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.
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.
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.
yeah and it all ties in with the materia system.
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.
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.
Last edited by Sephrick; 08-31-2011 at 12:15 AM.
i may be looking a it wrong, but it think you sig is missing a foot on the right side of the crest.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.
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.![]()
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.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.
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