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  1. #141
    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 silentwindfr View Post
    they will not bring special attribut or trait or stats, because it will make the relic the most desirable weapon of the game.... making the raid weapon less desirable.
    As many have already said, they can easily add such stats to all gear. There's certainly no shortage of potential stats, and that's before you even consider different tiers of the same stat.

    Fairly bog-standard stats on tomestone/dungeon gear. Something a bit more special on Primals/Raids equipment. Something Job specific items like Relics.

    I don't even think they need to be that good either. I'd take "Enhances Perfect Dodges effect" (and Perfect Dodge back, please? It's Christmas...), because while that isn't going to impact much of anything when it comes to group content, solo/duo/trio I could find that very useful. There are plenty of such skills that could be enhanced through gear with virtually no real impact on group content. That's just Job specific stuff, plenty of other stats they could throw in with various levels of rarity; Regen/Refresh/Regain to boost native recovery of HP/MP/TP, Enmity +/-, Killer/Eater to improve combat against various species (Void Ark would be perfect for a Demon Killer trait). Plenty they could do and plenty of various combinations they could play with... Slap Enmity+ on some Ninja gear with Regain and call it "Brais of "Use Shadewalker you f*cking scrub"".

    There's another point, actually... Does any of the gear in this game actually have a negative impact? Can't recall any... Just my opinion of course, but I'd quite like for the existing stats to actually enforce a Jobs identity somewhat. Take Ninja, Dragoon, and Monk; Ninja I expect to hit fast and hit where it hurts. Dragoon on the other hand, is swinging a spear around, I'd expect them to hit where it hurts and hit hard, but not fast. Monk, despite 90% of the weapons, should be dealing blunt damage, they should be hitting fast and hard, but I wouldn't expect them to cut a jugular with their fists... As such, I'd put Ninja as +SkS/Crit -Det, Dragoon +Crit/Det -SkS, Monk +SkS/Det -Crit. Obviously we all know the current state of SkS though, I expect most Ninjas would look at me suggesting SkS and getting their pitchforks ready, but hey... We could also have stats like Regain to counteract the TP drain, rather than relying on Invigorate for the rest of our XIV lives. I don't know, it bothers me that not only are the roles all fairly similar in what they do, but also in how they gear... I suppose Job specific traits could resolve that somewhat, but I struggle to see a difference between "Enhances Shadow Fangs effect" and "Enhances Chaos Thrusts effect". Would be nice to actually think about gear, and how it would stack up with my play style, rather than all stats essentially just being STR/DEX/INT/MND... Might as well just remove all of them at this point and put their effective STR/etc. on instead, thats how pathetic gearing is in this game...

    Also, can we change Accuracy? Currently you either don't have enough Accuracy, exactly the right amount, or far too much. I'm sure not having enough has various levels of effect, but given how combat works in this game, you should always have exactly the right amount... If I have too much Accuracy though? Well, I expect I'll be hitting accurately. With 10 Accuracy you swing and hit someones head, with 100, I swing and cut their jugular... Accuracy should essentially be Critical Hit Rate IMO, while Critical Hit Rate should be Critical Hit Power. Probably not as important as slapping Counter on Parry, though...
    (1)
    Last edited by Nalien; 12-25-2015 at 07:16 AM.

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