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  1. #1
    Player
    complexxL9's Avatar
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    Aug 2013
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    Soul Pierce
    World
    Cerberus
    Main Class
    Miner Lv 50

    Get rid of stat allocation.

    Stat allocation is useless mechanic. Only thing what you can achieve via it is gimp you character. There is really no decision making and no fun in that. Same was reported during beta.

    SE look at some statistics and you'll see 95% of people putting everything into main stat (and if not then it is even a bigger reason to get rid of it - we don't need gimped characters). Just get rid of stat allocation, no one will even notice them gone.
    (3)
    Something does not feel right with your game: http://forum.square-enix.com/ffxiv/threads/86836-The-Navel-(Hard)-plume-animation-damage-impact-out-of-sync http://forum.square-enix.com/ffxiv/threads/71728-The-problem-with-Instant-OFF-GCD-abilities-makes-combat-feel-less-rewarding http://forum.square-enix.com/ffxiv/threads/91388-Silence-not-taking-effect-even-though-it-is-used-before-enemy-finishes-the-casting http://forum.square-enix.com/ffxiv/threads/86887-Unable-to-activate-skills-even-though-UI-displays-them-as-available-for-use

  2. #2
    Player
    Marenwynn's Avatar
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    Sep 2013
    Location
    Gridania
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    45
    Character
    Serah Farron
    World
    Famfrit
    Main Class
    Archer Lv 50
    I imagine it'll become more important as the level cap rises and/or more classes are added, so that a selected job can be fine-tuned for different roles. Perhaps Bard will have the choice of becoming more of a support character that it used to be or the damage heavy version it is now. In that case, it'd be a toss-up between allocating points to Dexterity, Mind, and/or Piety.
    (0)

  3. #3
    Player
    complexxL9's Avatar
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    Aug 2013
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    Soul Pierce
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    Cerberus
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    Miner Lv 50
    Quote Originally Posted by Marenwynn View Post
    I imagine it'll become more important as the level cap rises and/or more classes are added, so that a selected job can be fine-tuned for different roles. Perhaps Bard will have the choice of becoming more of a support character that it used to be or the damage heavy version it is now. In that case, it'd be a toss-up between allocating points to Dexterity, Mind, and/or Piety.
    Don't see it happening as long as classes/jobs have Main Stat. You will always want your main stat above all else.
    (0)
    Something does not feel right with your game: http://forum.square-enix.com/ffxiv/threads/86836-The-Navel-(Hard)-plume-animation-damage-impact-out-of-sync http://forum.square-enix.com/ffxiv/threads/71728-The-problem-with-Instant-OFF-GCD-abilities-makes-combat-feel-less-rewarding http://forum.square-enix.com/ffxiv/threads/91388-Silence-not-taking-effect-even-though-it-is-used-before-enemy-finishes-the-casting http://forum.square-enix.com/ffxiv/threads/86887-Unable-to-activate-skills-even-though-UI-displays-them-as-available-for-use

  4. #4
    Player
    Marenwynn's Avatar
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    Sep 2013
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    Gridania
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    Serah Farron
    World
    Famfrit
    Main Class
    Archer Lv 50
    Quote Originally Posted by complexxL9 View Post
    Don't see it happening as long as classes/jobs have Main Stat. You will always want your main stat above all else.
    If further levels in Bard gave it the ability to dance through songs for most of combat, then something like Piety would be more valuable for song upkeep versus wasting it in Dexterity, when the Bard would rarely be using his or her bow. If it gained the ability to become a support healer, then dumping everything into Mind would empower heals far more than the small damage increase from Dexterity, making it a very viable tradeoff.

    Heck, the game just came out. Dexterity could be so high on gear in content months ahead from now, that allocating to Piety for song upkeep could be a better tradeoff. A main stat is defined by what benefits a character the most, according to player preference and role. It's not so cut and dry; in fact, some classes are already split over which stat to prioritize, like Marauder.
    (0)

  5. #5
    Player
    Rivienne's Avatar
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    Character
    Rivienne Bertouaint
    World
    Behemoth
    Main Class
    Conjurer Lv 36
    Really? I hear this all the time. But it doesn't make much difference on my main stat in my ability to heal people. I put most of mine in Vitality. I find it is easier to manage MP if I have more health myself, because in the burst attacks I can focus on other people first and have a much better chance of keeping everyone alive, and usually by the time I have brought everyone else back up, I have a free cure to throw on myself anyway.

    If this changes later in game, I can just use seals to buy the reset. So.. I disagree! It lets you customize potentially based on where you are in the game, and what your needs are, and your own personal skill level/play style.
    (0)

  6. #6
    Player
    complexxL9's Avatar
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    Soul Pierce
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    Cerberus
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    Miner Lv 50
    Quote Originally Posted by Rivienne View Post
    It lets you customize potentially based on where you are in the game, and what your needs are, and your own personal skill level/play style.
    Wrong.
    There is correct way to allocate stats and there is wrong way. If we don't know the right way yet, that does not mean it is meaningful, once there is theorycrafted spreadsheets showing how one stat is better than the others, stat allocation is pretty much done. Unless of course you want to gimp yourself, which brings me back to OP - get rid of it.
    (0)
    Something does not feel right with your game: http://forum.square-enix.com/ffxiv/threads/86836-The-Navel-(Hard)-plume-animation-damage-impact-out-of-sync http://forum.square-enix.com/ffxiv/threads/71728-The-problem-with-Instant-OFF-GCD-abilities-makes-combat-feel-less-rewarding http://forum.square-enix.com/ffxiv/threads/91388-Silence-not-taking-effect-even-though-it-is-used-before-enemy-finishes-the-casting http://forum.square-enix.com/ffxiv/threads/86887-Unable-to-activate-skills-even-though-UI-displays-them-as-available-for-use

  7. #7
    Player
    Rivienne's Avatar
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    Rivienne Bertouaint
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    Behemoth
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    Conjurer Lv 36
    Ah theory craft. Actually this itself is based on a false assumption. So I have been reading up on this approach to gaming, and I have found several flaws with it already, not in generalities because certainly there are ways to optimize anything in this kind of game because it is ultimately based on concrete algorithms (whether they are known or not), but in specifics where it is used to assume that there is only one single perfect way to beat every fight, and therefore there is no reason for any stat allocation that isn't optimized for this perfect approach that works for every fight.

    In essence, this is how in chess, each specific known stratagem also has a specific way to beat it. If you attempt to use the same approach to beat one as another, you will lose. It is about strategy and approach, and what your focus is (stats) will very from game to game.

    At best you could argue that any character with a static stat will be gimped because in any given fight, the stat will be allocated wrong. So the best you could hope for is a middle ground allocation that is balanced for all fights equally. But then this isn't the ideal stat allocation, it is just a compromise. So in that sense stat allocation of any static nature will be gimping your character, whereas a dynamic one (if at a cost) allows for approaching each fight much more optimally.

    Further your assumption is also based on playing a single job, and only that job, ever. Meaning that switching jobs would also find said allocation to be gimping your character, not to mention those jobs that are split between stats, where both are equally important, but for different skills. In other words, if you allocate for a fight where you need one skill mostly, then in another fight where you need a different skill that depends on a different stat, you are no no longer optimal. The only way this would make sense is if each job had only one skill, dependent on one stat, and you could never switch what this skill was .

    In short: you are incorrect in the assumption that static will always be better. In fact dynamic is the only way to allow for switching job specialties and accounting for different fight mechanics later that will be different, short of the system itself automatically adjusting stats to fit each job and fight. And honestly if you want to play a game that automatically optimizes your character stats for you for every single fight, so you are always perfectly prepared for the perfect fight, just by walking into it. Well, that is not this game at all, and certainly isn't one I am interested in.

    Now, carry on writing me off as you apparently write off everyone else who disagrees with you on anything.
    (0)
    Last edited by Rivienne; 10-03-2013 at 10:13 PM. Reason: 1000 characters

  8. #8
    Player
    complexxL9's Avatar
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    Soul Pierce
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    Cerberus
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    Miner Lv 50
    Quote Originally Posted by Rivienne View Post
    Ah theory craft. Actually this itself is based on a false assumption. So I have been reading up on this approach to gaming, and I have found several flaws with it already, not in generalities because certainly there are ways to optimize anything in this kind of game because it is ultimately based on concrete algorithms (whether they are known or not), but in specifics where it is used to assume that there is only one single perfect way to beat every fight, and therefore there is no reason for any stat allocation that isn't optimized for this perfect approach that works for every fight.
    Are you suggesting that you should be reallocating your stats for different fights? Well that is one more good argument to get rid of it.

    I thought assigning stats points is meant to be meaningful and how it can be meaningful if you just reallocate them to suit every fight the best? Why have them in the first place then? There will still be best stat assignment if not per job, then per fight, and every end-game pve player who will want to progress hard content, will know what that best assignment is. Really it's why blizzard got rid of talent trees in wow and why it got rid of stat allocation in d3 - because it serves no other purpose than to gimp the uninformed.
    (0)
    Last edited by complexxL9; 10-03-2013 at 10:22 PM.
    Something does not feel right with your game: http://forum.square-enix.com/ffxiv/threads/86836-The-Navel-(Hard)-plume-animation-damage-impact-out-of-sync http://forum.square-enix.com/ffxiv/threads/71728-The-problem-with-Instant-OFF-GCD-abilities-makes-combat-feel-less-rewarding http://forum.square-enix.com/ffxiv/threads/91388-Silence-not-taking-effect-even-though-it-is-used-before-enemy-finishes-the-casting http://forum.square-enix.com/ffxiv/threads/86887-Unable-to-activate-skills-even-though-UI-displays-them-as-available-for-use

  9. #9
    Player
    Rivienne's Avatar
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    Aug 2013
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    Character
    Rivienne Bertouaint
    World
    Behemoth
    Main Class
    Conjurer Lv 36
    Quote Originally Posted by complexxL9 View Post
    Are you suggesting that you should be reallocating your stats for different fights? Well that is one more good argument to get rid of it.

    I thought assigning stats points is meant to be meaningful and how it can be meaningful if you just reallocate them to suit every fight the best? Why have them in the first place then? There will still be best stat assignment if not per job, then per fight, and every end-game pve player who will want to progress hard content, will know what that best assignment is. Really it's why blizzard got rid of talent trees in wow and why it got rid of stat allocation in d3 - because it serves no other purpose than to gimp the uninformed.
    Yes, to a point, I am saying that you should be able to reallocate for different jobs/group/fight dynamics. This is fundamentally how strategy work. Different strategies require different allocation of skills/abilities. Removing the ability to use different approaches, also means removing the ability to have different types of challenges. Because in order for a single perfect strategy to always work, you must always have the same fight.

    Removing the ability to assign stats, without some other mechanism to replace it, would gimp the game itself, because it would only ever be able to provide one type of challenge with no variation. Same fights, different backdrop.
    (0)

  10. #10
    Player
    ninesunz's Avatar
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    Aug 2011
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    U-DA!
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    339
    Character
    Nine Sunz
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by complexxL9 View Post
    Stat allocation is useless mechanic. Only thing what you can achieve via it is gimp you character. There is really no decision making and no fun in that. Same was reported during beta.

    SE look at some statistics and you'll see 95% of people putting everything into main stat (and if not then it is even a bigger reason to get rid of it - we don't need gimped characters). Just get rid of stat allocation, no one will even notice them gone.
    Gotta agree with this. The way things are now, there is only one way to do it right.
    Unless you can build a def tank vs block tank vs leech tank vs parry tank the attr are useless
    (1)