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  1. #21
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Viviza View Post
    Why? Why do all the secondaries need to be more stat = more good? Why is this bad design?

    I can tell you why I think it's good design. I think it's good design because it forces decision-making upon the user..
    It doesn't force decision making. You're not making a decision.

    You either have enough, or you don't. That isn't a decision. And in a game where buffs don't refresh, combos don't progress, and threat isn't produced on a miss, missing is not acceptable.

    You either hit the cap, or you don't, and anything over the cap is just padding for when you kill this boss and move on to the next one. Accuracy is an outdated stat, and it needs to go. FF14 lacks interesting substats, and the effect they have on your character are often unnoticed. Even the most visible of them (Speed, since you can measure your GCD) doesn't give you a notable change without parsing except in rare circumstances (Like the bare minimums to do certain rotations, openers, etc)
    (0)

  2. #22
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kabooa View Post
    It doesn't force decision making. You're not making a decision.

    You either have enough, or you don't. That isn't a decision. And in a game where buffs don't refresh, combos don't progress, and threat isn't produced on a miss, missing is not acceptable.
    ^

    Hit rating made sense in WoW where 1) there were no combos, 2) abilities had reduced hit requirements, 3) off-hand attacks had higher hit requirements, and 4) there were numerous AA-based procs. In that sense a miss was typically far less detrimental, especially past the first plateau (main-hand abilities), so the value of hit rating quickly tapered off compared to other stats. You could go for further hit rating for the sake of proc consistency, which would in turn improve your rotational window usage, but if not for those windows you'd be better off in the long-term simply grabbing more haste or other damaging secondary stats.

    FFXIV instead has 1 plateau, where a single can absolutely break rotation and retroactively cripple even prior GCDs by canceling/wasting combos. As such the only 'decision making' that comes into play is picking your gear (when you're not actually looting anything from progression content, thereby ignoring RNG) such that you are as tightly above accuracy cap as possible... Not sure if that's even worth counting.
    (0)

  3. #23
    Player
    Nyghtmarerobu's Avatar
    Join Date
    Aug 2013
    Location
    Limsa
    Posts
    521
    Character
    Liaysa Sineos
    World
    Exodus
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Viviza View Post
    Things and stuff.
    Just leave it alone. Its not worth it to argue over this. Let the thread march to the trash. If the devs want to respond, they will.
    (0)

  4. #24
    Player
    Hioki's Avatar
    Join Date
    Jun 2011
    Location
    Ul'dah
    Posts
    82
    Character
    Hioki Mitone
    World
    Leviathan
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Nyghtmarerobu View Post
    Just leave it alone. Its not worth it to argue over this. Let the thread march to the trash. If the devs want to respond, they will.
    While I'm certain you thought you were being cute please take your salt and vitriol and maybe turn it into something productive or discussion worthy. Thank you.

    Why? Why do all the secondaries need to be more stat = more good? Why is this bad design?
    Because the current design of every other stat follows this. This is one of the stat designs that doesn't need to be an outliner it needs to be useful instead of bloating the stat budget. It's more so exemplified that you HAVE to have it. There is no decision or theory crafting required around the stat. You either have enough or need to get more.

    You don't take any calculated risks for having less than required because it's a larger liability than being over(missed procs, combo breakers). And when you're over it gives you absolutely no return and that's poor design. What that means is that you have to hit a very specific point in accuracy that you never miss but don't waste a single point over. That's not fun, it doesn't create an interesting stat, that doesn't encourage theory crafting, that simply sets a boundary on other stats. A boundary that you're already limited by with total stat budget. You're SOL either way you sit it.

    When you approach if from a logical sense, many of our targets are not small bees or mandragoras. They are large creatures and people. The targets are easy enough to hit and we're considered a heroic paragon of ultimate lightness. Why would we be missing? deflection, parrying, riposte, glanced strike sure I can totally see all those things. Missing? Unlikely.
    (0)
    Last edited by Hioki; 10-15-2015 at 06:51 AM.

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