^^^ Relic from 1.x.
Can we PLEASE have interesting stats again? It was said in an interview they would start introducing the stats in...have yet to see anything. :/
Also how we had damage, number of attacks and delays!
^^^ Relic from 1.x.
Can we PLEASE have interesting stats again? It was said in an interview they would start introducing the stats in...have yet to see anything. :/
Also how we had damage, number of attacks and delays!
Probably never but hopefully soon. This could make gear sets more interesting if we had more to go on than simply item level
I think the dev teams heads will explode trying to itemize the game with stuff with more stats. They can't even manage to itemize the game correctly under the current dead simple stat system.
I mean Vit and Parry are useless and the only reason you go for a secondary stat other than crit is because that isn't what is on the item shows they really have no idea what they are doing as it stands.
Last edited by Ladon; 01-04-2016 at 03:00 PM.
You know, in the end, total DPS is still just a number. It doesn't matter how fancy your stats get. If you start getting into /random procs you start entering Shield Blocking territory where, its nice if they happen, but they just can't be relied on and are thus ignored when raiding. It may not be as flashy or exciting but our current system just doesn't mesh well with this idea when weapons are replaced every single ilvl.
And building on what Galactimus said, if you are adding stats like "refresh", "conserve tp", "bonus enmity", etc, you're just creating the same situation you already have with accuracy.
You would start having the game designed so that a bare minimum of each stat is expected for a given class to perform adequately, but the stat is weighted so that you never really feel as if having an excess amount is helping you. It would likely turn into a penalty for any player who doesn't have a wide variety of gear options to choose from (tomes vs raid vs crafted gear, few players really have access to all 3), as those players would either be stuck below or above caps.
I can just imagine the tank who can't hold threat in dungeons due to not having enough +enmity, while another dungeon run would feature a tank who does no damage because he's weighted too far in the +enmity +mp regen stats. Then you'd have a fight between dps who don't want to waste stat allocation on -enmity stats, but the tanks want to do more damage and refuse to equip +enmity.
Yeah, let's pass on these stats.
Last edited by Gunspec; 01-04-2016 at 03:18 PM.
Stats in 1.0 were definitely interesting. Sadly the systems they implemented destroyed their ambitions of making competent raid rewards for gear.
I don't ever remember seeing a whm in 1.0 who didn't have the regen enhancement boots. Because even though the raid gear stats were more impressive, that artifact armor was OP. Same with 1.0's material system, it was more punishing than the current system with one bad meld meant destroying the entire piece, but quad melded STR meant your damage was amazing!
If they allow you to customize the stats and force enhancements on gear than that would be cool, all kinds of working variants but I digress. 1.0 was fun but they did fix their mistakes in regards to the gearing system. Sadly they have all too often said that they want "anybody" to play this game.
Those stats are interesting? Merely having more stats doesn't make them interesting. If they don't actually change how you play your class their addition only winds up adding unnecessary complexity for the sake of it. It's pointless stat bloat.
We also already have most of those stats. They're just named differently or baked into something else.
With this character's death, the thread of prophecy remains intact.
The OP image is missing some additional effects on the weapons as well as context. As I recall, Curtana was the only sword with +HP on it, restored MP on attacking sometimes, and increased the damage of Spirits Within. Bravura reduced the cooldown on Vengeance (I think), Gae Bolg increased Jump damage, etc.
You don't have to have unique stats to have a unique item. They could throw like 500 spell speed on a paladin or dark knight sword, for example, if they wanted to enhance flash/clemency/unleash. They could put a ton of INT on a healer weapon to let them use some nukes outside of Cleric Stance. Unfortunately, we have so few relevant stats for each class that making a unique item with them is very hard. I think regardless of whether they're unique or not, we do need more stats with more effects. Right now gear is a complete snoozefest.
That's what I thought. I stopped playing 1.0 before they released the relics, but I thought I recalled them doing more than what the picture shows. My point still stands though: if the new stats aren't going to change how you play your class there's no real point in adding them.
With this character's death, the thread of prophecy remains intact.
I'll pass on the "Healing Magic Potency +15" on Curtana, thanks anyway.
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