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  1. #1
    Player
    zcrash970's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    552
    Character
    Quinton Lightblaze
    World
    Behemoth
    Main Class
    Arcanist Lv 90
    You kinda should have the option to go offensive or defensive.
    (22)
    I'm just some guy...

  2. #2
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by zcrash970 View Post
    You kinda should have the option to go offensive or defensive.
    If anything, my problem is that this only really applies to tanks... I would love it if every Job could make a solid use out of two or more stats... Shame they've just continued to simplify all the stats, to the point where they all only do one thing now... Strength and Dexterity impacting Parry/Block strength and rate respectively wasn't much, but it was better than nothing... Sad to see that go...

    I really miss 1.23, where we had two primary stats impacting damage, rather than just the one... Then there are just annoying inconsistencies; Raiton is magic based, Foes Requiem will boost its damage, yet Ninjas Intelligence (which is ones attack magic potency, making me wonder why we have both) does nothing for it... Gearing up in this game is just so dull as a result...
    (5)

  3. #3
    Player
    Almalexia's Avatar
    Join Date
    Mar 2011
    Posts
    856
    Character
    Almalexia Indoril
    World
    Hyperion
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by zcrash970 View Post
    You kinda should have the option to go offensive or defensive.
    In a different kind of game, I would agree with you - but FFXIV has never been about flexibility. FFXIV is about a clear, unambiguous ideal we can realize and approach through rigorous measurement.

    Content is designed with the following in mind: a minimum number of GCDs executed in a certain period of time with minimum player parameters. Once a group reaches the minimum HP parameter and the minimum healing parameter, the remaining parameter is the so-called DPS check. Superfluous healing and HP have no benefit so increased DPS is the logical choice; the most effective approach has been to outfit tanks with STR gear.

    Experience reveals the minimum healing/HP parameters are low while DPS parameters are very high, so by the game's own design Fending gear is inherently less valuable than Slaying.

    You could say superfluous HP/healing are training wheels and the transition to DPS gear is the mark of a PT ready to clear. This is not a very compelling choice, though. Tanks can go into content with DPS gear and clear it with the bar set that high from the start. You'll probably have an easier time clearing, since healers can tune their GCDs with tank HP X in mind.

    So at worst you have completely useless endgame gear that clogs your drop pool, and at best you have endgame gear with an even shorter life cycle than the ilvl table it's part of.
    (0)