I wonder what will be the ilvl for first tool for crafting.. from ilvl 55 to.......90?
I wonder what will be the ilvl for first tool for crafting.. from ilvl 55 to.......90?
People often say this, but until they trial it, is there really any evidence to suggest this would be the case? I mean, a similar scenario yesterday, decided to go into some t11, someone comes in wearing a few weathered i100 pieces and other "sub-optimal" gear. Did we kick, no, because no-one cares.
imo your example would fall under the category of being "too good", but if it were say "a 20% chance your jump potency will be increased by 100", then it might be a bit more viable - my reasoning being that as it's only a chance, and cannot really be relied upon, no-one would insist you have it, but every so often you'd get a bonus you weren't relying on
I'd like to see them add something that just made equipment a bit more fun, but without abilities that are so game-changing they truly are "must-have".
^ This. Well said Xatsh.Perfect balance only matters in PvP.
XI's gear system currently blows XIV's out of the water with ease.
Everything is pure linear. I can tell you the stats on the ILvl 600 Pld Body at this moment because it is as complex as draging down on an excell spread sheet.
Easy to Balance =/= Good Game Design. It =s bland game design.
XIV's itemization is the BLANDEST I've seen in any MMO. It's awful and boring. New Gear in 2.X? Just more +VIT and more +[Main Stat].
I find this news very disappointing. It seems Yoshi P is hellbent on copying WOW in some kind of chronological order, and reach the same point WOW did and have to smash down all the numbers by 4.0 or something.
Yoshi P, why won't you consider some Horizontal Progression in this game? Instead of the same boring "+10 (or now +40) Item Levels" per Patch, and you just inflate numbers every single time, why not LESSEN the Numbers Bloat?
You can have the SAME number of New Gear every few patches, but it doesn't have to be another 20 - 40 Item Levels Higher every single time. Have Secondary Stats be more meaningful and useful. Or have Unique Effects ("Enhances Rampart" or "Counterattack +1%").
For the people that keep saying, "Players will just crunch the numbers and there will just be a Horizontal Progression set that's BiS and everyone will use it" uhm, (1) Even with this crappy Vertical Progression we have now there's ALREADY a "BiS" that everyone is gunning towards. So what?;
And (2) Unlike Vertical Progression like we have now, with more Horizontal Progression the Other Sets of Gear WON'T be Useless like it is now. All the Dungeon Gear every single patch that Yoshi P introduces in the 2.0 era was just for GLAMOUR (worthless for stats). If he had more sets in the same Item Level, there might be a set that's "BiS" for some, but the other sets would still be the SAME Max Item Level, and be pretty darn good (arguably just as good but in a different way). It's better than just getting, say, Picaroon's Dungeon Gear that's -50 iLevels down from Coil Gear and is just for Glamour.
I really hope Yoshi P considers more Horizontal Progression one day. As it is now, XIV's Hamster Wheel Boring Gear Grind (more Item Levels every few patches) has burnt out a lot of end gamers on my server.
Last edited by Kiara; 05-28-2015 at 05:46 AM.
So, I wonder where the new Artifact gear will fall to. Anyone have any ideas?
Player : フェアリーのミラプリも作ってるんですか?
(Any plan on Fairies glamour?)
Yoshi'p Sampo: フェアリーはエギではないので、予定がないです。残念ながら。
(Since Fairies aren't Egi so, No.)
Job quests perhaps? We already know there will be more. Some likely to unlock new skills, and some for the gear possibly. The gear being the last 5 levels ofc. Just a guess 4 pieces at lv 55, and body at lv60?
You have to remember though that XI had in-combat gear swaps and differing stat modifiers for weapon skills, which gave them a lot more freedom with gear stats. It was a stupid system but it's why they could do it.Perfect balance only matters in PvP.
XI's gear system currently blows XIV's out of the water with ease.
Everything is pure linear. I can tell you the stats on the ILvl 600 Pld Body at this moment because it is as complex as draging down on an excell spread sheet.
Easy to Balance =/= Good Game Design. It =s bland game design.
Also, XI was unbalanced as hell so they could do whatever they wanted and get away with it.
Don't get me wrong I would like to see more interesting stats on gear, but they would have to be done right.
I thought they said Melded Gear won't be as effective for raids?
Unless I heard wrong.
It wasn't really stupid, it was probably the best part of the game. It kept decade old content relevant, and you always had something to do/strive for.You have to remember though that XI had in-combat gear swaps and differing stat modifiers for weapon skills, which gave them a lot more freedom with gear stats. It was a stupid system but it's why they could do it.
Also, XI was unbalanced as hell so they could do whatever they wanted and get away with it.
Don't get me wrong I would like to see more interesting stats on gear, but they would have to be done right.
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On the contrary, it was one of the best features. People hunting rare monsters for that lessened summon perp cost or stacking attack bonuses for special moves. In truth, there was no real 'best in slot' for a lot of jobs, and the equipment used by players was as diverse as the players themselves.
Admittedly, we could swap mid-combat but there were plenty of pieces which were good for just about every occasion.
Also, I find it amusing you consider FFXI to be 'unbalanced as hell' considering we're not exactly looking at the most balanced game in FFXIV either. In fact, the current item level system is as broken as hell with players able to power through most content simply because they outgear it by miles. An item level increase means an increase in ALL stats at once, meaning older content is now considerably easier. FFXI doesn't really have that issue unless it's specific pieces like the Relic and Empyrean weapons.
Agreed.On the contrary, it was one of the best features. People hunting rare monsters for that lessened summon perp cost or stacking attack bonuses for special moves. In truth, there was no real 'best in slot' for a lot of jobs, and the equipment used by players was as diverse as the players themselves.I knew plenty of players in XI that didn't have "the ultimate Best In Slot" for the time (unlucky with NM drops), but with Horizontal Progression gearing, they were absolutely still very viable and we cleared content just fine (farming Sky, Sea, Dynamis, HNMs, etc.).
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