Page 8 of 9 FirstFirst ... 6 7 8 9 LastLast
Results 71 to 80 of 102

Hybrid View

  1. #1
    Player
    Ralvenom's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lominsa
    Posts
    199
    Character
    Ralvenom Mahlfusant
    World
    Exodus
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Dhex View Post
    Ideally they start making Job locked sets with more/new stats catering to each Job's flavor rather than what we have now; Job locked gear would allow for them to add more stat complexity without making it too confusing for people.

    Example being:

    Paladin specific gear begins to add extra Block benefits, Fast Casting, Physical damage reduction, and TP cost reduction.

    Dark Knight specific gear introduces extra HP/Drain benefits, MP refresh effects, Magic damage reduction, and Parry bonuses.

    Warrior specific gear introduces additional stacks bonuses, HP regen effects, and Attack speed bonuses.


    What this does is gives each Job a more established style and benefits their unique tool kits and new ways to balance Jobs without having to nerf, buff, or cater content to them.
    Not a bad idea. Kind of reminds me of WoW's class gear sets, which were pretty cool most of the time.
    (0)

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Ralvenom View Post
    Not a bad idea. Kind of reminds me of WoW's class gear sets, which were pretty cool most of the time.
    I could see some of those as set bonuses, but not actual stats on gear.

    PLD set bonuses would be something like:

    2-piece: Increases casting speed by 15%
    4-piece: Using Rage of Halone in a combo places "Fury's Blessing" on you, reducing TP cost of abilities by X for 20s.

    You'd probably have to design set bonuses on an expansion-to-expansion basis rather than tier by tier. If only to make things easier to balance (since past a certain ilevel you'd be balancing the tanks around certain set bonuses).
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  3. #3
    Player
    Ralvenom's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lominsa
    Posts
    199
    Character
    Ralvenom Mahlfusant
    World
    Exodus
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Duelle View Post
    I could see some of those as set bonuses, but not actual stats on gear.
    Yeah, that makes more sense. The only thing is, I'm not sure SE would ever do this. Why? Because then people would go, "THEY'RE COPYING WOW! I CALL BS!". And that would be a giant sh*tstorm...

    Quote Originally Posted by Syzygian View Post
    I'm suprised how many people are lauding this idea, when it basically gives one tank more dps and the others more mitigation, the former being prized above all else and the latter being near-useless.
    I think the basic examples were just rough examples intended to show what Dhex meant, not actual examples meant to balance things.

    The idea itself has merit, but I don't see it actually happening, tbh.
    (1)

  4. #4
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Ralvenom View Post
    Yeah, that makes more sense. The only thing is, I'm not sure SE would ever do this. Why? Because then people would go, "THEY'RE COPYING WOW! I CALL BS!". And that would be a giant sh*tstorm...
    Taking from something that works is a little more important than being a unique snowflake. FFXIV was built on this very principle (and I suspect it's a good part of of why ARR was so successful), so if the complainers that don't understand the "a good composer borrows, a great composer steals" principle want to cry over this, I say let them.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #5
    Player
    karateorangutang's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    779
    Character
    Celest Ru'milan
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Dhex View Post
    Ideally they start making Job locked sets with more/new stats catering to each Job's flavor rather than what we have now; Job locked gear would allow for them to add more stat complexity without making it too confusing for people.

    Example being:

    Paladin specific gear begins to add extra Block benefits, Fast Casting, Physical damage reduction, and TP cost reduction.

    Dark Knight specific gear introduces extra HP/Drain benefits, MP refresh effects, Magic damage reduction, and Parry bonuses.

    Warrior specific gear introduces additional stacks bonuses, HP regen effects, and Attack speed bonuses.


    What this does is gives each Job a more established style and benefits their unique tool kits and new ways to balance Jobs without having to nerf, buff, or cater content to them.
    You mean.... horizontal progression?

    You be crazy
    (2)

  6. #6
    Player
    Syzygian's Avatar
    Join Date
    Feb 2015
    Posts
    735
    Character
    Syzygia Coahcuhhar
    World
    Sargatanas
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Dhex View Post
    snip
    I'm suprised how many people are lauding this idea, when it basically gives one tank more dps and the others more mitigation, the former being prized above all else and the latter being near-useless. Give war more damage and pld/drk more parry and block? I'll pass.

    It only really serves to exacerbate the imbalance. Unique job specific secondaries are a nice idea but they must be able to perform equally.
    (0)

  7. #7
    Player
    Kuwagami's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    4,330
    Character
    Kuwagami Tarynke
    World
    Cerberus
    Main Class
    Red Mage Lv 78
    Quote Originally Posted by Syzygian View Post
    I'm suprised how many people are lauding this idea, when it basically gives one tank more dps and the others more mitigation, the former being prized above all else and the latter being near-useless. Give war more damage and pld/drk more parry and block? I'll pass.

    It only really serves to exacerbate the imbalance. Unique job specific secondaries are a nice idea but they must be able to perform equally.
    it would make sense in a game where there aren't tight enrage timers, and more big slaps to the face every time. Go safe and win slower, but with more ease, or go all out and suffer the risk of a wipe because the boss wrecked you a bit too hard.

    In current FFxiv though, not so much
    (0)

  8. #8
    Player
    Exodus_Kenpachi's Avatar
    Join Date
    Sep 2015
    Posts
    128
    Character
    Exodus Kenpachi
    World
    Gilgamesh
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Dhex View Post
    Ideally they start making Job locked sets with more/new stats catering to each Job's flavor rather than what we have now; Job locked gear would allow for them to add more stat complexity without making it too confusing for people.

    Example being:

    Paladin specific gear begins to add extra Block benefits, Fast Casting, Physical damage reduction, and TP cost reduction.

    Dark Knight specific gear introduces extra HP/Drain benefits, MP refresh effects, Magic damage reduction, and Parry bonuses.

    Warrior specific gear introduces additional stacks bonuses, HP regen effects, and Attack speed bonuses.


    What this does is gives each Job a more established style and benefits their unique tool kits and new ways to balance Jobs without having to nerf, buff, or cater content to them.

    That is..... Wow. That is a great idea all around.
    (0)

  9. #9
    Player
    EnumeratingWishes's Avatar
    Join Date
    Aug 2013
    Posts
    6
    Character
    Radon Sadou
    World
    Lamia
    Main Class
    Lancer Lv 15
    Honestly I just want to be a tank again, not a glorified dps taking damage.
    I don't care whether they also make parry a counter-attack but as previously mentioned the stat holds too little weight.
    (1)

  10. #10
    Player
    Dante_V's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    872
    Character
    Dante Venarra
    World
    Jenova
    Main Class
    Dark Knight Lv 100
    As a tank it doesn't really matter to me either way. They can keep the parry and I will just keep avoiding it as much as possible. I can't wait until some other 200 options come along so I can get rid of the DRK chest and pants. Hopefully the Void ark chest and pants have better stats or maybe I will find some in the airship quests.
    (1)

Page 8 of 9 FirstFirst ... 6 7 8 9 LastLast