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  1. #241
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Aquaslash View Post
    This is fine so long as you replace the tome gear with a equal ilvl set obtainable by whatever is fitting. I personally enjoy min maxing gear and dont want to be shoehorned into wearing only one set because it has the highest ilevel.
    This is another problem altogether and a consequence of really poor secondary stats. Since primary stats are automatically tied to ilvl, it would have been far more interesting to give them less impact that secondary stats.

    Previous post updated with ilvl examples

    And, for the record, I'd add food and medecine that you could buy with tomestones so that you'd still have a reason to farm them in odd patches, on top of already existing materials and relic items.
    (1)
    Last edited by Reynhart; 10-05-2016 at 11:49 PM.

  2. #242
    Player Aquaslash's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    506
    Character
    Zinnia Higana
    World
    Cactuar
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Reynhart View Post
    This is another problem altogether and a consequence of really poor secondary stats. Since primary stats are automatically tied to ilvl, it would have been far more interesting to give them less impact that secondary stats.

    Previous post updated with ilvl examples

    And, for the record, I'd add food and medecine that you could buy with tomestones so that you'd still have a reason to farm them in odd patches, on top of already existing materials and relic items.
    The only thing I would change about that is to add an infusion system. The idea is that you find a piece of gear that you really like and feed a higher level piece of gear to it. The lower gear then scales to the same level as the gear you fed to it, while keeping its own attributes.

    That way dungeon gear stays relevant as you could possibly find a really good roll, and you have incentive to run the higher content to continually upgrade that gear. Of course this means they need to rework secondaries (again) but they should be doing that anyway
    (0)

  3. #243
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    I guess people did not care for my achievement idea. The solution to raiding is simply Normal > Hard > Savage. Until SE is able to make that happen, raiding's scaling and difficulty are always going to be a mixed bag.

    If we assume they stick to Normal > Hard, then the achievement system should really be a must. Progress normally like you do in Creator, but to pull off things to get specific achievements in the raid, you need to meet certain higher expectations in skill and gear composition to pull it off. I don't mean the achievement you get at the end for completing it. I mean like what WoW does when you pull off a hard feat you wouldn't normally do in the fight, but get an achievement/reward for doing so.

    The achievements can give titles, minions, and mounts. I would even argue that in terms of reward structure, you put some generic looking dungeon gear in Normal mode, then put the actual raid armor set in Hard. Earn the achievement in that raid turn, then the items to let you dye the raid gear be in the chest. It can work if SE makes it fun and it requires very minimal extra work on their end, letting them make something for the midcore scene, and adding that extra topping for the hardcore.

    Again, adding an extra difficulty mode is the best solution, but the achievement system would be a great thing to have if SE isn't willing to dish the extra difficulty tier.
    (6)

  4. #244
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Aquaslash View Post
    The only thing I would change about that is to add an infusion system. The idea is that you find a piece of gear that you really like and feed a higher level piece of gear to it. The lower gear then scales to the same level as the gear you fed to it, while keeping its own attributes.
    As the secondary are now, this would indeed be useless.

    That reminds me of how gear works in Lightning Returns. They all have basic stats, but once you have access to the forge, previous gear can match or even surpass high level gear thanks to good upgrades. Of crouse, the lower the gear, the longer it would take to be full powered.
    (0)

  5. #245
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Velhart View Post
    I guess people did not care for my achievement idea. The solution to raiding is simply Normal > Hard > Savage. Until SE is able to make that happen, raiding's scaling and difficulty are always going to be a mixed bag.

    If we assume they stick to Normal > Hard, then the achievement system should really be a must. Progress normally like you do in Creator, but to pull off things to get specific achievements in the raid, you need to meet certain higher expectations in skill and gear composition to pull it off. I don't mean the achievement you get at the end for completing it. I mean like what WoW does when you pull off a hard feat you wouldn't normally do in the fight, but get an achievement/reward for doing so.

    The achievements can give titles, minions, and mounts. I would even argue that in terms of reward structure, you put some generic looking dungeon gear in Normal mode, then put the actual raid armor set in Hard. Earn the achievement in that raid turn, then the items to let you dye the raid gear be in the chest. It can work if SE makes it fun and it requires very minimal extra work on their end, letting them make something for the midcore scene, and adding that extra topping for the hardcore.

    Again, adding an extra difficulty mode is the best solution, but the achievement system would be a great thing to have if SE isn't willing to dish the extra difficulty tier.
    Would this be anything like what existed in 1.2s dungeons.

    for example if you simply completed AV you got an achievement. if you also did extra stuff like complete it without using fruits you got another achievement and if you cleared it in the speedrun time for the extra loot chests you got another?
    (0)

  6. #246
    Player
    CrystalRainbow's Avatar
    Join Date
    Sep 2013
    Posts
    807
    Character
    Crystal Rainbow
    World
    Balmung
    Main Class
    Archer Lv 80
    Think if it like this. A12 is just as hard as everything else. The Player base is getting so much better.

    That glass is 1/2 full!
    (0)

  7. #247
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Dzian View Post
    Would this be anything like what existed in 1.2s dungeons.

    for example if you simply completed AV you got an achievement. if you also did extra stuff like complete it without using fruits you got another achievement and if you cleared it in the speedrun time for the extra loot chests you got another?
    Yes similar to that. I think more of WoW's achievement system within raids, but you are in the right ball park.
    (0)

  8. #248
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Velhart View Post
    Yes similar to that. I think more of WoW's achievement system within raids, but you are in the right ball park.
    I'm not sure I'd like to see speedruns rewarded. It already makes some people act like jerks.
    (5)

  9. #249
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Watachy View Post
    They should just start by creating 3 difficulty modes: Normal - Brutal - Savage for raids, and then i think the raiding scene would improve.
    Just having 3 tiers is unlikely to help if they end up serving unbalanced portions of the population.

    In a 2 tier raid scene the population clearing objectives should be something like 50%(NM)/25%(S) and a 3 tier should be 50%(NM)/25%(HM)/12%(S) which is far from the pre-3.4 50%/3%.
    (1)

  10. #250
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Reynhart View Post
    I'm not sure I'd like to see speedruns rewarded. It already makes some people act like jerks.
    So does every sort of PUG-able content that has a realistic chance of failure. Especially in a team scenario - it's why MOBAs and PvP in general are renown for their toxicity.
    (0)

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