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.
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.
Last edited by Kallera; 11-25-2014 at 11:23 PM.
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Seriously? Is that what all the complaining in here is about? I posted this on another thread but maybe it needed to be here.
Not sure if this is what you were looking for but its what I'm hoping to see with 3.0. More specific materia stats, like a + to Fracture (WAR skill) or a reduced cast time for Flare (BLM) That sort of thing.
Source: http://www.reddit.com/r/ffxiv/commen...naoki_yoshida/Reddit: Yesterday you went over how you reworked the 1.0 stat system for ARR and you cut out a lot of stats in terms of game balance to make balance easier. Now that the team has had a little more experience and you have more data is there any plans on bringing back unique stats such as 'enhances skills' and things like that on gear?
Yoshida: There is a chance we'll be doing that in the future. The reason being now that we have that simple base rather than a complex base, if you have a simple base then adding things on top of that is easy because that base is solid. It doesn't effect that base that much and you're not breaking balance by adding new things on top of that. Things we've heard a lot are that players want set bonuses for their gears and that would be one thing we would definitely think of doing. Or another type of armor where if you're wearing a certain piece armor your Spirits Within cool down timer cools down faster. Things like that. Definitely thinking of adding things like that and we know players want them. But when deciding whether to put something like that in or not it's about balance and whether this will break that balance or not. So we're very careful about adding parameters like that.
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.
Elemental stats have not mattered in WoW for years... In original sure... But that went the way of everything else in favor of making it so easy a caveman can do it.
Yes. Because you weren't FORCED to do anything to progress. Literally EVERY activity within the game would progress your character. Pick among 20+ zones and likely 20+ camps per zone and go to town. At your own pace. And that is just if you're talking exp being the focus of your day. Want to go back a few expansions and try and 1 group old raid bosses? Still going to progress your character.
WoW made popular the "weekly reset" and it is the biggest pain in the ass ever. "Get your 450 currency before Tuesday or your SoL. Oh and btw the only way to get it is to do 45 S-ranks/Coils or do the same 100% scripted dungeons over and over.
For the record the relic is a terrible example of any of this. There is 0 challenge. The highest end content the relic weapon requires is the very 1st step to kill the hard mode primals. Instead of needing the fang of twintania or something I am apparently making the ultimate weapon by killing level 4 fates.
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.
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.
Last edited by Velhart; 11-26-2014 at 02:48 AM.
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.
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.
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