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  1. #1
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80

    Fix a Problem... in the Simplest Way Possible!

    I feel like trying to have a little fun, here. This is slightly inspired by an earlier thread to solve a problem using the worst solution possible. This one, however, I'd like to see if we can present a problem and then provide a solution that would require the least amount of change within the game to achieve. Let's avoid restructuring entire classes, changing party compositions for existing content, and greatly changing the mechanics of a fight(s). Let's instead present solutions that are equivalent to, say, flipping a switch. Hopefully my initial examples do this correctly.

    Problem: Parry sucks.
    Solution: You can now Parry magic.

    Problem: Vitality is the main stat for Tanks but many Tanks are deliberately avoiding it.
    Solution: Vitality determines Physical Damage for Tanks instead of Strength.

    Problem: Grade IV Materia are too expensive.
    Solution: Increase chance of converting all gear into Grade IV materia.

    Problem: Monks lose Greased Lightning due to deliberate boss untargetability.
    Solution: If no vulnerable targets are on the field, freeze the Greased Lightning timer.

    Problem: Skill/Spell Speed increases resource consumption.
    Solution: Reduce length of resource restoration tick based on current Skill/Spell Speed.
    (0)

  2. #2
    Player
    BlaiseArath's Avatar
    Join Date
    Sep 2013
    Posts
    452
    Character
    Blaise Destin
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Let's avoid restructuring entire classes, changing party compositions for existing content, and greatly changing the mechanics of a fight(s).
    No!

    But seriously, on yours, I like the VIT idea... It would at least make ... less informed people... understand the usefulness of tank DPS in situations where high HP wasn't required, through forcing it on them . your Spell speed/Skill speed ideas are something I thought were nice and thought of too... Higher Skill/spell Speed can as a bonus grant higher resource regeneration rate, balancing it out. This would be especially nice for SMN :X. Now, IDK if I can make mine... short... or simple.. but I'll try.


    Problem: Open world is beautiful, but so very little reason to explore.
    Solution: More stuff like the Elixir vase NPC. Reward exploration. (Perhaps similar to GW2 open world chests)

    Problem: Achievement points - Useless. (Though certain achievements giving items = Good design)
    Solution: Achievement point currency, similar to GW2.

    Problem: Hunting logs are an awesome concept but are one and done deals which sucks.
    Solution: Re-doable once a day for the Exp rewards.

    Problem: Contagion required for any realistic sustained SMN DPS
    Solution: Make it a SMN ability, not a pets. Replace Garudas Contagion with a spell speed buff for Garuda.

    Problem: Ifrit has Blaze Spikes... Why...
    Solution: Replace Blaze spikes with either Enfire or Skill Speed+ ability for himself.

    I have plenty of solutions to problems, but really, none of them are simple or easy... or quick... but yah.
    (0)

  3. #3
    Player
    Saccharin's Avatar
    Join Date
    Aug 2013
    Posts
    1,128
    Character
    Blue Kitty
    World
    Moogle
    Main Class
    Conjurer Lv 84
    Quote Originally Posted by Donjo View Post
    Problem: Parry sucks.
    Solution: You can now Parry magic..

    Problem: Vitality is the main stat for Tanks but many Tanks are deliberately avoiding it.
    Solution: Vitality determines Physical Damage for Tanks instead of Strength.
    I'll deal with these two since they are related. Tanks main stats are physical because most damage done on a tank is physical. There will be some odd attacks that are magic to make a boss 'interesting'. Any big magic attack is meant to be taken full or a cooldown to be used.

    The problem I have with parry is that it's identical, from what I see, to block. We can't increase block rate apart from our shield. Parry is basically a weak block from what I can see. What I suggest is making parry an avoidance stat rather than a mitigation stat. Mitigation stats reduce the damage, like (current) parry and block. An avoidance stat means the player takes no damage for the attack, it misses, or if you like avoids it.

    No, vitality increases health. Simple. No a big deal really. You gear for as much health so that a boss doesn't one shot you, and your healers have enough time to get you back up to full. Sadly this is the go to stat with tanks, not just in FF14 but lot's of MMOs. Better to survive more hits than make the healers life easy, yeah. IMO wrong.

    Well if tanks don't go for vitality they should go for parry, after all taking damage is their thing and taking less is good right... A tanks job is not to deal damage it is to hold hate. With proper gear they can do that just fine so if you make vitality provide attack stats then what does strength so... the same? That's silly.

    Quote Originally Posted by Donjo View Post
    Problem: Grade IV Materia are too expensive.
    Solution: Increase chance of converting all gear into Grade IV materia.
    It's expensive because it's intended to be rare. SE redid the drop rates for G4 from lower ilevel gear because it was to easy to get. I'm casually doing my Novus scroll and have not done G4 yet while I save up gil and just do my G3 for now.

    Quote Originally Posted by Donjo View Post
    Problem: Monks lose Greased Lightning due to deliberate boss untargetability.
    Solution: If no vulnerable targets are on the field, freeze the Greased Lightning timer.
    I'll agree with you, the GL idea is broken. Not after launch they increased the duration of GL but still with a game that's basically dodge it's so easy to lose stacks. Yes, the way to counter that is to increase base damage but it's a sticky plaster. Maybe 3.x will redo monks; I hope so. We need a rework not a game mechanics change for one class buff.

    Quote Originally Posted by Donjo View Post
    Problem: Skill/Spell Speed increases resource consumption.
    Solution: Reduce length of resource restoration tick based on current Skill/Spell Speed.
    I think the speed stat is broken. We have god awfully long global cooldowns at a 2.5 base and it makes combat slow. For most classes it's not too bad but it is noticed when for example you're a tank and you have to do an action but if you've just hit one off it's a agonising 2.5 sec wait and by the time it comes off of global it's too late; it's similar for healing. The global is also a problem for casts. If you're almost finished a cast and you get interrupted just before then it's another 2.5 secs. Five seconds to cast a spell. Crap. Now BLM for example moving often can really hurt. They received a subsequent buff but it makes a class 'unfun' if you spend a quarter of your time casting and the rest moving.

    The current conversion rate is just poor considering how little it changes but I believe that's because the global is so large. Even a two second global is much better and would mean a noticeable difference with little spell speed. TP regen would have to be adjusted but it shouldn't change rates relatively.

    I believe for TP that doing your normal combo it should be close to TP neutral. Only special attacks or cooldowns should use large amounts of TP and then you would go empty. If you have no TP then you can only do a normal combo. There's a good example of this already. As a gladiator you have a stun on a small cooldown and you can stun when it comes off cooldown 'till your hearts content but... if you do you'll go out of TP very fast
    (0)

  4. #4
    Player
    Donjo's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    980
    Character
    A'lyhhia Tahz
    World
    Lamia
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Saccharin View Post
    Well if tanks don't go for vitality they should go for parry, after all taking damage is their thing and taking less is good right... A tanks job is not to deal damage it is to hold hate. With proper gear they can do that just fine so if you make vitality provide attack stats then what does strength so... the same? That's silly.
    I meant that Vitality augments Tank Damage instead of Strength, so Strength would do nothing for a Tank but provide Block/Parry reduction tiers while still being the primary damage stat of Monks and Dragoons. There is precedent of this being possible in Dexterity providing general Ranged Damage but Ninja Melee damage too. This would place Tanks on equal footing with all other Jobs in the sense that their highest effectiveness can only be obtained by maxing their Main Stat. They would also be dealing as much damage as SE expects them to, but that opinion assumes that the rampant use of Strength Accessories in the highest level content is not something they planned for.
    (0)

  5. #5
    Player
    dejavutwo's Avatar
    Join Date
    Aug 2012
    Posts
    315
    Character
    Kuzie Kukuri
    World
    Cactuar
    Main Class
    Pugilist Lv 70
    I disagree with freezing monk's stack timer on bosses because even though it is annoying, monks are balanced around losing their stacks a few times a fight. It is also a good thing for monks to lose their stacks at a few points because it makes openers and burst more important overall instead of just sustain in the same way that add phases make AoE more important.

    However, I completely agree that skill/spell speed should improve resource regeneration rate as well. All other stats improve your character without penalties with the exception of skill speed. In most cases, skill speed feels more like a punishment than a benefit as you just run yourself out of TP and need more songs, or have slow your attacks down negating the stat.
    (2)
    Questing is like participating in an Old Spice Commercial - Talk to me, talk to him, talk to me, talk to him, Now Talk To Me...Sadly, you are not done, back to him, look there, its that mob I never liked, back to me, back to him...I'm in the Waking Sands.

  6. #6
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    I don't think Vitality should be made better for tanks, because I think we need more stat and gearing variety. I'd love to see, for example, Dexterity become a viable secondary stat for tanks. One thing I do think is a big problem for tanks is that, other than defense (which increases very slowly), you don't really have stats that make you take less damage than other tanks. Basically, at times it feels like your healer's gear matters way more than yours. Like you said, OP, parry sucks. If you included some flat damage mitigation with the parry stat, so that a fully loaded parry tank is taking something like 5-10% less damage from every attack (but also dealing less damage due to lack of det and crit), I think it'd go a long way toward giving some real gear choices. Of course, parrying magic would help as well.
    (1)
    Last edited by Brannigan; 01-24-2015 at 06:15 PM.

  7. #7
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Problem: Rmt spams flood the chat
    Solution: set status to Busy

    Problem: Busy status block friend tells
    Solution: Blame SE for poor design
    (1)

  8. #8
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Saccharin View Post
    Well if tanks don't go for vitality they should go for parry, after all taking damage is their thing and taking less is good right... A tanks job is not to deal damage it is to hold hate. With proper gear they can do that just fine so if you make vitality provide attack stats then what does strength so... the same? That's silly.
    I'd agree with you if the scaling on parry wasn't somewhere between crap and utter crap.

    Not to mention that whole not being able to parry magic attacks thing.
    (0)

  9. #9
    Player
    Slappah's Avatar
    Join Date
    Sep 2014
    Posts
    722
    Character
    Slappah Lol
    World
    Jenova
    Main Class
    Reaper Lv 90
    No duels
    -Add duels

    :O whoa I just supplied anyone interested in PvP with endless amounts of content from something extremely simple!
    (1)

  10. #10
    Player
    Cutie_McSnuggles's Avatar
    Join Date
    Aug 2013
    Posts
    738
    Character
    Cutie Mcsnuggles
    World
    Masamune
    Main Class
    White Mage Lv 60
    Not enough vanity gear
    -Remove all glamour restrictions
    (1)

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