Page 3 of 10 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 99

Hybrid View

  1. #1
    Player
    Nominous's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    372
    Character
    Nominous Lhant
    World
    Balmung
    Main Class
    Lancer Lv 70
    - More stats to choose between on gear. Critical Damage, Mp Regen, Tp Regen would be the three I'd choose since everything else is pretty well represented.

    - Raids being changed to have 3 bosses, as you've said. For one, it makes the raid more of an actual spectacle (some time investment required once you learn turns). For two, it gives a better chance at loot, even at the cost of progressing faster.

    - More variety of gearing options. One set of raid gear, all of which is 5 item levels above tome/other current level gear. One set of Tome gear at current item level. One set of alternative 'alliance' raid gear 5 levels below current item level. Alliance raid gear has one or two slots, and can only be melded that number of slots (cannot exceed 2).

    - Cooldowns removed when you wipe. (This is something that should already be in the game).

    - After that change above, it'd be way more viable to have 10 minute cooldowns in the game. Cool skills (Level 60) that are really flashy, and greater reinforce the strengths (and maybe even the weaknesses) of your Job.

    - Multi-hit weaponskills/abilities. If your skill animates and looks like you should be hitting the enemy twice, split the potency (which may buff most attacks naturally), and have it hit multiple times with x potency per hit.

    - Phoenix Down is able to raise a party member, but has a cast-bar (slightly less cast time than raise, can only be used once by every party member per raid).

    - When you hit level 60, your Job gains a new name (for example Paladin->Holy Knight) and a questline that unlocks 'slots' for your skills.

    - Skill Slot system. 2 per skill. The slots can be filled with skill-based materia. So instead of stat points, this Materia has skill-related bonuses. "TP Regen on hit", "Chance to critically hit +%", "Potency +", "Defense +" would just be a few of the basic materia. Then you'd have SPECIAL materia you could gain in other ways, like quests or high-end raids. Those special materia augment things like, "Jump distance + 5 yalms", "Goad effects all party members, less TP regain", "Trick Attack duration +5 seconds".
    (2)

  2. #2
    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 Kuwagami View Post
    No thanks. Tank crafted accessories are crap for my WAR and I love my slaying stuff
    The accessory thing addresses imbalances that currently exist with the stat systems and helps to prevent confusion over which accessories one should be wearing. Would you want your WHM wearing a full set of VIT accessories? It also speaks of awful, awful design when the meta for a particular role calls for them not to use the gear that's explicitly assigned to them.

    It's because it's secondary stat, and scales well with the other secondary stats's materias. Besides, I'd like to have grade V materias when 3.0 comes
    The point is that 7 "Main Stat" confers so much more of a benefit than 6 Determination that it makes absolutely no sense that the main stat materia would provide more raw points. Determination materia is fine where it is but the main stat stuff should be scaled back.

    No thanks. Or you ease SBing by like 1000%, because it's a real pain in the ass as it is now
    Right now, crafted gear is grossly overpowered. Unless you have some method in mind by which materia melding can be changed to be based on skill rather than pure RNG, then something like this is literally the only way to dial it down.

    wouldn't work. I could somewhat agree on a "vitality increases your defense" like the stamina stat works in other games, but damage is not what vitality brings
    Wouldn't work? It already worked in the STR and VIT determines damage paradigm in 1.0 for Warrior, which people are tending to agree was a more robust and flexible stat system. It likely wasn't removed for any reason resembling VIT not making sense as a damage stat, but rather as a part of simplifying the stat system as a whole for ARR. Now that we have this solid base under us, the devs did express a desire to look into possibly adding more complexity into things again. Besides, I fail to see how a "hardier" person can't swing a weapon harder than someone who is less so.

    apart forcing us to have parry, what does it do ? Just rework parry to actually be useful instead.
    The other option is certainly making parry useful, but that is actually impossible when one considers the scope secondary stats are currently taking. As I said, these points of parry wouldn't count toward gear allocation. You'd just get parry because you're a Tank. There's literally no room to whine about it because it's free: you lose absolutely nothing for having it. If Dark Knight is truly a Dodge/Parry tank, then something like this will be necessary for anyone who wants to play as Tanks other than Dark Knight once in a while.

    only benefits SMN, and wouldn't be fitting. Also, WMN will be reworked for 3.0 with changes on Spell speed, so that may not even be necessary.
    Sure, it might be unnecessary, but that's not the point. The point is to be silly and/or crazy here.

    Dexterity has no use for tanks except increasing parry rate by a bit. While being an increase, it's not fitting.
    "It wouldn't work" and "it's not fitting" seems to be a running trend with you. If giving Dexterity to the tanks is not fitting when it provides a benefit that only they would use, then what is the point of it providing that benefit at all?

    removing a stat in a game where the few stats present are already boring is just bad design.
    You know what's also bad design? Having more than one stat that does exactly the same thing. When we count together Weapon Damage, Main Stat, and Determination, we have three stats that do exactly the same thing. This point also assumed that perhaps they'd add additional stats in 3.0.

    unnecessary difficulty is just dumb. Leave instant kills and tank busters in raids, they do not belong in dungeons.
    The only increased difficulty here is a harsher benefit for losing hate... which some people desperately need if they're ever going to grow as tanks and some DPS need in order to learn that aggro is actually a thing that exists. This point, though, primarily serves one purpose and one purpose alone: preventing Tanks from "tanking" something outside of the Tank Stance while in party based content.

    and again, no point. If you steal hate as OT, you're bad or your MT doesn't know how to 1-2-3. period.
    If the MT is full VIT and the OT is a Paladin in full Strength, that MT is going to lose hate to the Paladin. But, this is really just another method of discouraging tanking outside of the proper stance.

    it already does if you summon a fairy while in stance
    The idea is that if you slip into the stance while the fairy is already out, the healing potency decrease hits the fairy right then and there.

    No. Balance should prevail, and this throws balance out of the window.
    None of us have any business stating what will or will not be balanced at levels above 50. We should leave that word at the door for now.

    these two stats have nothing in common. Please be serious.
    They have nothing in common? If anything, what currently exists has nothing in common: it makes no sense that a critical hit from a pet would increase the master's spell speed. Isn't that odd on its own? It already makes more sense for a critical hit to enhance more critical hits.

    ----------

    And finally...

    Quote Originally Posted by Nominous View Post
    - Skill Slot system. 2 per skill. The slots can be filled with skill-based materia. So instead of stat points, this Materia has skill-related bonuses. "TP Regen on hit", "Chance to critically hit +%", "Potency +", "Defense +" would just be a few of the basic materia. Then you'd have SPECIAL materia you could gain in other ways, like quests or high-end raids. Those special materia augment things like, "Jump distance + 5 yalms", "Goad effects all party members, less TP regain", "Trick Attack duration +5 seconds".
    Now this is a cool idea. Let's hope something like this actually happens! Progression would become more than just gear
    (0)

  3. #3
    Player
    Nominous's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    372
    Character
    Nominous Lhant
    World
    Balmung
    Main Class
    Lancer Lv 70
    Quote Originally Posted by Donjo View Post
    Now this is a cool idea. Let's hope something like this actually happens! Progression would become more than just gear

    Yeah, I wish I could make some design recommendations for them. It's not so hard to implement balanced, and fun customization choices for people.
    (0)

  4. #4
    Player
    Pterois's Avatar
    Join Date
    Feb 2014
    Posts
    572
    Character
    Pterois Volitans
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Donjo View Post
    The accessory thing addresses imbalances that currently exist with the stat systems and helps to prevent confusion over which accessories one should be wearing. Would you want your WHM wearing a full set of VIT accessories? It also speaks of awful, awful design when the meta for a particular role calls for them not to use the gear that's explicitly assigned to them.
    The kinda of people who benefit largely off wearing cross class accessories are the kinda of people who study (or at least read a little) about the full implications of wearing such gear. Start examining obvious end-game raiders (people who at the moment are wearing FCOB gear) and you will notice that for the most part the gear was created by the same person... which you could also assume they melded it as well... not just willy nilly putz'ing about on the MB and buying all the things cuz their rich... and then max melding them with vit I materia lol. But scaling the RIDICULOUS masterbook II wall and them pushing that gear to its highest level to reach caps.

    Everything you said about these accessories (and even stuff about stats in general) is completely wrong. The people who equip this stuff know exactly which one they should be wearing how to maximize its full potential through melds. Even if you don't use it for that purpose, and want to use it how it was intended then its pretty clear that the tank should wear fending, blm caster, whm healing... And if you are to stupid to figure out anything i just said then you have no place at end game accessories and REALLY hope they dont start designing this game towards them.

    edit: oh and making meld's even more of a gil sink (no 100% spot) would not stop people form doing exactly whats being done already... just piss em off because you dangled that spot in front of them then took it away.
    (3)
    Last edited by Pterois; 03-03-2015 at 05:38 AM.
    "Try not. Do or do not. There is no try."

  5. #5
    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 Donjo View Post
    The accessory thing addresses imbalances that currently exist with the stat systems and helps to prevent confusion over which accessories one should be wearing. Would you want your WHM wearing a full set of VIT accessories? It also speaks of awful, awful design when the meta for a particular role calls for them not to use the gear that's explicitly assigned to them.
    The only people that I see that may be confused about what accessories to wear are newbies that don't really understand how their stats work yet. I don't see what imbalances you're talking about, honestly. o.O


    The only increased difficulty here is a harsher benefit for losing hate... which some people desperately need if they're ever going to grow as tanks and some DPS need in order to learn that aggro is actually a thing that exists. This point, though, primarily serves one purpose and one purpose alone: preventing Tanks from "tanking" something outside of the Tank Stance while in party based content.
    Yeah... making it so the target gets one shotted unless they're mitigating is overdoing it a bit.

    I honestly don't see why there's such a problem with tanking things in Sword Oath if you can hold aggro.

    If the MT is full VIT and the OT is a Paladin in full Strength, that MT is going to lose hate to the Paladin. But, this is really just another method of discouraging tanking outside of the proper stance.
    Not necessarily. If MT has a significantly better weapon than the OT, or if their gear is about the same and OT is out of their tank stance, it's not too hard for the MT to keep aggro while the OT puts some DPS on.

    The idea is that if you slip into the stance while the fairy is already out, the healing potency decrease hits the fairy right then and there
    You seem to have a real problem with non-DPS classes wanting to add some DPS... -.-
    (0)

  6. #6
    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 Giantbane View Post
    Oh, you were SERIOUS about those accessories changes and weren't just proposing CRAZY things that SE might do to piss off their players.

    Those changes to accessories are AWFUL

    Making the accessories more random and frustrating to meld is absolutely no way to fix the problem at all.

    Seriously, the whole stat system and how it relates to materia is screwy. Elemental materia are completely pointless. Main stat materia are ONLY good on accessories (and really, only STR/VIT have much if any purpose, DEX/MND/INT are borderline useless too), and you pretty much want to kill that off.
    1. I never said anything about SE making changes intended to piss people off or posters in this thread only submitting ideas they wouldn't like to see implemented. I'm not quite sure where you got that.

    2. Crafted Accessories themselves are awful for game balance.

    3. The only other way to address the problem is to eliminate crafted accessories from the game entirely or make main stat materia either non-existent or nigh-useless. At least this way the most persistent can make their god piece eventually.

    4. Yeah, that's why it needs an entire rework. It's so hopelessly broken that it's better off removed than existing in such a state.

    Quote Originally Posted by Ashkendor View Post
    The only people that I see that may be confused about what accessories to wear are newbies that don't really understand how their stats work yet. I don't see what imbalances you're talking about, honestly. o.O

    Yeah... making it so the target gets one shotted unless they're mitigating is overdoing it a bit.

    I honestly don't see why there's such a problem with tanking things in Sword Oath if you can hold aggro.

    Not necessarily. If MT has a significantly better weapon than the OT, or if their gear is about the same and OT is out of their tank stance, it's not too hard for the MT to keep aggro while the OT puts some DPS on.

    You seem to have a real problem with non-DPS classes wanting to add some DPS... -.-
    1. I explained the imbalance a few posts ago. I hope it's pretty clear.

    2. Yeah, possibly, especially if Tanks are forced to stack VIT.

    3. Sure, play around with whatever you want in the dungeons. That's all fine and dandy because they're supposed to be facerolls. In Coil, being out of your Tank Stance should always be nigh suicide. The ways people are doing the "hardest" encounters exposes so many mistakes in encounter design it's not even funny.

    4. As I said, if the OT is a Paladin and has significantly more strength than the MT, it's very possible to steal hate because the only thing a Pally can do to DPS as OT is Halone.

    5. Not necessarily. What I'm sniping at with the Cleric Stance change is that Scholars can add their DPS far more easily than a WHM can because of their fairy healing at 100% throughput while they're in Cleric Stance. If that is removed, they're on equal ground in this regard. Regarding the Tanks, it's that the current tank meta exposes massive failures in stat and encounter design that brutally killing the aggressive tank would be a side effect of fixing.
    (0)
    Last edited by Donjo; 03-03-2015 at 09:25 AM.

  7. #7
    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 Donjo View Post
    3. Sure, play around with whatever you want in the dungeons. That's all fine and dandy because they're supposed to be facerolls. In Coil, being out of your Tank Stance should always be nigh suicide. The ways people are doing the "hardest" encounters exposes so many mistakes in encounter design it's not even funny.
    What you need to remember is that the people tanking FCoB in Sword Oath are people that are pretty much already overgeared for FCoB and have the timing on the fights down pat by virtue of the fact that they have the turns on farm. People that are still progressing through FCoB are most likely using their tanking stances as normal. How much time you spend in your tanking stance depends on the comfort level of your healers in whatever content you're in.


    5. Not necessarily. What I'm sniping at with the Cleric Stance change is that Scholars can add their DPS far more easily than a WHM can because of their fairy healing at 100% throughput while they're in Cleric Stance. If that is removed, they're on equal ground in this regard.
    One word: Holy. White mage can deal massive damage AND reduce tank damage in one fell swoop. WHM is better for mass pulls, while Scholar excels at single target DPS (I rarely leave cleric stance on a lot of trials).

    They seem pretty even to me when you take that into account.

    Regarding the Tanks, it's that the current tank meta exposes massive failures in stat and encounter design that brutally killing the aggressive tank is just one step in resolving.
    Honestly, I don't get what you have against the "aggressive tank" meta. It makes playing tanks a lot more fun. Probably the worst part about playing a tank is the feeling of utter futility when it comes to solo play. Everything is a battle of attrition - you mayaswell just leave yourself on autoattack and go afk for all the fun you're having dealing 100-200 damage at a time with your skills. Sure, you aren't really killable but neither is whatever you're fighting. Let's face it, mobs in the overworld aren't really even a threat for squisher classes anyway so all you're doing is slowing yourself down if you run around in a fending set.
    (0)

  8. #8
    Player
    Giantbane's Avatar
    Join Date
    Aug 2013
    Posts
    1,534
    Character
    Adol Giantbane
    World
    Ultros
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Donjo View Post
    1. I never said anything about SE making changes intended to piss people off or posters in this thread only submitting ideas they wouldn't like to see implemented. I'm not quite sure where you got that.
    No I just assumed that's what you meant, given that's all those changes accomplish.

    2. Crafted Accessories themselves are awful for game balance.

    3. The only other way to address the problem is to eliminate crafted accessories from the game entirely or make main stat materia either non-existent or nigh-useless. At least this way the most persistent can make their god piece eventually.

    4. Yeah, that's why it needs an entire rework. It's so hopelessly broken that it's better off removed than existing in such a state.
    Crafted items are super narrow in their usefulness. Only crafted accessories are really decent for anything and those are already nerfed in their usefulness by both removing the 3rd stat and the fact that they get released a full patch cycle after everything else does.

    The "problem" is very limited to the highest tier of guilds. "Fixing" the problem by destroying crafted items is no way to fix it.

    A better solution would be to put VIT on all accessories and then balance around that so that there's not so much discrepancy between the two.

    Even better, give tanks another secondary stat that actually reduces incoming damage in some way and/or make parry better so that tanks WANT to stack defensive stats, instead of ignoring them like they often do currently.
    (0)

  9. #9
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Donjo View Post
    5. Not necessarily. What I'm sniping at with the Cleric Stance change is that Scholars can add their DPS far more easily than a WHM can because of their fairy healing at 100% throughput while they're in Cleric Stance. If that is removed, they're on equal ground in this regard. Regarding the Tanks, it's that the current tank meta exposes massive failures in stat and encounter design that brutally killing the aggressive tank would be a side effect of fixing.
    And WHM can heal at 100% too, pop regen on tank, switch to clerics. Add a stoneskin in there too if you want. Also SCH fairy heals are weaker than a WHMs anyways.

    Sounds like a "I cant/dont want to do it, so no one else can" complaint.

    Also if the healer can comfortably heal the tank in sword oath and the tank has no issues holding hate, whats your problem?
    (1)

  10. #10
    Player
    Kajukai's Avatar
    Join Date
    Mar 2014
    Posts
    101
    Character
    Kajukai Korin
    World
    Shiva
    Main Class
    Marauder Lv 60
    Deleting every single Lala? Please.
    (5)

Page 3 of 10 FirstFirst 1 2 3 4 5 ... LastLast