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  1. #1
    Player
    Ehayte's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    1,172
    Character
    Supply Demand
    World
    Adamantoise
    Main Class
    Warrior Lv 72

    Artifact/Epic items

    If they want Relics and AF Chest armor to be the sparkly-endgame of all weapons (lore-wise, I don't care that Dual Hakken is better than Bravura, that's not the point I'm making) they should give the Relic weapons and AF armors special effects.

    EX:

    Sphairai : You can set this item to activate from a hot-bar.
    Item Activation: Chakra Strike - Cast time 5 seconds. Grants a 30m effect on you that provides a 5% chance for a 5 potency non-elemental attack to strike your target every time you connect a physical attack. 30m CD

    Sphairai Zenith: You can set this item to activate from a hot-bar.
    Item Activation: Chakra Strike Zenith - Cast time 5 seconds. Grants a 30m effect on you that provides a 5% chance for a 5 potency non-elemental attack to strike your target every time you connect a physical attack
    Zenith Trait: Also grants a 1% chance for you to directly channel your Chakra for 15s, adding the effect "Channel" which will cause each melee strike to produce a 5 potency non-elemental attack. 30m CD

    Valor Chest: You can set this item to activate from a hot-bar.
    Item Activation: Martyr's Oath - Cast time: instant. Grants a 30s effect on you that provides a 5% chance to heal you and your allies for 400 potency (PLD have weak MND stats, this would be something like 325-350hp) every time you are struck by an opponent. 20m CD

    If that's too OP adjust the potencies or add a quest where you need to... I dunno complete each SM dungeon without anyone dying. I just feel like the end result of getting your iconic or legendary weapon or armor should be more than "Dis is gud weap" - it should be special, and it should keep the item relevant after its been replaced, as you could activate this stuff from inventory after you get your i120 weapon in 8 months.
    (2)

  2. #2
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    They did have special attributes in 1.23 but Yoshi took em away stating ARR's battle system has no need for 'complex' stats.
    (2)

  3. #3
    Player
    synaesthetic's Avatar
    Join Date
    Sep 2013
    Posts
    196
    Character
    Aeriyn Ashley
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Tupsi View Post
    They did have special attributes in 1.23 but Yoshi took em away stating ARR's battle system has no need for 'complex' stats.
    Which makes the endgame gearing metagame very boring. I hope they change their mind on this. "Higher numbers" is dull as watching paint dry.

    I would rather pieces of gear have skill bonuses.

    Take the Crimson Vest from LotA. It's a very nice piece, quite nicely itemized, but nobody's going to use it over Sorcerer's Coat. It's just clearly "worse," and that clearly-worseness means power creep can, well, creep in and start making things inflated and ugly.

    I'd propose putting a skill bonus on various pieces of gear, specifically the LotA body pieces and the relic weapons--without adjusting any of their other attributes at all.

    For example:

    Crimson Vest
    Intelligence +25
    Vitality +25
    Accuracy +21
    Critical Hit Rate +30
    Fire III/Fester: Increases damage by 7%.

    Then you'd really have to consider, "wow, this might actually be better than Sorcerer's Coat!" And it might be, depending on playstyle. There'd be a lot of theorycrafting needed to figure out which one is better.

    Or, for healers, you could have an alternate version of Royal Vest:

    Royal Vest
    Mind +25
    Vitality +25
    Piety +15
    Spell Speed +30
    Cure II/Adloquium: Decreases MP cost by 10%.

    Things like this would make gearing much more interesting. Currently gearing is rather bland; it's basically a "higher numbers" game right now. All you have to do is get enough accuracy to not miss on Coil bosses, and then just stack your primary attribute. It's very dull.
    (3)
    Last edited by synaesthetic; 01-04-2014 at 07:01 AM.

  4. #4
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Tupsi View Post
    They did have special attributes in 1.23 but Yoshi took em away stating ARR's battle system has no need for 'complex' stats.
    Ugh =\ that sucks. Speaking of complex combat, I wish XIV had an elemental wheel. Did 1.0 have one too (I'd assume so)? It's always weird how you kill a fire elemental with Fire.
    (1)

  5. #5
    Player
    Yagrush's Avatar
    Join Date
    Oct 2013
    Posts
    175
    Character
    Yagrush Dire
    World
    Behemoth
    Main Class
    Marauder Lv 80
    I did hear they did plan to spice up the itemization as the game went on in the future, though.
    (0)

  6. #6
    Player
    synaesthetic's Avatar
    Join Date
    Sep 2013
    Posts
    196
    Character
    Aeriyn Ashley
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Magis View Post
    Ugh =\ that sucks. Speaking of complex combat, I wish XIV had an elemental wheel. Did 1.0 have one too (I'd assume so)? It's always weird how you kill a fire elemental with Fire.
    Yoshida did this for a reason and I support his reasoning. What elemental resistances/weaknesses mean is that certain jobs will get trivialized in certain encounters. Nobody would take a BLM to fight Ifrit because they'd be forced to spam Blizzard spells, doing drastically reduced damage. I went through that crap in vanilla WoW, where mages were required to specialize for Frost spells, greatly reducing their damage potential.
    (2)

  7. #7
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by synaesthetic View Post
    Yoshida did this for a reason and I support his reasoning. What elemental resistances/weaknesses mean is that certain jobs will get trivialized in certain encounters.
    So what you're saying is, no one prefers one class/class form (i.e melee/ranged) over another in ARR...? Because what he stated was basically trying to prevent something that would happen no matter what.

    (Protip: It still happened.)
    (1)

  8. #8
    Player
    MACEenyo's Avatar
    Join Date
    Dec 2011
    Posts
    66
    Character
    Count Nogi
    World
    Hyperion
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by synaesthetic View Post
    Yoshida did this for a reason and I support his reasoning. What elemental resistances/weaknesses mean is that certain jobs will get trivialized in certain encounters. Nobody would take a BLM to fight Ifrit because they'd be forced to spam Blizzard spells, doing drastically reduced damage. I went through that crap in vanilla WoW, where mages were required to specialize for Frost spells, greatly reducing their damage potential.
    Or he could just make Blizzard strength comparable to Fire. The design of the BLM class is horrible.
    (1)

  9. #9
    Player
    Magis's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,253
    Character
    Magis Luagis
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by synaesthetic View Post
    Yoshida did this for a reason and I support his reasoning. What elemental resistances/weaknesses mean is that certain jobs will get trivialized in certain encounters. Nobody would take a BLM to fight Ifrit because they'd be forced to spam Blizzard spells, doing drastically reduced damage. I went through that crap in vanilla WoW, where mages were required to specialize for Frost spells, greatly reducing their damage potential.
    I understand, it seems more to be a problem with the combat system in general. And of course throwing an elemental wheel in would cripple the game at this point. If classes had access to more elemental spells/abilities, it would help avoid the issue. It would also open to more interesting mechanics like mobs that take more magical/physical damage, element damage, etc.

    Also in Vanilla WoW the reason I recall ice was required was because fire generated more heat (heh pun) than ice, and burned more mana, not due to any elemental damage. Did WoW even have any? I only recall Chromaggus having one as a boss mechanic (alternating weaknesses).

    Quote Originally Posted by MACEenyo View Post
    Or he could just make Blizzard strength comparable to Fire. The design of the BLM class is horrible.
    Agreed, it's just Fire, Blizzard, and a Thunder once in a while (with varying tiers) =\. Not really what one has in mind with the classic FF BLM.
    (1)
    Last edited by Magis; 01-04-2014 at 07:18 AM.

  10. #10
    Player
    synaesthetic's Avatar
    Join Date
    Sep 2013
    Posts
    196
    Character
    Aeriyn Ashley
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by MACEenyo View Post
    Or he could just make Blizzard strength comparable to Fire. The design of the BLM class is horrible.
    You're joking, right? BLM is one of the most well-designed jobs in the game. It doesn't rely entirely upon a single skill (Invigorate) to keep it from running out of resources in long fights like MNK, DRG and BRD do. BLM has a perfect set-up with the "burn phase" with Astral Fire and the "recovery phase" with Umbral Ice. If only the rest of the jobs in the game had the same very active method of resource regeneration. Tanks are even more screwed, left just waiting for TP to regenerate. That's not fun; that's boring and uninvolved and frustrating.
    (4)

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