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  1. #1
    Player
    MiniPrinny's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    448
    Character
    Sakura Yukimoto
    World
    Balmung
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Kosmos992k View Post
    -snip-
    Throwing in my own two gil here.

    Accuracy is... a strange stat. In many ways, its existence and purpose is to emulate the "good ol' days" of pen & paper or the (now ancient) first MMORPGs. Accuracy's purpose in a modern world, is an ode to antiquity, it is an archaic means of presenting the gear wall. So rather than balancing the fights around a certain level of damage output from the roles involved in those fights, the developers can just insert a lazy gear wall in the forms of accuracy. SquareEnix, surprisingly, has done both, which makes accuracy a meaningless stat that every player knows to get to a single number for their Job and ignore it afterwards. We already have well balanced fights, based around how much damage we do, accuracy is just on gear for reasons that have yet to be clearly defined. As a stat in the game's code, it is fine, since it allows for things like "tanks being the only ones who can reliably hit from the front... in their tanking stance" but as a stat on gear, it becomes just a hassle for all involved.

    In a similar manner, parry's biggest concerns is not that it exists, but that it has been and still is being executed upon poorly. Currently, parry only really interacts with one tank, who relies on it for powerful counter-attacks: Reprisal and after level 36, Low Blow. Paladins meanwhile, interact with Block, which is rolled for, as you mentioned, after Parry is, which means that Parry, while making the Paladin more durable, hurts the Paladin's damage output as a tank, since it removes potential Shield Swipes from them. Additionally, it is no secret that parry scales horribly, making even large amounts of it pale in comparison to all of its peers as a stat for making tanks more durable.

    I agree with you fully on Skill Speed and Spell Speed, and wish to add, that making these stats one stat, would also help Paladins and Dark Knights, who rely on spells for either supporting the party or controlling multiple targets. Currently, Skill Speed doesn't apply to Flash, Clemency, Stoneskin, Protect, Unmend, Unleash, or Abyssal Drain. Cure and Raise are also in there... but who takes those?

    So yes, I'd like to see the stats re-evaluated as well, currently critical hit rating and determination are trump all others, with skill/spell speed becoming more valuable over time for some Jobs and remaining garbage for others.
    (7)
    Something... something... edginess... shadows... wait... I'm supposed to be a paragon of love and justice!

  2. #2
    Player
    Transmigration's Avatar
    Join Date
    Feb 2014
    Location
    Gridania
    Posts
    79
    Character
    Ava Alastrine
    World
    Hyperion
    Main Class
    Machinist Lv 60
    WoW got rid of hit rating which is accuracy in that game, and it's been fantastic. Unfortunately they got rid of other interesting stats and a system called reforging too.

    Can't have the best of both worlds I guess Well, you can, but the devs have to actually listen to players.

    **edit: Wait! This is about healers DPSing? No! Go away! I want to heal, not DPS!
    (0)
    Last edited by Transmigration; 03-17-2016 at 05:56 PM.