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  1. #11
    Player
    Vulcwen's Avatar
    Join Date
    Mar 2016
    Posts
    256
    Character
    Vulcwen Mhasi
    World
    Zodiark
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Powercow View Post
    Oh not that they're worried about players mixing bits and pieces of tomestone and raid drop gear, more that Yoshida has indicated that he feels the current system is already potentially *too complex.* Yyyyyeah..
    Yoshida sees that people don't understand the system, thus it must be too complex (sigh). He also doesn't understand it himself...
    The problem is that the game gives no information about what things actually do numerically, so people can't figure out priorities on their own, but instead must rely on people willing to spend a lot of time (and gil) to figure out what those stats do.

    Anyway, gear in this game is still nothing more than a gating system. It's boring, but it doesn't need to be interesting because the game is more content-focused anyway.
    (1)

  2. #12
    Player
    thegreatonemal's Avatar
    Join Date
    Jun 2015
    Location
    Gridinia
    Posts
    679
    Character
    Malcolm Varanidae
    World
    Marilith
    Main Class
    Lancer Lv 100
    They are dumb in general and tend to only give really good effects when you have most of the set depending on the class some of them suck. a waste of time that changes nothing
    (2)

  3. #13
    Player
    ReplicaX's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    1,020
    Character
    Methos Ranperre
    World
    Jenova
    Main Class
    Ninja Lv 70
    Quote Originally Posted by alimdia View Post
    I mean, if certain set effect
    Has nothing to do with common sense stats for specific jobs. Referring to Job Specific Set Bonuses that can enhance actions like the example from Zumi:

    Quote Originally Posted by Zumi View Post
    Would be nice to have raid set bonuses that have an effect

    Some examples
    monk 2 piece - demolish lasts 30 secs, 4 piece - grease lighting 4
    Pld 2 piece flash now does 100 potency damage, 4 piece clemency is instant cast
    If sets like this existed in Raid Gear. You really don't think some of the community would demand it in midcore content such as SB Ex Primals in PF/RF? Even though it can be tackled easily with alternate gear outside Raids by players with good skill. As if ilvl bloating isn't already a common practice.
    (2)

  4. #14
    Player
    Urthdigger's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,670
    Character
    Eyriwaen Zirhmusyn
    World
    Hyperion
    Main Class
    Scholar Lv 90
    I think a bigger issue with job-specific set bonuses like that some effects may be too powerful to be replaced by anything else, which can cause problems down the road. Imagine if the healers all required ilvl 90 gear even when doing ilvl 200 content just due to the invaluable ability bonuses? Or say a new player needs to hit up Labyrinth of the Ancients or other dead content for a vital piece but no other class needs to run that.

    If ability specific bonuses are added, care would need to be taken to ensure they get replaced eventually like all gear, or the entire system FFXIV runs on would need to be entirely overhauled (which I really don't see happening).

    That all said, back to the original topic, I would LOVE to see set bonuses on more gear... just most likely it'd need to be basic stats, or standardized (say, Healer gear gets a 10% healing potency bonus for 5 sets on all 8-man raid gear)
    (0)

  5. #15
    Player
    Aylis's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    801
    Character
    Aylis Tessier
    World
    Balmung
    Main Class
    Scholar Lv 80
    Quote Originally Posted by Vulcwen View Post
    Yoshida sees that people don't understand the system, thus it must be too complex (sigh). He also doesn't understand it himself...
    He also did say in a really early live letter that any game that required him to expel a large amount of effort for a single goal is not a game he would play. I'd love to see gear sets, procs and triggered effects added to gear to make things interesting. I don't see it ever happening though based on a few Yoshida comments.
    (0)

  6. #16
    Player
    Leigaon's Avatar
    Join Date
    Apr 2012
    Location
    Limsa
    Posts
    740
    Character
    Zara Diaspora
    World
    Excalibur
    Main Class
    Carpenter Lv 63
    Someone put up a good thread a long time ago about something similar to this and used FF9's ability system in comparison. It might have worked back then but we're so far into the game now I don't see it happening.

    Like someone said if you put it on Raid Gear someone is going to want it for other content. They could introduce it at level 50 for things like Crystal Tower and CoB. Though now you run the risk of those bonuses being better compared to iLV or completely useless, which people will complain either way. They could do something like FF9 where gear sets and you can apply those to other pieces of gear after spirit bonding them. Now you'll have people who might want to go back into certain content and spam it to get gear, which leads to RNG. I guess the work around would be currency like primals after each dungeon is completed so after X amount of times you can turn it in for a piece of gear.

    Also, if we get a set bonus I can see people wanting only those people in their farm groups if the bonuses are decent enough (if they're not people will get upset and scold the developers). I'd like to have something like this or in 1.0 when our AF boosted certain aspects of our job. The more I think about it the more I realize though the players will make it into a negative, toxic situation. Or maybe I'm wrong, which I'll accept and move on with. I do like the topic though and the ways it could be implemented.
    (1)
    Last edited by Leigaon; 04-05-2017 at 10:55 PM.

  7. #17
    Player
    YukiteruSenko's Avatar
    Join Date
    Jan 2016
    Posts
    134
    Character
    Seiichi Senko
    World
    Lich
    Main Class
    Astrologian Lv 90
    Good idea but for pvp should the bonus does not exist otherwise will disturb the balance..!
    (1)

  8. #18
    Player
    Dreggit's Avatar
    Join Date
    Nov 2016
    Location
    Ul'Dah
    Posts
    336
    Character
    Helfgrin Dreggit
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Sure you can argue with current BiS meta against a set bonus but a set bonus can be as simple as a +xx (main stat), +xx (secondary stat), +xx defense boost. Which would likely make the set then BiS with the bonus effects instead of individually.

    However such set bonuses would need to be attached to armor/accessories as weapons are a mix between x set and relics.

    You could have a soft set bonus for uncrafted gear and a higher bonus for crafted. (For example. Shire vs augmented shire) I know the thought was towards raid but, eh.

    I've seen set bonuses be successful to promote continued farming of a range on content relevant to the sets and so would solve a que issue.

    Alternatively, if nothing else, you could make sets that even do procs based off of certain actions that may or may not serve a purpose. (One mmo I played had a easter set that when wearing the full set has a random chance to spawn a peep minion upon every global cooldown. A fully cosmetic thing but an example of something else for set bonuses)
    (0)

  9. #19
    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 Urthdigger View Post
    Imagine if the healers all required ilvl 90 gear even when doing ilvl 200 content just due to the invaluable ability bonuses?
    Thaaat... would kinda go against the whole point of item levels. If an i90 piece (or set) doesn't get replaced until i200, then it's effectively like handing out (an) i200 item(s) at a time where i90 would be appropriate.

    That's a general problem with special effects - It's hard to appropriately tune them. You have to convert their value back into a metric that's comparable with flat number increases to balance them with other gear options and that's messy.
    (1)

  10. #20
    Player
    bass9020's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    1,038
    Character
    Versatile Bottom
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Leigaon View Post
    FFIX ability system
    I never made a thread about it but I did bring it up a few times in other threads. I thought an updated/expanded system similar to IX would be a pretty good idea. It would be job based instead of gear based and you could apply the passives to whatever content type you wanted. Now this may be way too complicated to do or add a lot of extra work but isn't that the point of developing a game with systems? Its there job to make fun and exciting features for us. I even brought up bringing back guild tokens as a way to collect the passives. Doing content like we do now or more unique class based quests or dailies (lol classes I KNOW SO FUNNY) would earn us tokens for the guilds and we could then purchase passives to slot if we wanted. It would also make the old guilds serve a purpose again which would be nice.
    (0)

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