You should take your own advice. You are asking they include an entirely new stat(s), plus the possibility of various effects on the gear itself. This will impact old content and necessitate changing the current system-- none of which is remotely comparable to scaling down an existing stat. If you had any code experience, you would know that is no simple feat. And I'm not necessarily saying they couldn't, but that their majority audience won't care about these changes.
Because that example directly references how changes that required a full rebalance resulted in the devs outright saying they would never do it again outside an expansion. That statement alone demonstrates the amount of time needed.
No. It doesn't suit your narrative because if you accept people, on average, graviate to whatever the established norm is: i.e. ask veteran players what the best stat compolation is, it diminishes your whole argument.Not relevant to the part you quoted, and I already explained how there are ways this can be countered. Not that you ever read them, but they are there.
How many times does it need to be repeated? This is not a stat adjustment. You want a new, non-existing, stat added to the game. You want non-existing status effects on gear. The game now how to calculate a new variable into the damage equation; new buffs the player might have; new effects the player could inflict. All on equipment that has never had it before. You presume this is a simple flick of the switch implementation. It wouldn't be. And due to budget, it would impact other bits of content in the game.And this takes away from none of that. In the same way that we didn't lose content in Heavensward despite all of our secondary stats being reworked nor did we lose content in 3.2 because of the VIT changes. You can try to claim that because this is a new stat it'd be entirely different and more similar to something that requires multiple different teams working on it like implementing Rogue did, but you won't get very far doing so. And while a lot of them might not have any desire for a new stat or anything like that, it wouldn't have any harmful effects for them either. Toxicity? Already exists, this wouldn't make it any worse. Confusion? Minimized by putting it at endgame, and then you can't argue this anyway if you're going to say that players won't care regardless or will follow whatever other people suggest them to.
Uh... what? That isn't even remotely what I said. In fact, I said the precise opposite-- you literally quoted. "Most want the fights themselves to be more interesting." Mechanics are why Midas and Nidhogg have garnered praise not horizontal progression. The two are not synoymous. You perceive horizontal progression the solution to a problem you believe exists.Hey, guys? Apparently we don't find the fights in Midas to be interesting enough. Huh, this is the most mechanically praised tier so far and most people wouldn't want mechanical complexity of fights to get any higher because it'd be overly daunting? But that can't be right, this guy on the forums who hasn't even touched the content told me so! Don't make raid arguments when you haven't done the content. And once again, I doubt you'll find many raiders who are against the idea of gear that's at least superficially more interesting from a gameplay perspective.
This entire paragraph is one massive strawman.
You neglected one coveat here-- one I even mentioned previously. People not interested in raiding are the ones not worried over BiS, or the near equivalent (weekly lockouts). Therefore, they won't care about new stats either. The very system you want Square Enix to implement only applies to people who raid on a given average.So you worked out what was the best for what you're currently doing. You figured out on your own where you want your gear to be right now. You don't feel like going further because you don't see a need for it. And in a world where BiS is becoming an increasingly not cared about topic, you're still going to try and argue that this isn't an example of not caring about what the absolute best is and settling for something else because of reasons that I already explained as part of why the everyone will just go for the best argument fails?
The expectation you claim was there was vastly overstated. In reality, most groups outside of the raid scene didn't care, and within the raid scene the content mandated it, so the choice actually didn't even exist. Yes, most people will work towards what is considered best to the best of their abilities. But to argue this as a reason for not even trying to give players who want a little something different something to try out falls flat. If this is how you really feel, then would you rather see secondary stats removed entirely as well? I mean, what's the difference, right? Everyone just goes for what's "best", why even have secondary stats at all? Except that idea sounds absurd.
To quote from the video itself, "Most of the time you are running into these people, tt's a completely irrelevant factor to what you are doing."
Remember your mention of a buff that maybe allows for an early Geirskogul proc? I will only be relevant to a small percentage of what you're doing-- 1% if we pull from the very video you linked. And that has been my entire argument. If it isn't going to impact a larger enough portion of the FFXIV community, SE has little incentive to focus on it.
No. You continuously ignore context. Healers are expected to DPS whenever possible, and those who refuse are criticised. That doesn't mean in-chat or through a vote kick nor does it mean players overgeared for non-relevant content won't grudgingly deal with it the same way they do poor DPS. But once you step into current tier content, you're expected to contribute even as a healer... if you can.Hmm, most players, you say? Weird how you keep asserting this in the exact same way you assume I think most players want horizontal progression. You can't argue that forum thread posters are a minority that doesn't represent most players and then proceed to argue that because a forum thread exists about something that it must be the general case. You bounce back and forth between most players won't care and you'll be forced into playing the way that people consider optimal and trying to use both as arguments for your side. And neither works. Not caring isn't an argument against because there is nothing that suggests that doing this will take away from anything else (and something like this is likely to happen anyway, again, considering removing accuracy), and being forced into just doing whatever is best isn't an argument because there will always be reasons people don't fall perfectly into line with that as you yourself act as an example of. Want to hear how many people I've seen break 1k dps in Final Steps of Faith? Not many, even though it was something I could do at the minimum item level on an off job. Want to know how many of them I've kicked? One, and it was because they weren't even trying to dodge basic mechanics, not because they were underperforming in damage. Not relevant enough content for you? Because that's the type of content most of the people who play this game do. Wanna know how many healers I've seen dps in there? Not many. Have I kicked any of them or even heard complaints about it? Nope. Obviously my sample size isn't massive, but if it were the issue you claimed it was I'd probably be seeing a lot more of it than I am.
Your example is a group where a healer couldn't DPS, not through their own refusal, but due to the content and/or group demanding enough healing to keep them occupied. Complaints arise when healers actively choose not to DPS and simply stand around doing nothing.
These aren't the same scenario despite you trying to make them one.



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they need to put the RPG back in mmorpg ^_^ I am all for balance..but not at the cost of bland, boring stats




