I think XIV would benefit from allowing us to swap gear mid-battle, or at least between fights. Its not a panacea for a game, but I think it could help several of the game's major issues, even if it would make some unhappy. The system we have now, wherein the community finds a definitive best-in-slot, is bad for the longevity and economy of the game.
Pros:Cons:
- Content does not "replace" existing content, but complements it.
XIV has shifted toward frequent new content over aggregate old content, but that doesn't fit the game. SE's greatest hits weren't the largest sandboxes or unending slews of missions, but the best stories, graphics, and challenges. Constantly outdoing past dungeons means that two sequential mediocre dungeons are better than one incredible one (which would take longer to develop for half the use). However, SE does focus on quality (fortunately) which makes new content too slow for this sequential model.
If more than one piece could be used, we could lose the newest dungeon/best piece correlation. Rather than a couple max-ilvl dungeons that contain best-for-now pieces, gear available now could be useful indefinitely, meaning that players would continue running it.- Crafted gear can be relevant, too!
It's awkward to have a best-in-slot piece available on the market board; it means a person can do no content and have the very best. Having several macro-able pieces means that crafted gear can be relevant without circumventing content entirely.- More content for hardcore players...
For obsessive/elitist players, having 4 gear sets for each job would keep them busy 4x as long.- ...but not at the expense of casual players.
Since gear swapping would only provide a situational advantage, there would be no disadvantage to only having one of the best pieces. Casual players, by definition, would not be compelled to seek out that piece for 1 more VIT for a certain situation.
Also, extremely difficult content could be introduced which would only provide "situational" gear; since almost-equal gear could come from easier content, the casual players would not feel terribly disadvantaged and would have a long-term goal.
- Larger timesinks aren't always best.
The advantage to this method is that we can aim for 3-4 "eras" of content instead of only the newest. But for a new player trying to catch up, having a page-long list of goals can be daunting.- Stats are too clear-cut.
As it is now, we have clear-cut stats for each job. Not really a con, but macro pieces would have to rely on other mechanics (i.e. Cure Cast Time Down or Defense Up+Gravity) to be useful interchangeably.


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