I would like Bowl of Embers drop a housing item that is a literal bowl of embers.
I would like Bowl of Embers drop a housing item that is a literal bowl of embers.



I think additional effects are a good idea, and I like the concept behind Primal drops granting unique effects to abilities based on their element.
But it is beyond my ability to gauge balancing.


i wouldn't mind this, so long as the buff ideas were a little more balanced.
these items seem like something we would have in a single player rpg atm.


Well, I designed them so the effects are useful for every class, situationally. The stats on the items I would actually remove. Like I would remove secondary stats and replace them with effects and just "Vitality" so every class could use them. ((Since Vitality is important for everyone.))
Or make a new slot for them.
However, I would not make "Job" only type stuff, that goes way beyond what should be on items. Those should be set bonuses, or class skills.
The reason it wouldn't be mandatory, because some of the more powerful effects actually have downsides to them that counter the effects. For example, the 7% damage reduction is extremely countered by the 15% reduced movement speed, for you may not avoid one aoe and that could ruin your team!
Some of the items change how you play your class, like the Ramuh item can turn you into a tank if you need to tank something but can't find a tank. Form your own group and tank it yourself! The item lets you do that with any class, however you won't be as good as a real tank and may lose aggro a lot. However its a lot better then trying to do it with no tank. It makes that play-style a choice.
However, yes! They are fun items, they are not meant to be something you "need" to compete.
For example, if the item reduced a class or job skill like..
"Reduces the cool-down of Circle of Storn by 10 seconds."
"Reduces the cool-down of Sentinel by 90 seconds."
Stuff like this becomes part of your rotation, so having this stuff on gear is actually a REALLY bad idea, it also super affects balance concerns, especially for DPS!
However, the items I proposed effects everyone pretty similarly! Give or take a few situational advantages!
However: I do want to see "Class Traits" like this!
"Fast Blade, Savage Blade, Rage of Halone has a 5% chance to reset the cool-down of circle of scorn.
Last edited by Nektulos-Tuor; 04-24-2015 at 03:25 AM.

I'm all for additional stats on gear. While FFXI can never directly be compared to this game because of gear swapping mid-combat, some form of horizontal progression would be nice to see again and it lets old content remain useful.
I currently find the rotation of one superior end-game dungeon at a time to be quite boring and miss having a few to jump into for different kinds of gear.


I remember doing a dungeon 138 times for a single piece of gear. Now its like: Whatever, my gear is only 2 stats better.. woopteedoo.I'm all for additional stats on gear. While FFXI can never directly be compared to this game because of gear swapping mid-combat, some form of horizontal progression would be nice to see again and it lets old content remain useful.
I currently find the rotation of one superior end-game dungeon at a time to be quite boring and miss having a few to jump into for different kinds of gear.
I barely care about gear in the game, sides the weapon. Only thing that matters really.
Last edited by Nektulos-Tuor; 04-24-2015 at 10:27 AM.


Just my own two gil here. Interesting loot is a quandary that is difficult to broach, since due to the common elitism that MMORPGs tend to harbor, adding in incomparable, at least early on, is likely to result in there being "best combinations." For example, if you were to add in three sets of tanking armor for Warriors, one that enhanced critical strike effectiveness, one that enhanced vampiric abilities (Bloodbath, Storm's Path, ect), and one that enhanced the Warrior's speed of attack, one would likely be better than the others simply due to math. However, the best way to avoid this would be to add gear that completely changed your playstyle. Such as gear that, still using Warrior as an example, would allow your Butcher's Block combos to produce low enmity but your Storm's Path combos to produce high enmity. You effectively remain the same, but it would allow for you to main tank bosses and keep your debuffs up rather than having to chose between enmity, defense, and more damage it changes that choice to enmity and defense, more overall damage, or more damage done at that moment.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



