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  1. #21
    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)

  2. #22
    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)

  3. #23
    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 RiceisNice View Post
    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
    We don't know how exactly their changing materia and neither do we know if it'll just be numeral stats. The materia actually has full opportunities to change the way we build armor sets.
    (0)

  4. #24
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    OP doesn't even show the unique abilities that each Relic had...Stardust Rod boosted Flare damage, and Gae Bolg enhanced Jump damage, for instance.
    (0)

  5. #25
    Player
    Vejjiegirl's Avatar
    Join Date
    Feb 2013
    Posts
    1,344
    Character
    Raelynn Lovelace
    World
    Hyperion
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Jonnycbad View Post
    OP doesn't even show the unique abilities that each Relic had...Stardust Rod boosted Flare damage, and Gae Bolg enhanced Jump damage, for instance.
    Yup!

    Here is a quick look at what some of the old stats on the weapons looked like.
    Some of the weapons were double edged swords such as the Aubriest's Whisper.
    It gave -20 Acc but a +120 to critical hit rate.

    Some stats such as Spell interruption resistance would be an extremely useful stat to have in 2.0 pvp zones as a black mage its a shame it was removed.







    (1)
    Last edited by Vejjiegirl; 01-04-2016 at 10:40 PM.

  6. #26
    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.

  7. #27
    Player
    Alahra's Avatar
    Join Date
    Jul 2014
    Location
    Gridania
    Posts
    1,798
    Character
    Alahra Valkhir
    World
    Balmung
    Main Class
    Reaper Lv 100
    I desperately want more stat variety. I don't know that we'll ever get items more in the vein of FFXI's (like the items in 1.0), but at the very least I would like to see them add a couple more statistics for gear. Healers already have a 4th stat to think about in Piety, and I'd like every role to have another one to think about, ideally. Buff Parry in some way for tanks (add a counter effect to it or something, so it's not always inferior DPS stats, at least) to give them a fourth stat option. Accuracy could be giving some sort of additional function, as well, for DPS classes (though I'd prefer an entirely different stat—I'm just not sure what would be a good one at the moment).

    Some sort of "Mastery" stat like WoW added would also be welcome, which would have a unique effect for each class (scaling appropriately, of course). NIN mastery might increase Ninjutsu damage by some amount, while PLD mastery could perhaps increase block amounts in Shield Oath (but increase auto attack potency in Sword Oath). Those are just off-the-cuff examples, of course.

    But gearing is ultimately too simple in this game for my tastes. Most classes only worry about 3 stats, when you get down to it, with two of them being desirable and the other being generally unwanted. With a couple more stats in the mix, gear could have more varied combinations of stats, and potentially allow for the Crit > Det > Speed paradigm to vary somewhat more between classes (I know BLM's preferences are different, of course, but they're one of the few examples of that now).
    (0)

  8. #28
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Iromi View Post
    Also how we had damage, number of attacks and delays!
    Numbers of attacks only existed because PGL weapon did (as an example) 2*50 dmg instead of 1*100 dmg. It gave the class the feeling of fast hits.
    (0)

  9. #29
    Player
    KyahAlmasy's Avatar
    Join Date
    May 2011
    Posts
    351
    Character
    Kyah Almasy
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Remember when Relic gear had stats like that? Like if you wore the Healer's body it gave you increased regen potency? I thought stuff like that was pretty unique.
    (0)

  10. #30
    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.

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