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  1. #51
    Player

    Join Date
    Apr 2012
    Posts
    288
    Quote Originally Posted by GreyJorildyn View Post
    You're majorly fooling yourself if you think 22 points of VIT is saving your life or providing anything meaningful to your DRG.

    Point allotment is pointless.
    Seriously this. What the hell man... I lol'ed.
    (4)
    - Kurokikaze
    This is how I feel when I read posts on these boards:

  2. #52
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Ignoring what everyone has posted because I'm bias...

    The point allotment system is useless and annoying - everyone goes the same way or feels bad they didnt because the best stats are obvious.

    If you are going to have a point system (going to get flak for this) look at WoW's new system. while maybe not the perfect system, it was designed to make you want all the talents but only get to pick one, forcing people to develope their own style (or attempting to).

    Stats for particular classes with particular functions are horrible. Why go str with a thm/blm, why ever ever ever would you go str? Super pointless decision.

    If you want me to be unique make unique gear and special talents* you are forced between - but you will get lots of bitching for not being able to choose all talents.

    * Talents must be designed in a way that one doesnt trump another in function of the class - or designed in a way to make function of the class different but entirely effective in that new function. (never half ass talents)

    Also adding talents will make this game more like a WoW clone - so prepare for that crowd too.

    All in all stat allotment is useless and can either be completely removed or replaced.
    (2)
    Last edited by Shougun; 09-25-2012 at 07:44 AM.

  3. #53
    Player
    Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,965
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    Pretty much the same thing happened in WoW everyone had to use the same cookie cutter talents to get their theoretical max dps which was figured out by some theory crafter. Blizzard didn't like it because really there was no choice it was pick these if not you were bad and people could look up your character on the armory so they knew you were bad before even inviting you to a raid. You could be a really great player and pick weird talents but you were gimping yourself on dps and there is just no reason to do that. So what they did was do away with most talents made it more of a choice of utility. Like 3 different type of run speed buffs, or different types of stun or cc.

    Like the point allotment system theres really no need for it because there is no choice really, it ends up being did I do my points right for the job i am playing.
    (1)
    Last edited by Zumi; 09-25-2012 at 07:41 AM.

  4. #54
    Player
    Gidonoidon_Sur's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    618
    Character
    Agilo Sur
    World
    Ultros
    Main Class
    Marauder Lv 23
    I hope they do something similar to merits in FFXI. Real bonuses that add meaningful differences. For example, stuff to allow WAR to focus on tanking or DD, etc.
    (3)

  5. #55
    Player
    Join Date
    Sep 2012
    Posts
    1,462
    If point allotment is useless where you gonna get those 23?? and 22?? from? how you expect to cap stats for max dmg on your weapon? really ppl never get tired at bitching on for no damn reason...how do you even bring in here FFXI's merit system? that was x100 times more restrictive @.@ wth ...stats will be more useful in 2.0 i think so just wait
    (0)

  6. #56
    Player
    Esk's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    604
    Character
    Esk N'tania
    World
    Balmung
    Main Class
    Gladiator Lv 50
    I would prefer the system to be more evolved and it have more of an effect on how you use the class.

    But in some respects I'd prefer to see DOW/M just have 1 set of stats each (maybe 2 f they are grouped somehow like GLD/MRD ARC/PUG dunno exactly..
    And it styles how you play all th classes overall, fast casting quick MP regen, hard hitting burst damage, really accurate or Glass cannon and so on..

    Be a lot more interesting then the current and common mmo systems of just play x then press 1 2 3 2 3 1 rotations.
    but then guess people like keeping things the same, gives them more reason to compare and moan nothing is new lol.
    (1)

  7. #57
    Player
    Venat's Avatar
    Join Date
    Mar 2011
    Location
    Uld'ah
    Posts
    980
    Character
    Isaac Ven
    World
    Hyperion
    Main Class
    Thaumaturge Lv 90
    Forget the points and give us perks that don't effect combat or ones that do in a small way but have only 1 slot and earn only 1 perk every 30 levels and the perk slot is locked at lv1-29 so its not effecting a choice of leveling which class first to progress faster.

    Traits you can only equip and learn from lv30+

    Self Cure- PLD Cures+5%, MNK- Cures+70%, Blm+7%, Whm+8%
    Gil Finder- Increase rate of gil mob drops by 10%
    Chocobo Combat- Increases your chocobo attack speed by 10%
    Counter Attack Plus- Increases damage of Counter.
    Shield Block- Shield Blocks will heal your by 15% based on the damage.
    HP Plus- Increases your Health bar by 15%
    MP Plus- Increases your Magic Bar by 10%
    TP Plus- Increases the speed which TP bar grows back to full by 5% in 2.0.
    Evaded Attack+ Increases the damage attacks of all specials combos by 20%.
    Enmity Plus, Increases Enmity. PLD+15, WAR+10, MNK+30


    Rose charm- You gain extra bonuses will eating fruit.
    Miner's charm- You gain extra acc with throwing items.
    Sea charm- You lose less armor damage on your main weapon by 50%
    Materia Crystal- Will be able to find materia as you gather. (1-4% chance) (completely different materia)
    Chart Lense- Will be to find Treasure Charts on enemies also.

    Traits you can equip learn from lv10+

    Raw Meat plus- Will get more bonuses eating raw meat/fish.
    Blacksmith's charm- You lose less armor damage on blacksmith armor & weapons by 40%
    Goldsmith's charm- You lose less armor damage on goldsmith armor & weapons by 40%
    Armorer's charm-You lose less armor damage on armorer armor & weapons by 40%
    Potion charm- You lose less armor damage on Alymist armor & weapons by 40%
    Weaver's charm- You lose less armor damage on weaver armor & weapons by 40%
    Tanner's charm- You lose less armor damage on leather armor & weapons by 40%
    Leaf charm-You lose less armor damage on woodworking armor & weapons by 40%


    Lv10 (1 Equip Slot)
    Lv50 (2 Equip Slots)
    lv60 Traits are increased
    lv70 (3 Equip slots)
    lv80 Traits are increased
    lv90 (4 Equip Slots)
    lv100 Traits are increased
    (1)
    Last edited by Venat; 09-26-2012 at 04:36 AM.

  8. #58
    Player
    Yellow's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    477
    Character
    Tamako Lalako
    World
    Ravana
    Main Class
    Astrologian Lv 70
    I think there should just be a 're-assign' button.. and err, to be honest, this stat system is a bit useless unless the stats become more significant in what they change.

    It would be nice if there was a description saying which classes it's more suitable for too~ ^^ I mean I had to look online to see what stats were needed for Dragoon (I assumed STR + DEX).

    -- And a big no to perks!

    Do we really want to make this game easier + more like WoW?
    (0)

  9. #59
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Yellow View Post
    I think there should just be a 're-assign' button.. and err, to be honest, this stat system is a bit useless unless the stats become more significant in what they change.

    It would be nice if there was a description saying which classes it's more suitable for too~ ^^ I mean I had to look online to see what stats were needed for Dragoon (I assumed STR + DEX).

    -- And a big no to perks!

    Do we really want to make this game easier + more like WoW?
    Who said perks make the game easier? That is an assumed fallacy.

    End game WoW is actually extremely involved. Just because you hate it (I dont like WoW either) doesnt mean you can make up myths about it.

    And re-assign button to stats is silly when you say no to a talent system - you say I want choices to matter and I want to be able to reassign them. But dont make it like WoW, where choices matter and you can reassign them.

    Stats are perks that are more boring - and usually have less build options.
    (2)

  10. #60
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I'll agree that the points gained by leveling are more or less useless, serving only to cap your grand total of 2 to 3 useful stats in your endgame gear set.

    However, what exactly would you be looking for to make them not useless? What could be done to make any and all stats less rigid, decided merely per class.

    When it comes to stats in general, you can reach complexity enough to benefit from Calculus and it might still seem bland to those not putting in the analysis-goal-strategy-experimentation work outside the game. With enough complexity, gaps grow, and there will even be gaps between different players of equally "ideal" setups for different fights. But is that really that good a thing?

    What about an aesthetic, stylistic, or role-fitting approach? What could be done that would be new entirely?

    And for the leveling points specifically, what do you think that systems actually trying to accomplish? Experimentability, an aggregate sense of personal character? It seems obvious that none of those things could be achieved with the few points we can allocate, especially as we add them merely once per leveling, feeling none of the difference as we go. But then, what fill those functions?

    Maybe having the ability, even only once per level for no reason other than to link it to the same area--leveling--, to change all of the allocated points. Perhaps something different from basic stat points altogether?
    __________________________________________________________________

    I would prefer the system to be more evolved and it have more of an effect on how you use the class.

    But in some respects I'd prefer to see DOW/M just have 1 set of stats each (maybe 2 if they are grouped somehow like GLD/MRD ARC/PUG dunno exactly..
    And it styles how you play all th classes overall, fast casting quick MP regen, hard hitting burst damage, really accurate or Glass cannon and so on..
    In a lot of ways I want to see this two, but I do see a few issues with it:
    1. What does it matter if you're a glass cannon that's never attacked?
    --b. However, that might be a null issue, fitting itself in in terms of group strategy, just because you'd need a high-enmity tank or a way to kite.

    2. What would this mean to dual physical-magical classes? Should their spells really be automatically affected in the same way as their auto-attack speed, and what would that do to the idea of some cross-physical-magical rotational ends (assuming FFXIV could have these, ha...)?
    --b. That said, a pugilist who hits like Hundred Fists normally might look very fitting being able to quickly launch a Thunder cast while dodging a boss ability. So this may be null too.

    3. Without any "breaking points" or "special procedures" ("procs"), will there even be a difference between hitting fast and hitting hard in terms of actual dps. It's like 215 hits worth 75 each vs. 100 hits worth 161 each. Still dealt basically 16.1k over the fight.

    For any real differences, something stat-related mechanic to be imbalanced (i.e. some "proc" that only takes hits into account, rather than a total of damage), and every relationship between mechanics and stats imbalanced in an equal number or worth in combat that they remain balanced on the whole. Being able to have a larger difference aesthetically is nice, but it'll remain just aesthetics. (And that's assuming general balancing; otherwise speed-sets will just be crushed by mana costs.)

    ***
    I'd like for FFXIV to have something truly different, that's appears mostly aesthetic, but has a lot to do with team composition in a way that makes roles more fluid and versatile. This, of course, is to be paired with some class revisions, such that each class can to some extent fulfill any role within their basic type (physical - dps, utility, tank, etc), each in very different ways. Long story short: I'm dreaming way outside of practical scopes.
    (0)

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