I love FFXIV, but possibly its greatest failing are the boring item stats. I would love to see this changed, so I couldn't agree more with the OP.
I love FFXIV, but possibly its greatest failing are the boring item stats. I would love to see this changed, so I couldn't agree more with the OP.
A true paladin... will sheathe his sword.
God I miss the 1.23. Where gear ment something and didn't get replaced every couple of months. Hope SE stops this method of replacing cause it just pissed people off when they store it on a retainer or discard it for being usless other than it's glamor.
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Pretty sure they will do set bonuses for raid gear in 3.0. I believe the mentioned something like that in a live letter.
yeah this ain't gonna happen. People need motivation to do new content more than once for the benefit of keeping it alive after the first week or so. To do new content, you need to have something on that content that the players would actually want when the content is new.\For example, if they kept gear at about the same level from day 1 to day 323, there'd be no reason to do new content more than once for the completion, and people would instead stick to what is easiest and gives the best stats. Which creates problems.
For example, and this is hypothetical, say Shiva and Titan both dropped bracelets that were the same iLevel, but titan EX's tank bracelet was more ideal than Shiva's, while Shiva's DPS drops were more ideal than Titan's. Therefore, you'd have a mess of DPS trying to get into Shiva, but fewer tanks since the gear isn't worth it for them. Conversely, you'd have a harder time finding DPS for Titan because not only is the gear not worthwhile, but the fight is much rougher on DPS compared to Shiva.
Thus, they tier the content so everyone has semi-equal motivation to do the same set of fights. This is also why Ramuh drops rings, Shiva drops bracelets, Mog drops necklaces, etc.
...though if you ask me, they SHOULD go back and re-scale some of those accessories since, for example, Ifrit EX isn't any more or less difficult than Shiva EX, and we have a shortage of ear and neck slot options at i110 or higher.
Funny enough I was looking at the resistances tab and saw all the types. It's right now just used as a debuff mechanic (you lose slashing/piercing/blunt == enemy does more damage) but it's silly that it isn't used to make the game more interesting.
Yet FFXI was able to do this for 8 years and still have players playing. The key is to make the system varied so that while gear A may work in one fight, it may not work in another (or at least, not as effective). This is assuming FFXIV stayed with "ilvl and accuracy is only thing you have to worry about".yeah this ain't gonna happen. People need motivation to do new content more than once for the benefit of keeping it alive after the first week or so. To do new content, you need to have something on that content that the players would actually want when the content is new.\For example, if they kept gear at about the same level from day 1 to day 323, there'd be no reason to do new content more than once for the completion, and people would instead stick to what is easiest and gives the best stats. Which creates problems.
For example, and this is hypothetical, say Shiva and Titan both dropped bracelets that were the same iLevel, but titan EX's tank bracelet was more ideal than Shiva's, while Shiva's DPS drops were more ideal than Titan's. Therefore, you'd have a mess of DPS trying to get into Shiva, but fewer tanks since the gear isn't worth it for them. Conversely, you'd have a harder time finding DPS for Titan because not only is the gear not worthwhile, but the fight is much rougher on DPS compared to Shiva.
Thus, they tier the content so everyone has semi-equal motivation to do the same set of fights. This is also why Ramuh drops rings, Shiva drops bracelets, Mog drops necklaces, etc.
...though if you ask me, they SHOULD go back and re-scale some of those accessories since, for example, Ifrit EX isn't any more or less difficult than Shiva EX, and we have a shortage of ear and neck slot options at i110 or higher.
Last edited by Magis; 02-12-2015 at 05:31 AM.
The stat design of this game is one of its great downfalls.
Sure it is easily balanced, but I mean it is as complex as getting an excell spread sheet and dragging it down to get new item values every patch. This is restricting the games ability to add unique things and broaden the drop pool greatly because everything has to fit into the Ilvl critera with only a few stats to work with.
It was an aspect of 1.X that I feel is just completely superior to ARR's system in basically every way.
I would love to see stats like.
-Tp Regeneration +
-MP Regeneration +
-Movement Speed +
-Ability Enhancements (Say a neck which increases stoneskin potency by 5%)
-Ability Augments
-Negative Stats
-Enmity +/-
As well as make the elemental stats do something, add back elemental and damage types again. Just do not make it where the weaknesses and strengths are game breaking.
Some example would be things like this: (off the top of my head)
Pld Body (Turtle Build set + high hp def, - reduces dmg output and enmity as a result)
Def: 220
Mag Def: 220
Str: -20
Vit: +75
BlockRate + 3%
BlockDmg +3%
War Wrist: (gives a temp buff to an ability at the cost of base stats)
Str:16
Vit:10
Acc:10
Augments Thrill of Battle: Blood Bath heals 45% of your dmg delt while in the effect of Thrill of battle.
Whm/Sch Head: (A head for a dmg spec for healer in fights that do not require max healing specs.. addresses the acc problem of healers currently. Comes at a cost of Healing stats)
Def:54
MgDef:85
Vit:29
Critical Hit:10
Augments Cleric Stance: Grants +75 Acc
All peices situational but that is what this game needs situational pieces that are not required but are beneficial if obtained. Would also slow down the gear negation which is the #1 negative for a linear game releasing content as quickly as XIV.
I would say reduce the speed of the Ilvl increases and make more horizontal or staggered progression. Add more types of gear variety in each patch and do not negate 100% of old content every 6months, Replace bits and pieces of it. This will make it where people continue to play older content for more then just vanity and relic upgrades.
The whole concept of no true BIS. Make stuff require a Basic Ilvl to kill and add variation of gear.
I'd love to see a stat specially for the final stage of the relic that gives you access to your level 1 limit break even when solo/duo/trio.
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.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.
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.
Last edited by Ryans; 02-12-2015 at 07:53 AM.
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