
Originally Posted by
Shurrikhan
As much as I'd like reasons by which we might actually get to very the priorities or dynamics of our rotations as we acquire and slot more gear, I feel like this method, unless incredibly potent and necessary, is only going to waddle towards and quickly fall short of almost any goal you can assign to it, and soon enough the custom stats are just going to feel like that random little bonus you find on a Borderlands weapon, which you still throw out mere days later, at best.
Consider: would it actually provide more job identity to have specific job mechanics embonused? I can improve my Jump, but my Jump is still my Jump, used at its Jump rate, with approximately its Jump damage, approximately its Jump (base) critical strike bonus. Until I'm actually getting something that allows me to hover in the air to avoid damage and fall for more, or to reset my Jump CD, or change its CD method (allowing it to be rushed or overcharged), or to spend BotD for additional Jump damage, has it really done anything to the internal balance/dynamics of the job (e.g. the proportion of especially DRG-like elements to merely Lancer-esque elements)? Has it furthered your niche any (which would merely the same as any other 200 to 360 oGCD), affecting the external balance/dynamics?
I'm all for giving us some interesting effects, but unless they are also resultantly significant, they aren't going to be interesting for very long. In a way, we could even say the same of the secondary stats we already have. If their strength was increased by a third, and the effect of primary stats cut back accordingly, not only would be have wider horizontal gear choice, but we'd also be able to pursue more experimental rotations. If they were more balanced across all jobs, we'd also have more freedom of choice therein. (Food for thought--what if Skill Speed and Spell Speed were one stat, benefiting PLDs, DRKs, and Bards? What if Speed increased TP regen tick frequency (ticking at 50 per base GCD, with Paeon, etc. ticking for 20% less per receiving player's GCD)? What if Speed had at least some effect on AAs and oGCDs? What if Speed scaled a percentage of remaining GCD, rather than at a mostly flat rate (xGCD/Speed), such that it wasn't relatively inferior at low numbers and especially strong at high numbers? Alternatively, imagine if a job had a mechanic where damage dealt over a certain buff's duration gradually raised your AP accordingly, causing exponential use of stats during that window. Or, imagine if a job had a mechanic in which a rotational proc triggered only on critical strikes, such that increased critical strike chance could condense the expected build window for that move. Those are all small adjustments or additions that could actually have large rotational effects, albeit within the limits, as always, of the job's windows of opportunity. While basic--still using only three offensive stats--they would create a lot more gear-based character progression, and likely even identity, than "+15% Jump damage", etc.
To try to shorten this up into a simple distinction, what I think you'd want to look for in 'unique' stats would be something less like "stats" and more like "traits", introducing new mechanics. But the fact is if you go that route, they'll actually mean something, which then means they'll be obligatory. They may yet be balanced fairly, thereby maximizing our options and avoiding the "X materia or gtfo" paradigm, but not only will everyone at least taking the time after each item received to slot it, but there's going to be some rebalancing required if their effects start exceeding, say, 3-5% net dps increase. If this means going out and grinding through a cluster---- like Diadem to get as much gear as possible to go through another ----storm to bond and convert for a chance of decent materia, I can't honestly say I'm too happy about that. If it drops from doing things that I already like doing, and especially if it can be transferred into new items (even if requiring time or effort in exchange, just preferably not [only] expensive crafter items), then I would love it, absolutely.
tldr; even the secondary stats we have already don't have to be boring; there's merely too little effective output, and too few stat-driven windows (especially outside of Speed) to distinguish them or cause them to make us think newly about how we play our job. The same will be true of anything else you add without giving it enough power to actually affect gameplay significantly.