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  1. #1
    Player
    Kurogaea's Avatar
    Join Date
    Nov 2014
    Posts
    1,365
    Character
    Raifu Kurogaea
    World
    Gilgamesh
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Gunspec View Post
    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.
    Who's to say we wont keep our base stats for enmity and accuracy and just have the weapon stats for bonuses?? Its about player choices for customization, adding more variables to gameplay.

    @Galactimus So I guess dps like Ninja, Machinists, Dark Knight and Astrologen shouldn't be in the game as its just a new role doing the same thing? No, personalization and choices. Why can't people see this??
    (0)

  2. #2
    Player
    Gunspec's Avatar
    Join Date
    Sep 2013
    Posts
    943
    Character
    Gunspec Daggerforge
    World
    Ultros
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Kurogaea View Post
    Who's to say we wont keep our base stats for enmity and accuracy and just have the weapon stats for bonuses??
    You think they aren't going to consider the stat values players "should" have when designing raid content? I mentioned accuracy because it is a boring stat that we already have which functions this way.

    They aren't just going to add new stats without balancing encounters and player skills around them. If they add "tp conserve" stats, you're going to see abilities start having higher TP costs OR a lower TP regeneration with the assumption that players will acquire X amount of the new stat to compensate, while diminishing returns will prevent the "tp conserve" stat from being a useful addition, even if you stack it on all of your gear.

    Basically, with stats, you had a lot of them in old games because the complexity of the game was extremely limited in the CONTROL department. Diablo-esque games consisted of walking up to an enemy and slamming your attacks, while JRPGs were usually turn based and involved picking a spell or ability to match enemy weaknesses. The complexity was in the stats and elemental bonuses, because they couldn't make the fights complex otherwise given the tech limitations.

    Even looking at an mmo from 7 or 8 years ago (when tons of stats on gear was popular) the mechanics of the average fight were a joke compared to the bosses we get in FFXIV. They've moved the complexity of the game from passive mechanics (do you have enough fire resistance?) to active (are you picking up the hp damaging orbs while protecting healers from adds while avoiding boss aoe while doing enough damage to prevent a wipe when the boss transitions to the next stage).

    I'm much more interested in the types of tools I'll be given by a new ability, than by what minor "enhancement" is on my gear, especially when that enhancement is just one more thing that needs to be at "cap" to be effective.
    (0)
    Last edited by Gunspec; 01-05-2016 at 12:27 AM.

  3. #3
    Player
    WeekendSoja's Avatar
    Join Date
    Jun 2014
    Posts
    236
    Character
    Luku Asura
    World
    Hyperion
    Main Class
    Arcanist Lv 60
    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.
    (1)

  4. #4
    Player
    ElHeggunte's Avatar
    Join Date
    Aug 2013
    Location
    The Nation of Domination
    Posts
    1,468
    Character
    Naiyah Nanaya
    World
    Diabolos
    Main Class
    Monk Lv 100
    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.
    (13)
    With this character's death, the thread of prophecy remains intact.

  5. #5
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    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.
    (4)

  6. #6
    Player
    ElHeggunte's Avatar
    Join Date
    Aug 2013
    Location
    The Nation of Domination
    Posts
    1,468
    Character
    Naiyah Nanaya
    World
    Diabolos
    Main Class
    Monk Lv 100
    Quote Originally Posted by Brannigan View Post
    The OP image is missing some additional effects on the weapons as well as context.
    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.
    (2)
    With this character's death, the thread of prophecy remains intact.

  7. #7
    Player
    Ashkendor's Avatar
    Join Date
    Mar 2014
    Posts
    4,659
    Character
    Ashkendor Zahirr
    World
    Balmung
    Main Class
    Paladin Lv 90
    I'll pass on the "Healing Magic Potency +15" on Curtana, thanks anyway.
    (2)

  8. #8
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Crossing my fingers for 3.2 materia change.
    (4)

  9. #9
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Dyvid View Post
    Crossing my fingers for 3.2 materia change.
    Same, hoping they put something interesting in 3.2 lol
    (3)

  10. #10
    Player
    RiceisNice's Avatar
    Join Date
    Jul 2014
    Posts
    3,514
    Character
    Flo Fyloord
    World
    Famfrit
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Dyvid View Post
    Crossing my fingers for 3.2 materia change.
    Even with the materia change, that's not reinventing the wheel, just utilizing the damn wheel they invented back in 2.x. It'd still just be numerical gains and doesn't change how your job plays.

    Having non-numerical bonues on all equips (not exclusive to weapons) would do a lot more to make a job feel empowered with each upgrade or gear milestone, compared to what we have now

    Quote Originally Posted by Stupiduglytaru View Post
    It will all eventually come down to one set in the end, personally I would love to see changing gear in combat again.

    Vit sets, ability CD sets blah blah blah.
    The current armory setup doesn't really allow for more than one sets per job. Even if people are still going to min/max (and they do it anyway with numbers that are theoritical in value and still don't lend to gameplay changes), the option is still there for people who want horizontal progression or otherwise change up their game.
    (1)

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