Results 1 to 10 of 21

Hybrid View

  1. 01-10-2020 08:52 PM
    Reason
    OF is a meme and it's too grey to be helped. So I'm not going to try anymore.

  2. #2
    Player
    LeoLupinos's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    547
    Character
    Leo Lupinos
    World
    Behemoth
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Darsien View Post
    I can think of nothing more boring then seeing my numbers go down, then go back to where they were as I gear, at the start of a new tier. Like, what worse feeling is there then going backwards and working hard to... Deal the exact same damage you were dealing a few months ago.

    It's basically the antithesis of the feeling of progression.
    Yes, indeed. What do you suggest then to counter this problem?

    I was still thinking overnight. But If they balance this by only affecting Bosses and not monsters we will get the feeling that the bosses are getting stronger,, and monsters weaker instead that we are being just the same. And even so, Bosses can have different Defenses and Max HP to avoid this feeling of "the same formula". So, for bosses is the "tier" damage with some variation, and monster/overworld big numbers.
    (0)
    Last edited by LeoLupinos; 01-10-2020 at 09:04 PM.

  3. 01-10-2020 09:07 PM
    Reason
    OF is a meme and it's too grey to be helped. So I'm not going to try anymore.

  4. #4
    Player
    LeoLupinos's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    547
    Character
    Leo Lupinos
    World
    Behemoth
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Darsien View Post
    By re-balancing stat values to have a much more gradual increase instead of the current increase rate.

    Which just happens to be what Square is doing. The purpose of the change is 2-fold: First, likely because their system can't handle larger numbers. Second, clarity. Adding an entirely new, entirely background system doesn't do the latter. It's over-solving a simple issue.
    By reducing the increase to a more gradual one wouldn't it affect the feeling of "reward" of upgrading ilvl, resulting in a bad thing? For example, tanks are already complaining about their damage, reducing the increase even more would be bad.

    Other FF games have this type of system, and there is Jobs that have the role of reducing it to increase the damage for everyone. Since it worked there, could work here, as I suggested for Healer Jobs.

    It's indeed a simple issue, but carries a complicated feeling into it, because the feeling of progression needs to stay there, while the numbers need to stop increasing indefinitely.

    So, by suggesting that only bosses get Defense atribute we can still feel progression dealing with monsters that have none to low Defense until the boss, and get to it having a feeling that the boss have a huge Defense Stat, or just some.
    (0)
    Last edited by LeoLupinos; 01-10-2020 at 09:22 PM.