doesn't matter. if the maximum number of STR you can get is +10, and STR is the main determining factor, then everyone will be trying to get that +10 STR. if the maximum you can get is +200, same thing will happen. but then +183 will be roughly equal to +188. but +9 will be very very different than +8.
Either way, Dlvl does balance the field a little as far as how good you need to be geared. you didn't directly say this, but it is implied.
but where do you draw the line? how good of gear do you need to have before you can reliable finish content? at what point does gear compensate for skill? etc.
As an example, I mained PLD in ffxi. when doing sky, when i first started. I pretty much had to use invincible when taking Seiryu for hundred fists. otherwise i would die. the fight was doable. and bit of a challenge.
once I was fully geared i was near the absolutely maximum for shield skill. at this point i barely needed sentinel to tank him. the fight was easy to the point of tedium.
The game is about being fun. you balance the game for people with above average gear. great gear makes it easier (can compensate for lack of skill) and if you have subpar gear you can still have a chance if you are highly skilled. gear be part of the tolerance. content shoudl be balanced around gate-way gear. IE: around AF. if you are skilled you should be able to do all content with AF.
Vanity. increase the tolerance in the number of mistakes you can make.
it's about execution and player choice.
a stats based progression tied to rails. all DDs build the same way. all tanks build the same way. there is a specific way to optimize etc. etc. all of the best builds in the game look the same.
a system that allowed enhancement not tied to stats fundamentally works in a different way. IE: if i'm a DD i can focus on ability damage (get only gear that enhances my attack abilities) or i can focus on sustained auto attack damage (get gear that enhances my auto attacks) or I can look for a combination of both. I can look at crit gear. etc. etc. etc. the base line is the same for all builds, so it's easier branch from it.
what we have now is we all try to hit stat caps, and then if we have enough room in our gear we can add in crit etc. to further increase our damage.
From the other side, a tank can be a defense/HP tank. an evasion/parry/block tank. etc.
what we have now, is the tanks go for stat caps, and then look for additional defensive stats where they can fit them.
and it's not really a 'problem' so much as its too simple imo. id' rather see lots of customization.


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