
Originally Posted by
Shoopdadoopdoop
Physical level needs to go, in my humble opinion. My FF experience has always been something like this: "If I can grind enough gil/experience, then I'll have enough to get my (insert heavy hitter here, zidane, auron, squall, cloud)'s strength from 157 to 200, I'll be able to tackle this boss with relative ease!
In FFXIV, if I fail a leve due to a small lalafell sized HP pool or a lack of combat efficiency due to accuracy or attack or whatever the cause may be, the only way to fix the problem is to try something easier. Reassigning my available points to combat my low HP pool forces me to make myself weaker in other areas for the rest of my time under this stat allocation. Reassigning my stats to a balanced set up grants no notable bonuses either.
Now, you might ask, what are you trying to say? Why does it matter to the developers that you can't get your weak character through the levequest?
The answer is simple. Stat parameters are what has always made your progress noteworthy in a FF game. In almost every FF, the attack or hit rating on your weapon makes you hit normal mobs for hundreds more. The numbers rose exponentially as you grew from a lowbie to the end result (FFVIII being an exception to this by scaling all enemies to Squall's level,). What we need to is align stats in a coherent, fitting manner for each class. Do away with physical experience and freely allocatable stat points. You're a level 1 gladiator? Okay, you get 15str, 18vit, and 15 dex. I DONT CARE that you already have a marauder at 50. That shouldn't DIRECTLY effect your performance on another class directly, as its not the same class. Make 255 the stat cap, like its always been. Allocate stat points automatically so that 50s have up to 65-80 naturally in their highest stat. And then, rescale stats' effectiveness in combat so that one level matters! 64 to 67 strength should be a BIG upgrade. Think about it. 3 is 5% of 60. If you raise your strength by 5%, your hits need to be 5% more effective. There has to be SOME kind of coherence to stats. Make that HQ worth your money. Make it worth it to fill your equip slots with a particular stat. At this point, there is absolutely no reason for me not to put every single point into VIT strictly for HP on my melees, and every single point into MND for more MP on my casters. Because if i decide to be adventerous and stack PIE and INT, I already know I'm never going to see a difference. If my INT goes from 40 to 80, my Thunder II will go from 350-360 to 356-365. It just doesn't make any sense.
In conclusion ( I know its poorly typed with no breaks so start here if you don't like proofreading)
- No more physical EXP, make your class level the sole source of measurement of basic stat parameters.
- Scale stats down slightly, making a solid 255 cap for all stats. As level cap and gear is introduced, stats can grow with them. Maybe after 5 years of expansion, and 5 cap raises all the way to 100, 255 will be reachable with some gear. Maybe not. But FF games, in my experience, cap stats at 255.
- Give gear level requirements and class specialization. A level 10 conjurer shouldn't be getting 30MP from his Vintage Robe. He should be getting an error message when he tries to put it on. It just doesn't make any sense.
- Add incentive to progress by leveling the playing field and automatically allocating stat points just like in... every other FF game?
- Add incentive to progress by introducing multiple AF-like sets for each class, creating quest chains both solo and group oriented that reward specialized gear that makes a difference.
- Improve class individuality by scaling down affinity or limiting a character to abilities within his discipline. (DoW can only use GLA MRD ARC PUG and LNC abilities, DoM can only use CON and THM, etc etc., I shouldn't be able to cure myself for 400HP 30 times in a fight on my level 1 archer, I'm sorry. but it just doesn't make any sense.)