Page 12 of 14 FirstFirst ... 2 10 11 12 13 14 LastLast
Results 111 to 120 of 147

Hybrid View

  1. #1
    Player Iagainsti's Avatar
    Join Date
    Apr 2014
    Location
    Ultimecia's Castle
    Posts
    1,309
    Character
    Iagainsti Kilamanjiro
    World
    Zalera
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Zumi View Post
    It was more due to the fact the power of an item in FFXI was not linked to a level of an item it could have over powered stats. For example Peacock Charm a neck piece which gave 10 accuracy and 10 ranged accuracy and it was a lv33 item. FFXI had no rules that linked the power of an item to its level so you would get odd low level items that had a high level of power that couldn't be beat even by level cap gear.


    Amazing for THF/NIN/RNG Weapon skills until lvl 75, when the Aurora Boots beat them out with +5 stats.
    (0)

  2. #2
    Player
    Hayward's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    857
    Character
    Hayward Timberwolf
    World
    Adamantoise
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Iagainsti View Post


    Amazing for THF/NIN/RNG Weapon skills until lvl 75, when the Aurora Boots beat them out with +5 stats.
    I'll thank Yoshi & Co. that I never need to keep equipment that long based on minimal stats for 2 or 3 abilities.
    (0)

  3. #3
    Player
    Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,966
    Character
    Zumi Kasumi
    World
    Sargatanas
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Iagainsti View Post


    Amazing for THF/NIN/RNG Weapon skills until lvl 75, when the Aurora Boots beat them out with +5 stats.
    Back in the day they did offer you an upgrade for WS gear for thf and other dd jobs in Sky.



    Gear from Rhapsodies zone, the game has come so far since then. When you get level 99 you should have way better gear then level 7 boots. SE did do this eventually. Most of the end game gear now has so many stats on it, that it becomes overly complex, do people want stats like this from the current FFXI expansion in FFXIV?

    (0)
    Last edited by Zumi; 01-21-2016 at 09:23 AM.

  4. #4
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Quote Originally Posted by Lemuria View Post
    The only way something is objectively better than something else is by an arbitrary number. .
    The core of your issue is that you have some fantasy that even if they implement job changing stats, such as increased Jump or increased DoT damage, the number crunchers will still objectively figure out what set will best enhance that "Arbitrary number" and anyone without that set will be given the collective boot from any worthwhile content. While I would love to have more varied stats, I'm not kidding myself when I recognize that no matter what, people will choose whatever gives them the biggest "arbitrary numbers" because the only thing that's ever mattered in any game ever, is, "Do we have enough arbitrary numbers to down this content".
    (0)

  5. #5
    Player
    Ibi's Avatar
    Join Date
    Jan 2014
    Posts
    472
    Character
    Ibi Risasi
    World
    Hyperion
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    While I would love to have more varied stats, I'm not kidding myself when I recognize that no matter what, people will choose whatever gives them the biggest "arbitrary numbers" because the only thing that's ever mattered in any game ever, is, "Do we have enough arbitrary numbers to down this content".
    I think there's one particular exception for this, and that's if SE can implement stats that result in certain changes to a job's default rotation.

    It's best suited to something like a set bonus (though even better suited to something like talent selections, but SE have ruled those out), but if SE can implement something that simplifies a job's rotation in a non-negligible way, it has the potential to entice people to use it, even if it results in some reduction to their output (especially when learning new content, when people want to be able to focus more on mechanics and less on perfect execution of their rotation).

    As it is, almost every job is going to be using almost the exact same DPS rotation on every single fight from when they first finish their level 60 job quest until SE adds new skills/traits somewhere down the line. With most of the rotations being fairly static, the most interesting thing about them becomes knowing when to hold cooldowns to make the best use of them on a particular encounter. It's nice for consistency, but that's about all you can say about it.
    (1)

  6. #6
    Player
    Vaer's Avatar
    Join Date
    Oct 2011
    Posts
    1,803
    Character
    Ein Vaer
    World
    Excalibur
    Main Class
    Scholar Lv 90
    Won't change unless they stop balancing everything around the raid.

    XI didn't have to worry much about it since for most content it was either open world or for most instanced content you could bring a lot of people. That meant you could have a bunch of people in reserve parties or other alliances that could replace or support people in the main alliance.

    In XIV, you bring 8 people and they all need to pull their weight to clear harder content early. So this ends up with people shunning certain jobs if the balance is off. There are limited spots in the party so they end up competing for the same couple of slots.

    The best we could probably hope for are set bonuses that are only useful for the tier they are in but will get replaced with the next tier.
    (3)
    Last edited by Vaer; 01-21-2016 at 06:28 AM.

  7. #7
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Vaer View Post
    snip
    Yep. Which goes back to what we constantly say to people is that if we change the system to horizontal and ways FFXI did it, it is basically completely tearing down the current foundation and rebuilding it. Basically a second revamp of this game. Developers are not going to change the formula on such a massive scale. Need to bring in ideas that help improve upon the current systems already in place. Ideas that work in the context of FFXIV. Not just say it will work because a completely different game did it. It is simply unrealistic.

    Best point I have heard is that new players would have a lot more difficult time catching up, which the developers are not in favor of.
    (0)

  8. #8
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Seryl199 View Post
    This is purely anecdotal, but in my experience, ever since I fell out of raiding, there has been no pressure to keep my gear ahead of the curve. The predictability of progression reduces my motivation for getting upgrades in the first place, knowing that a superior version can be obtained for less effort in a future patch. This essentially put me in a backslide to the lower end of the gear spectrum where I benefit more from the numerous catch up options that are available.

    Once I unlock the current tier of EX dungeons (I know, I'm pretty far behind), I'd have 4 sources to easily upgrade my 3.0 gear, with a very straightforward, intuitive sense of progression: new dungeon drops (185), Alex NM (190), Eso's (200), and Void ark (200-210). This is in pretty stark contrast to players that have kept up with the curve, who have played out Alex NM for 190 drops and geared out in Eso's by the time 3.1 landed. Their gear has already obsolesced the i185 dungeon drops and most of Void Ark. It confuses me that there is a nice, clean ladder of progression, but it's only there every other patch, and it's possible to outgear that progression before it even hits.
    3.0 had a similar natural endgame gear progression prior to the introduction of the Eso/Savage gear in 3.05. You start at i145/i148/i150, ran the level 60 dungeons for Valarian (i160) and Law (i170), did hunts to upgrade the Law gear (i180) and then did Ravana/Alex Normal for i190 gear. The introduction of the Eso gear messed things up as the best way to get the tomestones was to rerun the dungeons tuned for characters in gear 40 ilevels less than what you currently had.

    I suspect the biggest cause of your confusion is that SE is gearing up 3 distinct player groups using mostly the same content but consume that content at differing rates. They were planning for casual players to be at around i180 at the start of 3.1 and end up around i200 to i210 before 3.2. Midcore players were around i200 when 3.1 started and are intended to hit i210 by the end of the patch. Hardcore players were expected to hit i205 before 3.1 landed and then gain those last 5 ilevels during 3.1.
    (0)

  9. #9
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Ultimatecalibur View Post
    I suspect the biggest cause of your confusion is that SE is gearing up 3 distinct player groups using mostly the same content but consume that content at differing rates. They were planning for casual players to be at around i180 at the start of 3.1 and end up around i200 to i210 before 3.2. Midcore players were around i200 when 3.1 started and are intended to hit i210 by the end of the patch. Hardcore players were expected to hit i205 before 3.1 landed and then gain those last 5 ilevels during 3.1.
    Am I reading that right? You're basically saying everyone is meant to be at the exact same place at the end of 3.1.
    casuals were planned to be 200-210 before 3.2
    midcore expected to hit 210 before the end of the patch (3.1)
    and hardcore expected to hit 205 before 3.1 and 210 during 3.1.
    Which to me means that they planned for everyone to be at 210 before 3.2. that can't be right,
    (0)

  10. #10
    Player
    Hix's Avatar
    Join Date
    Aug 2013
    Posts
    76
    Character
    Flik Alvein
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Dzian View Post
    Which to me means that they planned for everyone to be at 210 before 3.2. that can't be right,
    It's the same exact cycle they've been using since Coil and CT. 24 man raids have always been casual centric raids that allowed midcores to increase their gear level to help them clear Coil/Alex Savage, while also allowing Casuals to reach the current raid tier level just as it was about to become the prior raid tier level. That way when the new raid tier level comes out, a casual who wants to become hard/midcore can easily transition and avoid the Can't Catch Up problem. In fact this is the same cycle that's been in WoW since Wrath of the Lich King, and was designed specifically to avoid the Can't Catch Up problem that existed in Burning Crusade.
    (2)

Page 12 of 14 FirstFirst ... 2 10 11 12 13 14 LastLast