Results 1 to 10 of 41

Hybrid View

  1. #1
    Player
    Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,966
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    Stuff like Increases Jump damage unbalances the game. Probably why they took a lot of those stats like that out. Could possibly making something BiS past its time, or pretty much make it your only option. Say if it was on a relic for example. Some people don't want to grind relics but the Increases Jump damage makes it BiS and people will then feel they must get this one weapon over everything else.
    (2)

  2. #2
    Player
    Gardes's Avatar
    Join Date
    May 2012
    Posts
    1,224
    Character
    Sileas Goode
    World
    Hyperion
    Main Class
    Culinarian Lv 51
    Quote Originally Posted by Zumi View Post
    Some people don't want to grind relics but the Increases Jump damage makes it BiS and people will then feel they must get this one weapon over everything else.
    Bis already exists in the game and if you offer someone the chance to get a bis through raiding (when they were not able to), I doubt they'd pass it up. So I don't really see how this is a problem. I dont think OP is asking these skill mods to be specifically attached to relics.

    Personally I wouldn't mind seeing these in some kind of non gear character enhancement form like merits/talents. There will be bis setups for that too, no doubt, but I think if the game has more hard yet worth while non-raid content and it allows having multiple setups for one class, it shouldn't be an issue. Let people use cookie cutter bis max output setups for raids and trials, then they can use the other ones for solo and exploration. I mean, I'd have no qualms going as sam/war or whatever /sub my group needs for serious group content but I really loved trekking around and doing my own stuff as sam/dancer for the healing and utility.
    (3)

  3. #3
    Player
    AxelDH's Avatar
    Join Date
    Jan 2014
    Posts
    208
    Character
    Axel Darkhero
    World
    Phoenix
    Main Class
    Archer Lv 100
    I think a few different kinds of sub stats would be nice, to allow more variation between items of the same level. Including some stats that don't just make you deal more damage....

    Ideas that come to mind; 'Stamina' - increases your base TP, and/or increases the natural TP recovery rate.

    Constitution - reduces physical damage taken, increases your natural HP recovery rate, and reduces the duration of status ailments

    Wisdom - reduces magical damage taken, and increases MP natural recovery rate (Or reduces the MP cost of spells instead, as that would probably work better with how BLM's work)

    A stat that slightly extends the duration of Cooldowns and/or reduces their recast timers. (Can't think of an appropriate name though!)
    (1)

  4. #4
    Player
    Ryans's Avatar
    Join Date
    Mar 2011
    Location
    Grid
    Posts
    853
    Character
    Ryans Tardis
    World
    Hyperion
    Main Class
    Gladiator Lv 53
    Quote Originally Posted by Zumi View Post
    Stuff like Increases Jump damage unbalances the game. Probably why they took a lot of those stats like that out. Could possibly making something BiS past its time, or pretty much make it your only option. Say if it was on a relic for example. Some people don't want to grind relics but the Increases Jump damage makes it BiS and people will then feel they must get this one weapon over everything else.
    Some people don't want to grind coil but the increased ilvl makes it BiS and people will then feel they must get this one weapon over everything else.

    See what I did there? They already do this it is just boring as hell the way they do it. Give the items a bit of mystery and intrigue. "The new dungeon has an item with increased jump damage. I wonder if that is something I should try to get over this drop I got with pure strength on it." It makes no numerical difference as each point of strength increases damage by a certain percentage and they could calculate how much damage jump would need to be increased in order to perform relatively on par with an equally valued item.

    It is more work for the developers but it makes for a more interesting and in depth game.
    (2)
    Last edited by Ryans; 02-12-2015 at 07:53 AM.