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  1. #11
    Player
    Holy_Dragoon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,533
    Character
    Holy Dragoon
    World
    Hyperion
    Main Class
    Dragoon Lv 90
    Yes, then apply gear to my edited example. Where gear is more effective. Those who play more "hardcore" are then rewarded with a better punch through gear reward, but those who do not have that kind of time are still able to play effectively.
    (0)


  2. #12
    Player
    Archadius's Avatar
    Join Date
    Mar 2011
    Location
    Ishgard
    Posts
    1,304
    Character
    Arcadia Aurora
    World
    Balmung
    Main Class
    Dark Knight Lv 91
    Anything SE says anywhere is 10% perspiration and 90% speculation until it actually hits the servers. Any adventurer worth his weight in flint stones knows this by now.
    (1)

  3. #13
    Player
    Perrin_Aybarra's Avatar
    Join Date
    May 2011
    Posts
    925
    Character
    Rand Al'thor
    World
    Excalibur
    Main Class
    Conjurer Lv 38
    Quote Originally Posted by Holy_Dragoon View Post
    Yes, then apply gear to my edited example. Where gear is more effective. Those who play more "hardcore" are then rewarded with a better punch through gear reward, but those who do not have that kind of time are still able to play effectively.
    yeah and it all ties in with the materia system.
    (0)

  4. #14
    Player
    Holy_Dragoon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,533
    Character
    Holy Dragoon
    World
    Hyperion
    Main Class
    Dragoon Lv 90
    It certainly does, which means I'm going to have to learn how to craft. I hope the changes to the craft system allow me to enjoy it more.
    (0)


  5. #15
    Player
    Sephrick's Avatar
    Join Date
    Mar 2011
    Posts
    1,900
    Character
    Sephrick Markarius
    World
    Excalibur
    Main Class
    Gladiator Lv 70
    To me what's "plainly on paper" is that they're increasing exp per level wih the exchange that each level brings more stat points to allocate. That the weight of those points diminish at higher levels is it's own point entirely.

    Back when they lessened SP needed to get from 1-30, they "adjusted the growth curve." And when they recently spoke about the difficulty of leveling a DoL class in light of gathering fatigue, one thing they mentioned to balance things was "adjusting the growth curve" for those classes.

    SE is particular about terminology. It's why they go out of their way to let us know that certain systems have tentative names and that SP and ranks will become exp and levels.

    SE set a precedent that growth curve means points per level. That's the only reason I made the OP.

    It makes sense since they're giving us exp chains in tandem with this.

    Conversely, it could mean they're making it easier to level and making materia the bulk of character development, hence the focus on gear at later levels.
    (0)
    Last edited by Sephrick; 08-31-2011 at 12:15 AM.

  6. #16
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Holy_Dragoon View Post
    I think perhaps some people need to re-read what is plainly put on paper here. The stat growth is being adjusted not the rate of EXP growth. As has been stated, the entire thread is about stat growth rates. What they are likely going for (end effect) is similar to what we have now.

    High growth at low levels, low growth at higher levels. Meaning the stat difference in a player from 1-10 will be very different than a player ranked 40-50. I would think this allows more for people ranked 45-50 to be able to party together and partake in content.

    Right now we get low points to put into stats, but each stat increase takes 1 or 2 points, where high levels can take 3-4 points per stat. Effectively turning 28 allocation points in 7-9 stat points.

    Now it sounds like they want to get say 8 stat points per level early on, and say 4 stat points during the higher levels. This lowers the strength gap between players at higher rank, but still allows those with more play-time to have a slight edge. Yet not a crippling edge, over casual players.
    i may be looking a it wrong, but it think you sig is missing a foot on the right side of the crest.
    (0)

  7. #17
    Player
    Holy_Dragoon's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,533
    Character
    Holy Dragoon
    World
    Hyperion
    Main Class
    Dragoon Lv 90
    It's actually that the claw is blue, and you are not the first to point it out. I think I'll have to tweak it.
    (0)


  8. #18
    Player
    Join Date
    Mar 2011
    Location
    リムサ ロミンサ
    Posts
    1,084
    Quote Originally Posted by Archadius View Post
    omg if they used the PL breakdown for ranks.... X_X

    300k+ XP per rank in the 40's? No thanks lol
    Oh come on it would be fun! No more 1-20 in two hours!
    (0)

  9. #19
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    296
    Quote Originally Posted by Perrin_Aybarra View Post
    That what I understood as well. Meaning you get less stats per level as you level up, but you make it up with gears. Making it so that gears isn't all that important early on since you level very fast up to a certain point and updating your gears later on becomes more important to keep up to date.
    The way I read it, you get more stat points per level at higher level, but they have less significance. ( which is a natural consequence of increasing stat values- adding 5 points to a base of 100 points has less impact than adding 1 point to a base of 5 points ). They will be designing high level gear to partially compensate for this slowdown.
    (0)

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