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  1. #1
    Player
    Gunspec's Avatar
    Join Date
    Sep 2013
    Posts
    943
    Character
    Gunspec Daggerforge
    World
    Ultros
    Main Class
    Warrior Lv 80
    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.
    (7)
    Last edited by Gunspec; 01-04-2016 at 03:18 PM.

  2. #2
    Player
    Kotemon's Avatar
    Join Date
    Jun 2014
    Posts
    679
    Character
    Tobias Shadowmane
    World
    Excalibur
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Gunspec View Post
    And ..snip.
    They also read like they were lifted off of XI in the sense of Paladin being able to self cure, magic ckills, etc... Possibly how the jobs were originally constructed. I rather not get back into skill leveling territory. Although I do see conserve MP as a possible job trait
    (0)

  3. #3
    Player
    CyrilLucifer's Avatar
    Join Date
    Aug 2013
    Posts
    1,393
    Character
    Holy Emmerololth
    World
    Mateus
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Kotemon View Post
    They also read like they were lifted off of XI in the sense of Paladin being able to self cure, magic ckills, etc... Possibly how the jobs were originally constructed. I rather not get back into skill leveling territory. Although I do see conserve MP as a possible job trait
    Conserve MP done right by the devs could completely change the BLM meta in a good way, allowing for more options depending on the situation and battle, which is exactly what those of us who want more complex stats have been asking for. It would be one of the better stats to import over from XI.
    (2)
    Last edited by CyrilLucifer; 01-04-2016 at 06:58 PM.

  4. #4
    Player
    StouterTaru's Avatar
    Join Date
    Sep 2013
    Posts
    3,456
    Character
    Stouter Taru
    World
    Exodus
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by CyrilLucifer View Post
    Conserve MP done right by the devs could completely change the BLM meta in a good way, allowing for more options depending on the situation and battle, which is exactly what those of us who want more complex stats have been asking for. It would be one of the better stats to import over from XI.
    XI Conserve MP wouldn't work for BLM in XIV, especially with Enochain. A random chance at a random reduction in MP cost isn't that great when you have an unlimited MP pool and a strict timer to get into UI.

    That (and the huge nerf to Piety in HW) took away one of the few job customizations out of the game, the Piety BLM.
    (0)

  5. #5
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Old materia table from 1.x



    A least the double stat materias (like Ironman's materia Str & Vit) can the devs bring back, imo
    (1)
    Last edited by Felis; 01-05-2016 at 04:11 AM.

  6. #6
    Player
    Gunspec's Avatar
    Join Date
    Sep 2013
    Posts
    943
    Character
    Gunspec Daggerforge
    World
    Ultros
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Felis View Post
    Old materia table from 1.x

    Man, that's like walking into Baskin Robins 31 flavors, and seeing strawberry, vanilla, chocolate, and 28 flavors of fish and meat flavored ice cream. Gimme a double scoop of enmity down and slow resistance please!
    (2)

  7. #7
    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)

  8. #8
    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.