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  1. #1
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Basically this? Cos I'd love this.

    I'd guess SE is going to go with the Materia route though, since they'll be letting us meld raid/tomestone gear come 3.2... Can't say I'm particularly fond of that concept, I'd rather Spiritbond gear for stats with an AP system, than bleed Gil melding...
    (3)
    Last edited by Nalien; 11-02-2015 at 08:01 AM.

  2. #2
    Player
    AeraLure's Avatar
    Join Date
    Aug 2015
    Posts
    246
    Character
    Aera Lure
    World
    Cactuar
    Main Class
    White Mage Lv 60
    Quote Originally Posted by Nalien View Post
    Basically this? Cos I'd love this.
    The game definitely needs more complexity in stats as well as horizontal progression options. Something, because it's pretty dull in that department. The suggestion in that link is a good one. I'd rather enjoy something like that.
    (0)

  3. #3
    Player
    Gunspec's Avatar
    Join Date
    Sep 2013
    Posts
    943
    Character
    Gunspec Daggerforge
    World
    Ultros
    Main Class
    Warrior Lv 80
    I'm a fan of "perk" systems where you continue getting some kind of xp after level cap, and invest it in tiny stat rewards that build up over time. Something like the veteran levels that were eventually added to Diablo III, ESO, Boarderlands, etc. You would have a theoretical "best" stat to invest points in, but due to diminishing returns, you would eventually benefit from putting some points into a little of everything. Things like "fire-resist" or "bonus damage at night" start looking more appealing after the basic bonuses like "+crit damage" have too many points in them.

    Now, I'm not saying that FFXIV needs anything like that. It's typically something they put in buy-to-play games to increase the lifespan of the player community. But I like that system over situations where you only have a finite number of points, in which everyone has the exact same point investment. Look at our "bonus attributes" in FFXIV for an example of how well that worked.
    (0)
    Last edited by Gunspec; 11-02-2015 at 07:47 AM.

  4. #4
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,397
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    But crafting does have its perks, you dont have to ask people to meld things for your and you can craft your own chocobo barding. you can also craft your own glamour prisms so you dont have to pay over 10k for a prism.

    However I would like to see some kind of perk system added to the battle classes. For people who dont craft or just do 1 battle class, I can see how the game can get boring real fast.
    (0)

  5. #5
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    i made a suggestion like this for the off hand slots, that are underutilized by a majority of the battle classes/jobs. something that would help our characters feel customized but not break the gameplay of our job
    (0)
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  6. #6
    Player
    AlphaFox's Avatar
    Join Date
    Aug 2013
    Posts
    2,638
    Character
    Rena Ryuugu
    World
    Coeurl
    Main Class
    Thaumaturge Lv 80
    The one thing I think we need to do for perks it make it feel like its customized while not really changing the overall effect. Perhaps bad wording but in a way I'd say do the changes in small percents or subtle. Like for Whitemage let there be a choice of 2% more healing at a bonus X%mp cost or have the alternative be regens last an extra tick at the bonus cost. Overall I'd say it would even out in a way. Regardless the whitemage can CHOOSE to have healing cost more or bypass it all together but in a way your still doing about the same average. Sorry if this is kinda jumbled, can't exactly think how to word this haha.

    Guess another one could be for Blackmage and just note this is just an example, I rarely play Blackmage and don't have the damage calculations and all. However say one option could be Ice spells do 10% more damage (seeing as its mainly a buffer as mp regens isn't it?) or a 1 or 2% increase in fire spells.
    (0)
    Last edited by AlphaFox; 11-02-2015 at 10:08 AM.

  7. #7
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    If you're looking to customize a bit, why not borrow from the Blade and Soul Martial Tome system instead of passive stat boosts?
    If you're unfamiliar with it, You spend points on specific skills in your Class that change the functionality of those skills. In some cases, it turns the skill into something else entirely, with some skills having up to 4 different 'branches' of the same skill.
    (1)

  8. #8
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Few choices are better then none at all.
    (0)

  9. #9
    Player
    MugenMugetsu's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    334
    Character
    Mugen Mugetsu
    World
    Mateus
    Main Class
    Bard Lv 60
    I see the addition of being able to add materia to tome/raid gear as a nice gesture to accommodate our request for more gear/stat personalization, but honestly it seems like it will just be more of a headache. There will always be the min/max theorycrafted best build, it will be a gil sink, and unless we have crafts leveled sufficiently to meld our own materia it will require hunting down someone to meld the materia for us, which for some may not be so bad, but for others could really be a pain in the ass. Just my two gil...
    (1)

  10. #10
    Player
    Voldemort's Avatar
    Join Date
    May 2015
    Location
    Limsa-Lominsa
    Posts
    57
    Character
    Princess Estellise
    World
    Hyperion
    Main Class
    Warrior Lv 70
    In regards to the "having to equip said item to gain its perk" idea, I don't think they would be used all that often.

    Unless the stats stack according to your level, the basic stats tied to the gear piece will be underwhelming compared to anything you equip otherwise. For example, if you're going into level 60 content and you have the choice between equipping your esoteric gear and the perk gear, chances are you will need the esoteric gear.
    As the perk gear will never outclass the gear for that content anyways.

    Or consider the Bismarck EX trial, where everyone is trying to squeeze out as much damage as possible on the Scale. There is really no perk that you could have that would be more beneficial than a gear piece that increases your damage, critical hit, etc. And if it was, players would almost make it mandatory to use in place of the damage gear (as some people already pointed out in the thread).

    Though the perks might be useful for leveling up lower classes in dungeons or something, where the gap in stats is not as noticeable as higher level content.
    (0)

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