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  1. #1
    Player
    Sapphic's Avatar
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    Oct 2013
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    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Nalien View Post
    You can have multiple gear sets without in-combat gear swaps. Inventory space is the only issue (and the number of Gear Sets we can have I guess), but they could work it so certain stats are required for some content and not for others; PvP already achieves this even without Morale. Accuracy is an utterly worthless stat in PvP, while a certain amount is required in PvE. Do the same thing with Resistance stats and Primals; You "need" a certain amount of Fire Resistance to survive Ifrit. Just slap Primals with a special Materia reward for the aim of making one set of gear which resists all their elements (something like Mog could work of physical resistance stats since I don't think he has an actual element).
    So you can only do content if you have the time to grind for a set of gear for each content, if you don't have the time you are, by all intents and purposes locked out. Good idea, lets lock out the majority of the playerbase from most of the content and see how long subs stay at the present rate.

    Or what about those who play multiple jobs? Raid leader, oh we down a tank today, Sapphic, you have a geared tank, would ya mind? sure, Ive got the ilvl but dont have the exact gear needed as Ive been only able to get the gear for monk, so we can progress. Can you wait a month while I grind the gear so we can run the content tonight?

    DF queues would get worse, as atm it is pretty easy to gear up a secondary job, aka tank that some, myself included, like to run content with other jobs. With your idea players would only be able to focus on their main job/role farming all these difference sets for each piece of content.

    And you think it's a good idea? lol.

    I don't care what FFXI did or didn't do, it is irrelevant, Why do you think players are playing FFXIV and NOT FFXI?

    Bad idea is bad.
    (1)

  2. #2
    Player
    Nalien's Avatar
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    Oct 2012
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    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Sapphic View Post
    So you can only do content if you have the time to grind for a set of gear for each content, if you don't have the time you are, by all intents and purposes locked out. Good idea, lets lock out the majority of the playerbase from most of the content and see how long subs stay at the present rate.
    That would only happen if they decided to haphazardly implement it in the worst possible fashion as an afterthought rather than something from the very start. You may as well be complaining that people are locked out of Coil, actually pretty much any endgame event, because they have iLevel requirements.

    You have to grind for a set to progress in endgame, that's simply how MMOs work. Having two sets just increases the amount of content to do instead of the current "I farmed Tomestones, now I can do everything" system we have. Currently you do Coil and you're done with gear progression for a week. Having two separate sets for two separate pieces of content simply means you have something else to do, you have two BiSs to build rather than one.

    Quote Originally Posted by Sapphic View Post
    I don't care what FFXI did or didn't do, it is irrelevant, Why do you think players are playing FFXIV and NOT FFXI?
    My suggestion (I don't think it's a good one, by the way, it was simply an example) has absolutely nothing to do with Final Fantasy XI. That game handled horizontal progression by giving you minor increases at every turn you could swap in during combat. My suggestion is having a different set for different content; You progress through Primals building your Primal set, you progress through Coil building your raid set, you progress through PvP building your PvP set. Final Fantasy XI gave us horizontal progression by giving you a BiS for virtually every action, I'm simply pointing out that similar horizontal progression could be achieved with a different BiS for different events, and to a degree that's how it already works with regards to PvE/PvP/gathering/crafting, I'm simply suggesting they could do the same to multiple PvE events.

    When I said "You "need" a certain amount of Fire Resistance to survive Ifrit.", that was perhaps a bad example. I'm thinking something more along the lines of how PvP currently stands. In PvP Accuracy is basically worthless, so a BiS for PvP is a set with minimal Accuracy, where as your raid set undoubtedly aims for an Accuracy cap. Think a similar thing for Primals with Resistance Stats. Not having the stats doesn't make things impossible, but having them is a significant enough boost to make them a BiS for Primals. Having Accuracy on a PvP set isn't going to ruin your day, but it's still effectively a handicap. Not having Resistance stats for Primals would be a similar handicap.

    Quote Originally Posted by Sapphic View Post
    DF queues would get worse, as atm it is pretty easy to gear up a secondary job, aka tank that some, myself included, like to run content with other jobs. With your idea players would only be able to focus on their main job/role farming all these difference sets for each piece of content.
    Currently, you (should) only farm the maximum iLevel for one Job anyway, if you're being efficient... With two forms of PvE progression you could, for example, gear your Paladin for raids and Monk for Primals. Rather than one Job being BiS for all content, you now have two Jobs, one BiS for one piece of content, the other BiS for the other. Given Primals have no weekly lockout you could actually just BiS everything for Primals while maintaining the existing "only one" BiS for raids system we currently have.
    (0)
    Last edited by Nalien; 12-19-2014 at 11:51 AM.

  3. #3
    Player
    Sapphic's Avatar
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    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Nalien View Post
    That would only happen if they decided to haphazardly implement it in the worst possible fashion as an afterthought rather than something from the very start.
    Think better way is to make all secondary stats equal in usefullness, then you could build a set based on your playstyle. Eg a heavy crit set, a heavy skill/spell speed set etc Det and Crit weigh too high above the other secondary stats. Making skillspeed affect TP regen also for example so a gearset built around skillspeed and crit would be an alternative.

    I remember there was mention of making speeds more desireable/useful in 3.0.

    How we do loot in coil, We have our main job and we pick a secondary job that gets priority on repeat drops that the mains already have. Also I buy poetic BiS items for MNK first, then further poetic purchases will be for other jobs. Also BiS is subjective. Pushing turn 13 for example you need accuracy cap for that, for previous turns you dont need as much acc so if you are at that point of pushing you would already have gear to swap around for each turn. Same for content outside of FCoB. Would be a waste using 535 accuracy gear in experts for example

    If you want to optimise for all content, horizontel progression is already there.

    Quote Originally Posted by Zumi View Post
    Speaking of armor in 3.0 they should add a back slot, for like capes and mantels, they don't have to be visible but it be fun to have another piece of gear. Back armor was in FFXI.
    We had changeable (and statted) underclothes in 1.0 ^_^
    (0)

  4. #4
    Player
    Ultimatecalibur's Avatar
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    Jan 2014
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    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Sapphic View Post
    Think better way is to make all secondary stats equal in usefullness, then you could build a set based on your playstyle. Eg a heavy crit set, a heavy skill/spell speed set etc Det and Crit weigh too high above the other secondary stats. Making skillspeed affect TP regen also for example so a gearset built around skillspeed and crit would be an alternative.

    I remember there was mention of making speeds more desireable/useful in 3.0.
    You also need the content that makes those alternate sets viable. Without that it just becomes build BiS set and you are done statwise.

    How we do loot in coil, We have our main job and we pick a secondary job that gets priority on repeat drops that the mains already have. Also I buy poetic BiS items for MNK first, then further poetic purchases will be for other jobs. Also BiS is subjective. Pushing turn 13 for example you need accuracy cap for that, for previous turns you dont need as much acc so if you are at that point of pushing you would already have gear to swap around for each turn. Same for content outside of FCoB. Would be a waste using 535 accuracy gear in experts for example

    If you want to optimise for all content, horizontel progression is already there.
    True, but outside FCoB, Frontlines, and farming DD/AV for relics there is no real reason to optimize. This is one of the main reasons I like ilevelsync. Content with it is no longer max ilevel gear fits all.
    (0)

  5. #5
    Player
    Sapphic's Avatar
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    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    You also need the content that makes those alternate sets viable. Without that it just becomes build BiS set and you are done statwise.
    Which is why I iterated making all secondary stats equal in effectiveness, example, say I want to go full on skillspeed as MNK, with present weights I would be underperforming compared to at least a balanced set of det crit SS. If they were all equal I would be performing equally, just the dynamics would change due to faster reuse timers not the performance.

    Quote Originally Posted by Galliano View Post
    Somebody went a bit OTT enlarging those images. Here are my original edits.

    Seeing that finally pushed me to go MNK XD <3 that design
    (0)

  6. #6
    Player
    Deathscythe343's Avatar
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    Aug 2013
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    Character
    Zaknafein Do'urden
    World
    Leviathan
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Sapphic View Post
    Which is why I iterated making all secondary stats equal in effectiveness, example, say I want to go full on skillspeed as MNK, with present weights I would be underperforming compared to at least a balanced set of det crit SS. If they were all equal I would be performing equally, just the dynamics would change due to faster reuse timers not the performance.
    I suppose the only problem with something like this is that they would need to possibly make some changes to skill speed to have it increase TP regen. Otherwise a player whom did this would burn through all of his/her TP too quickly.
    (0)

  7. #7
    Player
    Sapphic's Avatar
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    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Deathscythe343 View Post
    I suppose the only problem with something like this is that they would need to possibly make some changes to skill speed to have it increase TP regen. Otherwise a player whom did this would burn through all of his/her TP too quickly.
    True, thats teh bad side.

    But there was mention of skill/spell speed getting a workover to be equally viable in 3.0. As atm, gains are extrememly minimal in comparison, plus the negative of burning through TP even faster. Also speed increasing stats are capped by the length of ability animations. If ability takes 2 seconds, and unable to clip, then going to 1.9 seconds reuse is a waste. A certain amount of Skill speed is good to have, to fit abilities within Perfect Balance duration.

    But if you can cllip like with BRDs bloodletter and they change it so Skillspeed increases regen, then things would get interesting in decided gear, more freedom of choice in preference of playstyle, hit harder but slower or faster but not as hard, SS+crit would lstart to look a LOT more attractive.
    (0)
    Last edited by Sapphic; 12-23-2014 at 03:40 AM.

  8. #8
    Player
    Galliano's Avatar
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    Jul 2011
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    Ul'dah
    Posts
    671
    Character
    Mog Net
    World
    Excalibur
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Sapphic View Post
    Which is why I iterated making all secondary stats equal in effectiveness, example, say I want to go full on skillspeed as MNK, with present weights I would be underperforming compared to at least a balanced set of det crit SS. If they were all equal I would be performing equally, just the dynamics would change due to faster reuse timers not the performance.



    Seeing that finally pushed me to go MNK XD <3 that design
    Yeah it looks awesome! I may even gear MNK as a second class after DRG. Still loving the DRG af2 the most though and the teaser trailer made me want it even more!
    (0)

  9. #9
    Player
    Sokerimuro's Avatar
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    Nov 2013
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    25
    Character
    Helena Falconhand
    World
    Odin
    Main Class
    Gladiator Lv 60
    Those are actually pretty cool, the AF2!

    Keep the discussion on! This topic is something of interest.
    (0)
    The plausibility value of above text is subject to severe reductions if exposed to questioning.

  10. #10
    Player
    Ultimatecalibur's Avatar
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    Jan 2014
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    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Sapphic View Post
    Which is why I iterated making all secondary stats equal in effectiveness, example, say I want to go full on skillspeed as MNK, with present weights I would be underperforming compared to at least a balanced set of det crit SS. If they were all equal I would be performing equally, just the dynamics would change due to faster reuse timers not the performance.
    That just causes things to slip into an "any piece no mater what secondaries it has will give the same benefit" mentality.

    For a pure Skillspeed set to be preferable the content needs to place importance on number of attacks made so that more attacks equals better even if they deal less damage.
    (0)

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