an example of it. At the end of the day once people discover the most efficent way to do something, most will.There are so many ways to mitigate this effect to being completely negligible that I almost don't want to address it. Put the new stats/effects at endgame where new inexperienced players won't even be able to worry about it until they have a grasp on all the more fundamental concepts they need to learn, and of course balancing it better both from the content side and the side of the stats/effects themselves does a lot to mitigate this as well. STR vs VIT wasn't well balanced at all from either side, as content did need the extra damage of STR tanking as shown by the fact that many groups were unable to clear A4S at 3.2 launch despite having multiple clears in 3.1 and STR had too many benefits over the minimal benefit having extra HP gave you in general.
Operative word: did. Gordias has since been nerfed, and therefore no longer requires healer DPS. To be fair, I should amend this to "most". Brute Justice isn't exactly forgiving. Nevertheless, the devs have expressly stated they do not take healer DPS into their damage calculations.First off, no content in the game currently requires healer DPS. This distinction is important because Gordias did exist as relevant content and in there it was an absolute necessity. Anecdotal evidence doesn't prove general cases either. You may encounter more forgiveness for mechanical uselessness than healers not doing damage, but that doesn't mean that this is necessarily the general case. The fact that some tanks will literally not play with healers who do damage is a good counterexample, and most of the time you'll get nothing more than a small groan if a healer isn't dpsing in their spare time unless you're doing the high end content. It's almost ironic that you even make this argument, as it's mainly you listening to the small minority that you're telling us SE shouldn't listen to and treating that as though it's true in general.
How odd. You discredit anecdotal evidence with... anecdotal evidence. If you look over at Youtube, you won't find any videos of difficult content clears where Healers aren't DPSing. In fact, you'll be hard-pressed to find pure healers period. What you will find is plenty of complaining whenever healers refuse to DPS. There's even a thread now about it. And it isn't a small groan. Almost... because it isn't. Most players expect healers to DPS. Which falls in line with my point; people find the most efficient way to complete an objective... and expect everyone to do it. You'll get some leeway in leveling content, but relevant stuff? Not so much.
In any case, we've come to an impasse. So I'll leave it at that.
		
		

			
			
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