
Not a bad idea. Kind of reminds me of WoW's class gear sets, which were pretty cool most of the time.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.



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).
* 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)

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...
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.



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.
* 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)


You mean.... horizontal progression?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 be crazy![]()


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.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.
In current FFxiv though, not so much

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.
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.


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.
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