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  1. #21
    Player
    Mcshiggs's Avatar
    Join Date
    Mar 2012
    Posts
    757
    Character
    Vizzer Mcshiggs
    World
    Sargatanas
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Nutz View Post
    I like this idea primarily because it addresses the problem of stupidly boring gear selection in some way. I personally don't see 'people wearing lower ilvl gear for longer periods of time because the additional effects are too good' as a problem, but I spent a lot of time in FFXI where certain pieces of gear were BiS (for something!) for years at a time.
    XI the gear system was one extreme and XIV has the complete opposite extreme. Even the 1.23 had a little more complex system with 2 stats weighing on each class's damage, no cap stat melds, more stats like store TP and what not, vitality being used to increase enhancing magic. They just dumbed it down way too far to make it all newbie friendly so people don't have to actually think, or even look it up on forums, to find out which gear is better. The secondary stats give a little bit of variance, but not enough to really matter. As long as they cling to their idea that the entire game remain newbie friendly, I don't see them introducing anything too complex, plus it keeps development costs lower because they don't have to design as much gear. Once a year they can toss out job specific stuff, then each patch they just have to make a fending/healing/casting/slaying set and that's it.
    (0)

  2. #22
    Player Tsuwu's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    244
    Character
    Way Extra
    World
    Cactuar
    Main Class
    Arcanist Lv 60
    I believe a new system is in order.
    And Yoshi did say something along the lines of, "a lot of people want these effects (I'm regard to enhanced Spirits Within damage on 1.23 Curtana) so maybe its time we start looking into them".

    I love your enthusiasm. Your idea is a good start, but it needs to somehow have a barrier to entry and simply specialize, not break the classes. Example: a SMN specialized with one extra Aetherflow stack versus one with -120 seconds on Enkindle cool down.

    A white mage with Enhanced Regen versus Arise (full hp Raise, zero cast time, big cost, 300 second CD or some such).

    Or a Warrior specialized with either enhanced Thrill of Battle or prolonged berserk.

    Make it where having both is impossible and switching between skills is on a 2 hour cool down once activated.
    One will have to really think about how they party/play the class, but not lock anyone out or break any classes. Different things don't always have to have one best thing in all cases.
    (0)

  3. #23
    Player
    Surian's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    468
    Character
    Surian Bedivere
    World
    Behemoth
    Main Class
    Gladiator Lv 90
    I remember having to switch back to terribly weak gear sometimes just to learn an ability :/

    It's not terrible, but the idea needs a lot of work to become viable in XIV.
    (0)

  4. #24
    Player
    Nicobo's Avatar
    Join Date
    Nov 2013
    Posts
    1,602
    Character
    Nico Nico
    World
    Goblin
    Main Class
    Alchemist Lv 70
    Quote Originally Posted by axemtitanium View Post
    ...Bring back unique gear effects but modernize them! No need for gear switching macros, just learn them permanently and expand the range of character customization at the same time!
    I feel the suggestion sounds like FFXI Merit Points ... ^^;
    Why not simply let players obtain those extra "effect" thru new job quests for example..?
    (0)

  5. #25
    Player
    DefendPopPunk's Avatar
    Join Date
    Aug 2013
    Posts
    768
    Character
    Carson Warson
    World
    Siren
    Main Class
    Carpenter Lv 68
    If it's using ffix's system, then that means I'll probably get stuck using crappy gear I don't like just because I still have 42 AP to go before I can learn the skill from it and move onto my new gear that's been sitting in my inventory for a while. I can just see it now, threads filled with people's complaints of those that use crappy gear in ST to farm AP.
    (0)

  6. #26
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by DefendPopPunk View Post
    If it's using ffix's system, then that means I'll probably get stuck using crappy gear I don't like just because I still have 42 AP to go before I can learn the skill from it and move onto my new gear that's been sitting in my inventory for a while. I can just see it now, threads filled with people's complaints of those that use crappy gear in ST to farm AP.
    Could be worse. The devs could make it possible to only get AP from FATEs. It'd annoy me to no end but I see it as a possibility.

    Personally, I wish people would abandon this silly idea of adding more stats than are needed. If you want to give character "builds" ask for Alternate Advancement, while also keeping in mind that whatever choice you're fantasizing about has the chance of being the gimpest of the gimp to the community because they WILL pigeonhole you towards the best build, like it or not.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  7. #27
    Player
    axemtitanium's Avatar
    Join Date
    Jul 2012
    Posts
    991
    Character
    Titania Basilikos
    World
    Hyperion
    Main Class
    Thaumaturge Lv 100
    Why must everything be implemented in the worst way possible? Why not imagine the best possible implementation and critique the idea from that standpoint? I imagine unique effects would be attached to desirable gear, much in the same way that it was used in 1.x and FFXI, and keeping the effect beyond the lifespan of the gear would be a bonus to using it for a modest amount of time. For example, it doesn't take long to spiritbond current ilv 90 gear in CT2 or Coil 1. Obviously you'd never wear gimped gear when you're raiding Coil so you'd spend off-time to gain the "AP" to permanently learn the effect while doing other content. That said, ilv 90 gear isn't "crappy" by any stretch, especially for CT2, and is more than adequate to clear that content without gimping your party.
    (0)

  8. #28
    Player
    Evangela's Avatar
    Join Date
    Mar 2011
    Location
    グリダニア
    Posts
    4,361
    Character
    Evangela Monterossa
    World
    Balmung
    Main Class
    Ninja Lv 90
    FFIX gameplay is boring. please don't bring any of them to XIV.
    (1)

  9. #29
    Player
    axemtitanium's Avatar
    Join Date
    Jul 2012
    Posts
    991
    Character
    Titania Basilikos
    World
    Hyperion
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Evangela View Post
    FFIX gameplay is boring. please don't bring any of them to XIV.
    (3)

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