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  1. #1
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by BlaiseArath View Post
    I understand fun is subjective, but what about itemization, in moderation, do you dislike? Are you excited to see new armor released in XIV when you know its just going to be +X to primary/VIT, and if so, why? I'm asking any of you who open object to more variety in armor (not fully horizontal progression, just more variety).
    Nothing, but I also know that a bunch of procs, secondary stats and weird bonuses doesn't necessarily make good itemization. They makes itemization complex and can unnecessarily obfuscate things.

    Why would you be excited for an item when all an items stats mean in the long run are increase dps/healing and survivability/endurance by some amount? What is the difference between an accessory set that gives you a +10% bonus to damage at a cost of taking +10% more and swapping Vit accessories for Str accessories to the point where you have -10% hp and +10% damage?

    I would not mind seeing the following Accessory sets be added to the game:
    • 1/2 cap Str/1/2 cap Vit with Parry/Det/Crit/Acc
    • 1/2 cap Vit/1/2 cap Mind with Piety/Det/SpSp/Acc
    • 1/2 cap Vit/1/2 cap Dex with Piety/Parry/SkSp/Acc
    • 1/2 cap Vit/1/2 cap Int with SpSp/Crit/Det/Acc
    (1)

  2. #2
    Player
    Deathscythe343's Avatar
    Join Date
    Aug 2013
    Posts
    457
    Character
    Zaknafein Do'urden
    World
    Leviathan
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Ultimatecalibur View Post
    Nothing, but I also know that a bunch of procs, secondary stats and weird bonuses doesn't necessarily make good itemization. They makes itemization complex and can unnecessarily obfuscate things.
    I agree that additional stats and procs can unnecessarily complicate things, however that doesn't necessarily mean they will either. In fact, there is no real way to know until we see those numbers; not that we ever will. Which means it is all theorcrafting.

    I am actually all for adding procs to weapons. I would love to see procs that further enhance the job's flavor. Maybe a proc for a WHM could be your heals have a % chance to refund some of the mana cost. One for a BLM could be your DD spells have a chance at launching an additional one or your firestarter procs have a chance to place a dot on the target for the damage it did. There are certainly a lot of possible options.

    Also, since you brought up the idea of set bonuses, this is something that I would like to see in the game. This was one of the things that I liked about gear in WoW. There was an additional reason to want to get the rest of the set of gear beyond the stats that were on it or the look of the gear.
    (1)
    Last edited by Deathscythe343; 11-27-2014 at 06:11 AM.

  3. #3
    Player
    Kallera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    I don't see anyone asking for game breaking mechanics. Just different content and/or mechanics from the ones we have. The status quo and carnival tickets are getting staaaaaale, and I haven't been able to better crafting in a while.
    (5)
    Last edited by Kallera; 11-25-2014 at 11:23 PM.

  4. #4
    Player
    LineageRazor's Avatar
    Join Date
    Dec 2013
    Posts
    3,822
    Character
    Lineage Razor
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 90
    Probably the largest contributor to Boring Gear Syndrome in this game is a huge mistake that was made here similar to a mistake made in Diablo III: Primary stat appears in every gear slot. One of the things that worked well in Diablo II and FFXI is that there were many gear slots where primary stat never or rarely appeared, or appeared in negligible quantities.

    In FFXI, jewelry rarely had primary stats, and when they had them they were in comparitively small amounts. Playing Thief? You COULD take that neckpiece with three DEX - OR you could take the one with ten accuracy and evasion. In Diablo II, it was perfectly feasible to be wearing one of the early game Unique artifacts even well into late game.

    In this game and in Diablo III (another game justly accused of having excruciatingly boring equipment) every piece of gear has primary stat on it, as well as a smattering of secondary stats. There's nothing to strive for except increasing primary stat, and POSSIBLY finding pieces that include your desired secondary stats without sacrificing too much primary stat (though the boosts provided by secondary stats are so meager that many don't even bother and just aim for whatever the current highest piece of gear is). There's not even the slightest bit of encouragement to consider retaining any lower-level items - because those lower level items have exactly the same stats as higher level items, except the stats aren't as high. In FFXI, items like Peacock Charm (level 33) and Swift Belt (level 50) stayed relevant until level 99 - and would have been even WITHOUT taking into consideration the ability to swap gear mid-battle!

    SE needs to introduce equipment that includes enticements strong enough to make players consider continuing use, even after equipment evolves further in terms of raw stats. For example, a DRG helmet that halves the recast of Spineshatter Dive, or a PGL/MNK belt that enables the Silence effect of Arm of the Destroyer even when not in Opo-Opo form, or a CNJ/WHM earring that enhances the chance of Freecure proc from 15% to 25%. While some of these may only be situationally useful, they're gear you could put on before engaging in a fight that would give you an advantage that could well make up for the loss of stats.

    This, I believe, would help to lift the gear-grind out of the primary stat ghetto it's stuck in, and give folks more of an incentive to try for a variety of different endgame activities.
    (19)

  5. #5
    Player
    treuhavik's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    689
    Character
    Vik Vicious
    World
    Hyperion
    Main Class
    Samurai Lv 90
    Quote Originally Posted by LineageRazor View Post
    Awesome Stuff
    ^ Needs more votes.
    (3)

  6. #6
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by LineageRazor View Post
    snip
    You really want to go to a system where lower level gear can potentially be better than higher level gear? Okay. SE would have to completely redo how stats in the game works and make secondary stats powerful enough that it competes with a main stat itself. FFXI's design of low level gear being relevant last I recall was not a praised feature. Was common complaint that new gear always felt irrelevant most of the time because gear like Haubergeon+1 was just better. It wasn't till end of ToAU/WoTG till we actually started seeing gear that could compare to it. Not to mention, it will inevitably become an unbalanced mess if low level gear had relevancy with high level gear. That means every time SE (who adds new gear roughly every 4 months) has to take into consideration of each piece of gear before it. FFXI updated it's gear about every year or so and didn't take into consideration of gear before it. I can give FFXI a pass because it was bound to PS2 limitations and cannot keep adding gear at the capacity they can with FFXIV now. You are creating a mess trying to do this, its not simple as you think it is. With the way it is set up now, it is much easier for SE to keep balance and don't have to take into consideration gear of the past.

    Secondary stats do more than enough for people wanting to build a set to their liking. People do BiS if it is horizontal or vertical, but its there.

    Quote Originally Posted by Zarzak View Post
    snip
    I remember in WoW before they changed it to getting a set amount of valor during the week is you had to get on daily to do it. You could get valor in one dungeon run a day, and it would reset the next day, obligating you to be on every day if you were a dedicated player. Was changed to resetting every week and can get the amount you could in a week in a day if you wanted.
    (2)
    Last edited by Velhart; 11-26-2014 at 02:48 AM.

  7. #7
    Player
    Zarzak's Avatar
    Join Date
    Aug 2013
    Posts
    599
    Character
    Zarzak Tigerspirit
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Duelle View Post
    BLM's got buffed in response to how the class performed versus encounter design (because encounters with mobility elements were pimp-slapping BLMs). [/COLOR]
    Mostly off topic but the funny thing is... They literally did nothing to help BLM mobility. They actually nerfed the one ability they could use while moving. Instead they came up with the brilliant idea to buff their stationary damage.

    Quote Originally Posted by Felis View Post
    No, it is not "goes out of their way"
    Because Yoshida announced this since beta.
    No... What he announced was that lower end players would eventually see the content because they would gain more gear/levels thus making the content easier for them because their stats would exceed what the content was designed for.

    So they would beat 1-5 because they now have ilvl 100 gear (weathered soldiery) which is 15-20 levels higher than what the content was designed for. And if that wasn't enough they would get ilvl 120 gear (unaugmented poetic) and be 25-30 levels higher than what the content was designed for.
    (2)
    Last edited by Zarzak; 11-26-2014 at 03:13 AM.
    Quote Originally Posted by Zantetsuken View Post
    Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.
    Quote Originally Posted by kazeandi View Post
    This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.

  8. #8
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by LineageRazor View Post
    <Gear concepts that actual have serious problems.>
    I'm sorry, but what you are describing is just as problematic as the current situation. A low level piece that stays BiS through out most of the game means that said piece is far to good and therefore the gear in that slot is imbalanced. Once you have that piece you have no need to get any other piece in that slot unless a new piece that is Better becomes available.

    What there needs to be more of is actively performed content where max ilevel gear is not necessarily BiS or near-BiS and itemization for BiS is not the same. For example, BiS and near-BiS in FCoB is not the same a BiS and near-BiS for i80 Frontlines. Many BiS and near-BiS pieces in i80 Frontlines are not i130, but all FCoB BiS and near-BiS pieces are i130. This creates a situation where a player active in both sets of content ends up with multiple gear sets containing mostly different pieces.
    (0)
    Last edited by Ultimatecalibur; 11-26-2014 at 02:55 AM.

  9. #9
    Player Akiza's Avatar
    Join Date
    Oct 2013
    Posts
    1,377
    Character
    Rhel Eryut
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    The article about the Decline of MMO's was a good read. The most interesting part was MMORPG's don't have to have certain features like character classes and levels. If SE wanted to be story driven all they have to do is remove character classes and levels and just have an ability grid and ability points instead. Then SE add new abilities and increase the max ability point cap whenever they want.
    (0)

  10. #10
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Akiza View Post
    If SE wanted to be story driven all they have to do is remove character classes and levels and just have an ability grid and ability points instead. Then SE add new abilities and increase the max ability point cap whenever they want.
    Isn't it the same like exp and skills?
    (0)

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