Quote Originally Posted by Duelle View Post
Ignoring the fact that gear swaps broke too many things about FFXI to count, would you rather we have extra stats that will eventually have to be removed to keep class performance balanced and because item budgets were getting too big for the amount of power the devs wanted players to have? It ain't much better.

WoW at one point had: Spell Hit (accuracy), Spell Crit, Spell Haste, Expertise (decreased mob's chances of parrying and dodging your attacks), Ranged Crit, Hit Rating (AkA accuracy), and Healing Spellpower. ALL of those are gone, either blended into main stats or simply removed from the game.
Quote Originally Posted by Garlyle View Post
Elemental resistance as a gear stat is awkward.
If it's powerful and the game is balanced around having it, players are forced to grind and carry a lot more gear to adapt to the "solution" for each fight. (This is a valid avenue of design - but Yoshida's specifically stated he doesn't want players forced to deal with this)
If it's powerful and the game is balanced around not having it, it trivializes stuff.
If it's not powerful... we're at where we are in XIV where it might as well not be there because it's a trap stat.
Hi Duelle, Garlyle,

Good points. For sure having a bunch of extra stats that only cause imbalance or can't be properly balanced would be problematic. I don't need over complicated stats to make a game meaningful. But to your points then:

1. Then why not just have *2* (TWO) Stats for everyone: "ATTACK" and "DEFENSE" and be done with it? That's the true simplification of it all. Those are the 2 more important stats.

Answer: Because it's more *interesting* with different parameters that are related to Attack and Defense.

I think there's a balance to be had overall, and with enough Relevant & Meaningful Stats, we could have more interesting Itemization / Equipment in the game instead of such predictable and limited Gear. The *magic* and interest is taken away from the game since Day 1 of 2.0. Your entry-level Gear is the same as your End Game Gear. It's always the same. And "surprise" guess what your item level 700 Gear is going to be? The same: Always +VIT and +[Main Stat].

Boring.


2. The irony here is that for all of Yoshi P's statements that he simplified 2.0 (and removed the Elemental Wheel) and removed all these other stats was "because of balance," this game has continuously had Balance Problems.

He had to adjust Warrior because it was insufficient. He had to adjust Black Mage (even with No Elemental Wheel) because it was imbalanced. He's now having to adjust Dragoon because of imbalance.

So we still have balance problems even now, with a dumbed-down, oversimplified game, with No Interesting Stats.

I'd rather see more Interesting, Meangingful Stats and more interesting Gear Sets (or other forms of Customization) than the Cookie-Cutter, Gear Treadmill we have now.

I hope things change in 3.0.