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  1. #121
    Player
    Ashenspire's Avatar
    Join Date
    Jun 2012
    Posts
    78
    Character
    Ashenspire Desdimarnia
    World
    Hyperion
    Main Class
    Dragoon Lv 80
    1) A personal bank/vault system with easy access to, including a more streamlined approach to the interface without the incredible lag between loading menus.

    2) Introduce gear that is specifically stated for a certain job. Str/Pie on gear for DRGs, Dex/Pie for BRDs, etc. The pieces would still work on multiple jobs, but isn't the most optimal slot. AKA, pieces for all jobs where there isn't a single wasted stat (such as evasion on DD gear. I understand how it "could" be useful, but ultimately in 99/100 scenarios, it isn't).

    3) Get rid of crit potency. Crit should just do x2 damage.
    (3)

  2. #122
    Player
    Viritess's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    499
    Character
    Viritess Vonschalt
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    I'm Honestly curious what relevance Crit type stat and materia falls into here. I tend to prefer Crit style builds and with the refernce to Dragoons becoming more crit focused in the pre 1.22 Job changes.

    As it is Pys Crit Materia and bonuses hardly seem worth it for such a negligible increase compared to the raw power derived from base stats like STR etc.

    If materia will lose its effectiveness relative to our character stats (something i'm unsure of, concidering how much stuff i've blow up already trying to 2x meld, and i just started) Will crit type materia also be downgraded further? or will any stat rebalance take this into concideration?

    For instance i'd love to take more advantage of the Militia DD set, or the crit atk power and other crit Materia. but there hardly any reason unless i'm sitting at cap because of the difference.

    Can we get some information on the non-base stat Materia/ Inherent class/job bonuses and if we'll see some positive movement towards their use in 2.0? Or should we expect that, despite a 1;1 ratio, we will still be stacking 3x Str/Pie/Int melds?

    Quote Originally Posted by Ashenspire View Post
    1) A personal bank/vault system with easy access to, including a more streamlined approach to the interface without the incredible lag between loading menus.

    2) Introduce gear that is specifically stated for a certain job. Str/Pie on gear for DRGs, Dex/Pie for BRDs, etc. The pieces would still work on multiple jobs, but isn't the most optimal slot. AKA, pieces for all jobs where there isn't a single wasted stat (such as evasion on DD gear. I understand how it "could" be useful, but ultimately in 99/100 scenarios, it isn't).

    3) Get rid of crit potency. Crit should just do x2 damage.
    I can't really agree with your points personally. because it really negates the need for quite alot of neat possibilities. For your second point. If we make all gear have only the best possible stats per job, then the only choice we make is which has more. And i don't belive thats the best route to take with gear and stats.

    I have no issue with Evasion, magic evasion Crit attak power on gear. the question is will they make those skills relevant for the situations those jobs are in. If they insist on making all Boss PYS attacks un evadeable. then just remove evasion. But if you can evade say, Coincounters 100-ton swing. and stack some evasion. that would be a positive route to evasion becoming a interesting stat to have.

    As far as your 3rd point. The one reason i kind of like how they have split up Crit stats is because when you have a base Crit does x2. then the tweaking of crit chance has to be down behind the scenes or everyone just stacks crit chance

    With what they have now, you can stack crit chance. but your crits wont be huge, or you can stack crit atk power, and have less crits that hit harder. Or find your sweet spot where you like it. As a crit enthusiest, i like that choice. Plenty of games do the base x2 type of crit. And you'll often see on patches "Crit chance of X adjusted" because thats how they dial down your double damage.

    I don't want to see a culling of possible stats like evasion etc. I want to see them matter just enough to concider some more evasion instead of HP. Or More crit atk power instead of STR. Its all in the numbers, and its up to SE to find a sweetspot for stats instead of an easy road "Gear Hallway" Oh base stats and nothing else to concider. Sounds terribly boring.
    (3)
    Last edited by Viritess; 07-28-2012 at 09:47 AM.

  3. #123
    Player
    Skies's Avatar
    Join Date
    Nov 2011
    Location
    Ul'Dah
    Posts
    1,723
    Character
    Y'ahte Tia
    World
    Zalera
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Musaid View Post
    People put their time and effort into multi-melding gear...just to get nerfed?
    Nnnnno.
    All that was started was "Stats from levels and stats from gear will have the same impact"
    That could have as many meanings are there are ways to implement that. From both being nerfed to hell to it's polar opposite of absurd power creep.
    That was all that was said, take from it no more than that.
    (3)

  4. #124
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Camate View Post
    In regards to battle-related stats, it is currently possible to receive large boosts from stats on equipment, while character stats do not have as much of an effect. For example, equipping items with multiple materia melded to it will allow players to become quite powerful. In A Realm Reborn, we are planning to make adjustments so that the ratio of influence from character stats and from gear stats is 1:1. With this, having 5 materia melded onto a single item won’t elicit as large of a difference like it does currently.

    Similarly in the current version, even when players add large amounts of INT and STR via equipment with multiple materia and such, it may feel like damage is not increasing and this is due to a damage range that has been set. Fundamentally, battle related stats fluctuate based on the level difference between enemies, and this is also why we are not planning to display evasion rates and other things.
    Display evasion rates as in player evasion or monster evasion relative to the player's accuracy? If it's the latter, then this might create an issue on a player end. I'd actually preffer to know what the magic cap for accuracy would be instead of constantly eyeballing numbers and wondering if you're stacking too much accuracy. It certainly made gearing less of a headache.

    Quote Originally Posted by Viritess View Post
    I have no issue with Evasion, magic evasion Crit attak power on gear. the question is will they make those skills relevant for the situations those jobs are in. If they insist on making all Boss PYS attacks un evadeable. then just remove evasion. But if you can evade say, Coincounters 100-ton swing. and stack some evasion. that would be a positive route to evasion becoming a interesting stat to have.
    More stats thrown into the mix = more chance for exploitation. Utsusemi tanking was largely backed by evasion-stacking. Rogues in WoW eventually figured out how to stack evasion to allow them to tank raid bosses. That's just two examples.

    The one reason i kind of like how they have split up Crit stats is because when you have a base Crit does x2. then the tweaking of crit chance has to be down behind the scenes or everyone just stacks crit chance
    This can be countered or worked around by designing classes and jobs with mechanics that rely on critical hits.

    With what they have now, you can stack crit chance. but your crits wont be huge, or you can stack crit atk power, and have less crits that hit harder. Or find your sweet spot where you like it. As a crit enthusiest, i like that choice. Plenty of games do the base x2 type of crit. And you'll often see on patches "Crit chance of X adjusted" because thats how they dial down your double damage.
    The only time I've seen crit values adjusted under the x2 system is when crit rating on gear gets ridiculously high accross the board instead of just for the classes with mechanics that rely on crits.
    (0)
    Last edited by Duelle; 07-28-2012 at 09:55 AM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #125
    Player RexSkyborn's Avatar
    Join Date
    Mar 2011
    Posts
    75
    Character
    Rex Skyborn
    World
    Hyperion
    Main Class
    Thaumaturge Lv 50
    Being able to add your own stats is pointless, at least with the current system. Every class has 2 main stats... and those are the 2 people max... so it defeats the purpose of being able to make a unique character. They should either just put it back to automatic stat allocation or make more than 2 stats useful for a class.
    (6)

  6. #126
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by RexSkyborn View Post
    Being able to add your own stats is pointless, at least with the current system. Every class has 2 main stats... and those are the 2 people max... so it defeats the purpose of being able to make a unique character. They should either just put it back to automatic stat allocation or make more than 2 stats useful for a class.
    All that does water down itemization for every class instead of creating focus stats. Focused stats are not a bad thing per se, but the way all stats (primary and secondary) affect each job should be different depending on the job. Right now stats have blanket rules, which I am personally not fond of.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  7. #127
    Player
    Viritess's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    499
    Character
    Viritess Vonschalt
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Duelle View Post
    All that does water down itemization for every class instead of creating focus stats. Focused stats are not a bad thing per se, but the way all stats (primary and secondary) affect each job should be different depending on the job. Right now stats have blanket rules, which I am personally not fond of.
    I agree i tend to like Stats that all around effect the class/job. I mean we allocate stats for each class as it is (battle/magic) All of those stats may aswell effect many different aspects of the class/job. Else the only reason to have your stats class exclusive is because 23/str won't help you as a BLM.

    If a DRG's Dex helped Acc and Crit. Mind helped TP gen and Evasion/ M.evasion etc. Then you may be presented with some interesting choices.

    And with a system like that, you may actually be able to put it some diminishing returns that are harsher, cause if you do cap STR gearing a bit more Dex would actually be more helpful. Adding some MND could be useful. It would certainly have us moving around alot more of our gear if all the stats added something "good" to the job/class we're stating for.
    (3)

  8. #128
    Player
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,244
    Quote Originally Posted by Camate View Post
    Snurble here in your thread~!

    I wanted to give you some details on what's being planned for stats in A Realm Reborn.

    In regards to battle-related stats, it is currently possible to receive large boosts from stats on equipment, while character stats do not have as much of an effect. For example, equipping items with multiple materia melded to it will allow players to become quite powerful. In A Realm Reborn, we are planning to make adjustments so that the ratio of influence from character stats and from gear stats is 1:1. With this, having 5 materia melded onto a single item won’t elicit as large of a difference like it does currently.

    Similarly in the current version, even when players add large amounts of INT and STR via equipment with multiple materia and such, it may feel like damage is not increasing and this is due to a damage range that has been set. Fundamentally, battle related stats fluctuate based on the level difference between enemies, and this is also why we are not planning to display evasion rates and other things.

    For crafting, the stats in A Realm Reborn will have a greater influence than now, and for gathering, the requirements to obtain HQ items will be visible!
    Why not just have Evasion etc stats like other games do it? Example: Evasion % against level 50 Monsters or 51 or 52. That way we would have a better idea what the stat is if we want to raise it or lower it, and we can do the math ourselves if you just give us the base information based on equal level or maybe a little higher level enemy. We would obviously know that it might be 5% on a 52 Monster and it would be higher than that slightly on things just under that range, and vice versa.

    Just an idea, I really like to see all my stats. Having it on my gear and not seeing how it actually effects my character is kind of annoying.
    (3)

  9. #129
    Player
    Viritess's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    499
    Character
    Viritess Vonschalt
    World
    Sargatanas
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Duelle View Post
    Display evasion rates as in player evasion or monster evasion relative to the player's accuracy? If it's the latter, then this might create an issue on a player end. I'd actually preffer to know what the magic cap for accuracy would be instead of constantly eyeballing numbers and wondering if you're stacking too much accuracy. It certainly made gearing less of a headache.

    More stats thrown into the mix = more chance for exploitation. Utsusemi tanking was largely backed by evasion-stacking. Rogues in WoW eventually figured out how to stack evasion to allow them to tank raid bosses. That's just two examples.

    This can be countered or worked around by designing classes and jobs with mechanics that rely on critical hits.

    The only time I've seen crit values adjusted under the x2 system is when crit rating on gear gets ridiculously high accross the board instead of just for the classes with mechanics that rely on crits.
    Firstly love the good discussion going on here. I think your last point about crit adjustment is the exact reason i enjoy having them seperate. If we remove the other aspects we could gear for crit, then its only a matter of time when crit does get adjusted, because we will have almost no crit stat to stack besides Crit chance.

    In my opinion its self fulfilling with such a change. If you make crit into a single stat, to make crit feel like its doing anything at a certain point (lets say lvl 50 with full AF) then when you start getting better gear, or multi melding, your crit will be high, which in turn means that an adjustment is coming when either new gear comes, level cap rises etc.

    Thats in part why i support the current crit stats since they assist in keeping the overall damage in check, and would in general, require much more minor adjustments if needed.

    As to using evasion as an exploit. I can understand stacking X means an evasion heavy class can do alot of broken things. Though i'm not familiar with your first example, i am familar with the second. I think its much better for us to instead of looking at it as its been used badly before, get rid of it to how could that be avoided in the future?

    For instance if we discuss the merits of Evasion being a "gear only stat" and reciving no benifits from classes? Thus any evasion numbers would be kept within a certain range. Apply acc vs evasion modifiers for boss vs player? Maybe some extra ACC depending on distance from a boss during attack? (Higher chance of evasion when 4 yalms from boss then 2?) In essense engineering evasion to be something that works better during escape of an attack range, then a "stand there and dodge it" stat?

    To me this type of discussion could be more fruitful to all involved then just Evasion or no evasion because we discuss how we as a playerbase would like to see Evasion work. Yes/no discussions rarely spark any ideas. We should look at the examples you provided and try to find the mechanic that can then make such an exploit/use less, Useful?
    (0)

  10. #130
    Player
    Zenaku's Avatar
    Join Date
    Mar 2011
    Location
    FL,Hialeah
    Posts
    5,526
    Character
    Zenaku Yamada
    World
    Cactuar
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Musaid View Post
    People put their time and effort into multi-melding gear...just to get nerfed?
    ya then others don't have the luck and waste a lot of gil and wont get invite to good linkshell because you don't have 340+int
    i mean now it better all you really need is 1-2melds
    (2)
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