
Originally Posted by
Shurrikhan
There's no need to sacrifice anything though. From the start, make dungeon gear dyeable. There, you've now got the likeness of the striking/scouting or scouting/aiming distinction in most cases. But atop that, allow for variations of each set. You can have your Noct fending with its silly little shoulder additions, your Dreadwyrm or Creator sets with their buttwings, or not. Similarly, where Scouting, Striking, and Aiming did vary before, you can have a version with the half-cloak added over the side (where that's the only difference between, say, Midas Striking and Aiming), throw a cloak over the whole thing (Creator striking vs. scouting) etc. Same item, quickly swapped appearances. Unless a more comprehensive glamour system also includes cross-class glamours, I feel like that'd add a fair bit more freedom than any glamour revision, and would reduce the item count despite that.
In the end, it just turns into a question of whether you want to farm 4-5 items (caster-cloth, healer-cloth, melee-leather, ranged-leather, tank-plate, melee-mail), or 7 (tank, healer, caster, ranged; monk, ninja, dragoon). The appearances don't have to be any part of that decision unless you want to cry imbalance if one roll ends up having an extra appearance available than another.
Except a piece of gear doesn't necessarily need to have the same stats when equipped by one job as when equipped by another. It's been the case thus far, but there's no reason why matched stats should be impossible.
Alternatively, they could balance their secondary stats a bit so it isn't always "Crit is god, except to BLM, where it is merely king"...
Also, isn't there a larger issue with crossing armor classes in the first place than secondaries? Even if we were to move the added Stamina modifier from the fending gear to the tank classes themselves, we'd still be looking at increased defense on the Fending left-side gear.
Ideally, I would think that each glamours should always be applied to the slot, not the gear itself, and on a job-by-job (or class, apart from SCH/SMN) basis. Each job should have, say, 3 images available to each of its slots, with 3 glamour "sets" available for quick swapping/matching. Glamour prisms are consumed to add an item to the bank of 3 images per gear slot per job, or, if those slots are already full, to replace another image. By default, any other images saved on any other job that your current job meets the level and class or job requirements for will be shown in your image slots. (Swap from a glamoured level 40 Warrior to a newly gained Paladin and it's no problem; you'd immediately see the applicable (even if incomplete) sets from you warrior in addition to your native/unglamoured set/look.) Moreover whenever you spirit-bind an item, you have the option via a right-click (notification once out of combat following the spirit-bind) to save its image to your glamour bank (replacing another image if the bank is full).
If that doesn't give crafters enough to do, then additionally charge a generic mirage prism that any crafter can make (99 stacks ftw) each time you swap sets, rather than having actual on-the-fly freedom to swap between up to 3 images per slot per job, wherein sets are just a convenient function in the same way physical gear sets are now.