Comparing offline RPG and MMO doesn't make sence. I couldn't care less if this is a Final Fantasy. That doesn't mean I'm entitled to awful mechanics because of that. Using "it was never there in previous FF" as an argument doesn't make sense either.
You should know that even in games that gives you detailed stats on your character sheet, your exact damage against [%target] cannot be calculated before you get into battle.
But at least you have an idea on what stats are doing.
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I really love all players here whose experience with MMOs is XI/XIV and/or 2 hours of something WoW-like and who like the current stats system.
Theorycrafting is way more present in most of others games than it is on XI or XIV. Transparency with stats have nothing to do with being "spoon fed". As a player, I want to know what stat is doing what. Today on XIV, you add let's say resistance against an element, you have no idea how it works, how is that normal?
Is it too hard to have standard formula such as 1 point of resistance = 0.0x % less damage from that element? At least characters would feel like they are really progressing with their gear, they would notice an immediate difference, DEVs could tailor encounters that requires a certain amount of resistance to be cleared, etc. Same goes with all other stats.
dLvl should have little to no impact as well, especially when lv50. There shouldnt be lv70 monsters around or something.
I want parry/dodge/magic evasion to be expressed in %. Same for resistances.
Attack/STR | INT/Magic attack etc. should be expressed in DPS once computed.
That doesn't mean that I will know exactly how much damage I will do against a specific target, once again...
(This debate remembers me the one with Enmity, when people were saying that Enmity shouldn't be shown to players and remain completely hidden like on XI...)



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