Quote Originally Posted by darkstarpoet1 View Post
keep the physical level and just allow you to allot points for each class. if you are gladiator and change to conjurer why not allow the points from the last time you used conjurer to be there instead of taking multiple resets to fix your stats for that class.
Quote Originally Posted by Mr_Gyactus View Post
Honestly I don't understand why we need to remove the physical level.
2. Create a Window, where we can create, save, select, and eventually modify 4-5 different setups of stats. I prefer this model, because I can create my own setup of stats (i.e. "healer) and use it when needed in a party, or create a "DPS" setup when I'm solo.
Quote Originally Posted by Cogs View Post
Simply put, I think it's possible to keep the physical level, by allowing each class to respec it's attributes and they are then stored for each class so when you switch from one class to another they are what you had set them at. Same for actions too. A way to keep them saved for every class upon switching from one class to another.
I've mentioned this solution in other threads too, and I think it is a good compromise since it removes the frustration of repeated respecs, without having to drastically revamp the current system.

So Kiara's first problem with the game was this:

1. The current Physical Level System makes it too hard to change Classes when needed.
Having the game save the loadouts (stats, abilities, gear) of each job separately would save us lots of time by not forcing us to use slow macros and tedious respeccing to get back to what our state was the last time we played a particular job. This time wasting is especially hard on me, who has rank 50 in both melee and mage jobs.

It is arguable, however, that this way of doing things is still too complicated, and it would be easier and simpler to just assign points based on what class you are. I would still like to keep physical level, however, just to emphasize the horizontal leveling aspect of this game. A rank 1 phys level 50 Lancer should, in my opinion, be stronger than a rank 1 phys level 20 Lancer.

Another argument in favor of automatic stat assignment is because in the current FF14 system, none of the stats are important at all except for VIT and MND. This is the same problem that happened in Diablo II (every build just capped VIT), and so the developers of Diablo III have instituted auto-stat assignment.

..which brings us to point number 2.

2. The current system marginalizes Attribute Points / Stat Points: You have to add an enormous amount of Stat Points (Attribute Points) to see a difference (if at all), with the current system.
I like the idea of having the freedom to assign your own stat points, but until the issue of stat point imbalance is addressed, everyone is just going to pump VIT and MND anyway. Somehow, I want to make it so that for a melee class, for example, one stat point in STR would have just as beneficial an impact to the performance of your character as one point in VIT or DEX (of course, INT or PIE wouldn't matter as much. The reason this is so hard to balance is because the increase inf VIT and MND has a linear benefit, while STR, DEX, INT, and PIE are stuck with diminishing returns.

For every point of VIT you add, you get a set amount of HP. This always keeps increasing by a set amount in a linear pattern. However, with a stat like STR, you see a fairly noticeable improvement in damage from 16 STR to 80 STR, a slight improvement from 80 STR to 130 STR, and hardly any improvement in damage from 130 STR to 174 STR.

This creates an imbalance in the relative benefits of each stat compared to each other and leads to less freedom since the only obvious builds are the ones where you pump VIT first and then leave the rest of the stats as an afterthought.

Now, point #3 -
3. Related to the above, by allowing a system that can allow people to move / add HUNDREDS of Ability Points around, it really makes Equipment Stat (Ability) Bonuses feel useless in comparison:
Taking into consideration what I said above, I think this would be a good change:

Do away with the "diminishing returns" behavior of STR, DEX, INT, and PIE, and have them improve on a more linear relationship, directly proportional to the amount of stat points allocated.

Simplify the physical level up process. Why am I getting 22 attribute points on level up? All that leads to is more and more unnecessary clicking. Give me 6 attribute points to freely allocate every level. That's it. With less points to go around, each individual point has a greater impact, and all of a sudden, a +5 str ring doesn't seem so crappy anymore.

By having a system where you can switch Classes and have most of your Attributes switched over, with *some* Attribute Points to customize your Player, that will make it more fun and easier to change Classes in the game.
Your hybrid solution also sounds like an interesting compromise. Here's how I would tailor it to the game specifically:

Your character gets stats set automatically based on two variables only: class, and class rank. Here's where physical levels and character customization come into play - for every physical level up, you get 1 free stat point to assign to your character. So, a rank 1 p.level 1 lancer would have set stats and one free bonus point to assign to however he wishes, while a rank 1 p.level 50 lancer would have the same set stats, but 50 extra bonus points to assign however he wishes.