
Originally Posted by
Kabooa
Do recall this thread makes the assumption that additional background changes are implemented to accommodate a suggestion.
The Devs prior behavior can be, in this land of make believe, considered invalid and moving forward we can have wildly different encounter set ups. Don't work under the assumption that damage is always the more efficient solution.
If we're just going to labor under the assumption that only damage matters, we might as well close up shop, because we have a whole forum of that to work with already.
Understood. But, it's that's not just an XIV paradigm; it's an inherent issue with capped outputs like mitigation and healing. Damage-centric progression therefore tends to norm for nearly
every MMO with a serious raid community, save perhaps for the odd raid in GW2 and cutting edge progression that's meant to otherwise lock us out of completion until we've had additional weeks to gear up from the same raid. Without allowing defensive stats to themselves be
flex stats of sorts, such that their would-be excess mitigation can see real purpose, you condemn them to that same inherent issue.

Originally Posted by
Kabooa
The primary issue I have with such specific secondary effects to the attributes is that I cannot choose to have those specific interactions without picking an offensive stat I may not want.
What does it matter though, so long as everything is equally offensive or defensive, in that they're all flex stats? Is it worth so much more to be able to choose to be a turtle tank or dps-tank--especially given that unless all fights have homogenous dps checks and mitigation checks that decision will be mostly forced--than to have your choice of
how you want your tank (not a turtle-tank or a dps-tank, just... a tank) to play?
Inevitably, you either have (1) less deliberate damage vs. mitigation choices or (2) one category or the other made inferior by situation. That's not to say that we can't make compelling progression via defensive vs. offensive choices, building up a defensive set for this one savage dungeon with disgustingly hard pulls and another set for speedrunning another bit of high-end content (where the two cannot mix while still getting above 80% performance or so). It's just... not my preference. I prefer that if we're to have deliberate branching gear progression, which is all I've ever seen from such systems, it should be with those particular branching content paths in mind, not just as a consequence of general gearing systems, and in the meantime our gear should choose only
how we play through content and rarely ever
what content we can play through.

Originally Posted by
Kabooa
I might even argue that shifting the passive power gain to pure item Level or primary attributes and letting things that dictate your rotation be the primary sub-stats themselves would be the better course.
That's effectively what I've suggested, except in that it's quite literally impossible to positively affect gameplay (at least without specifically negatively affecting gameplay elsewhere) without also positively affecting performance (which in turn amounts also to passive power).