
Originally Posted by
Welsper59
Unfortunately in your case, that actually is what the general idea of horizontal gearing falls to. The niche stats to assist gear you currently have, thus keeping old gear relevant while also making you want the new stuff. So while there is still a BiS system in place, your old gear does still remain relevant for a period of time without being replaced so quickly.
I can certainly appreciate your preferred idea on the matter, with stats varying how you play in general, but we (the players) don't allow such things to really be. Balance, for example, is a frontline concern. If it doesn't perform optimally at all times, it generally isn't looked at fondly, such as 3.0 AST. Special stats tend to also cause huge balance issues, and for a game like XIV, that's a rather large concern and probably why we don't have them. Then we have the min/max approach, which carries over to "best" and "optimal" degrees of play. We will find what works best, and given our tendencies in XIV (surprisingly more than some other games), that will be seen as the only option.
Your mentioning of class design is ABSOLUTELY something of warrant to criticize. It works for the most part with what we have now, but what we have is relatively bland. Been done a million times sort of feel. It's fine for a good while, but it does start to get stale the more we deal with it. I'd imagine rotations will continue to change though for some, so that will help along the way, but there needs to be a bit of an overhaul to aesthetics and effects (stat wise) somewhere down the road.
I do think if (Skill/Spell) Speed were fixed, that would already set a good starting precedent for multiple options. Monk for instance has 4 different rotational markers between the 2.5 (2.12) and 2.33 (1.98) GCD, where, if slight adjustment were made you'd have the bare minimum for a typical DK-to-DK, followed by 1 combat Meditation per DK/Twin/Demo, followed by DK- (or Twin-)drop rotations, followed finally by extended DK-drop rotations or extended DK-to-DK rotations. The sub-2s GCD spec is amazingly fun, and I can already pull near-equal dps out of it when short 6 ilvl just to reach that Speed, but the sheer drain on TP (perfect Invigorate still = starve in 2 1/2 minutes) make the option... well, not an option in the vast majority of fights. Speaking of classes (or in this case stats) that have a period of being sub-optimal that ramps steadily to becoming over-powered, the fact that Skill Speed has a near flat point-to-seconds'-GCD-reduction certainly doesn't help, either. .1 seconds lost at 2.5 means a fair bit less than .1 second lost from 2.1, for instance. The stat starts off crap, and gradually excels. It should be proportionate instead, reaching early plateaus more quickly and probably, though it pains me, reach the extreme plateaus later. And that's not even touching on its rotational devaluation (much like the AP/Main Stat vs. Armor Penetration back in Wrath - valuing direct physical over magical or DoT damage as Armor Penetration become king - even though we originally saw Serpent AP builds, Buff-maximizing SV / all-rounder MM Agility builds, stream-proc haste BM builds, sure-proc Crit SV/BM builds, and a few more all just on Hunter before ARP MM become the forum, and mathematical, favorite), which XIV otherwise seems to be trying to avoid.
For a real fix:
Reduce all bonus and base TP ticks by 20%. These now all tick per player GCD. (A Speed player now has a higher TP drain from above-average TP cost abilities, equal in all other regards, and regenerates TP faster when TP-buffed).
Skill Speed and Spell Speed have been merged into Speed, which affects Attack Speed and periodic damage (DoTs, ground DoTs, AAs, and oGCDs).
Animation times now scale with Attack Speed.
Alternatively though, you could add a more obvious form of stat complexity by purposely endorsing certain stats for certain stat ranges (early-game->late-game within a given expansion's level-cap content), or having them best pay off at certain general amounts, appreciating or depreciating over time, such that a player is supposed to seek out a particular equilibrium while gradually shifting their gameplay along the stat that best suits their stat range (Speed in 3.3-3.4, on a class that can make use of it, for instance). This was basically the case with 2.0's stats. Critical strike's value, in isolation, depreciated over time. Skill Speed's value, in isolation appreciated over time. Determination stayed the same. All stats increased in value as others increased, though some were effected more than others (e.g. Crit wouldn't help Speed nearly as much as Det on a Bard, because Speed couldn't affect Bloodletter). That's not my favored model--I prefer a true balance, rather than trying to cut the best equilibrium--but I wouldn't especially mind that either. But with 3.0's change to Crit, we now have two linear and one exponential stats. If they were going for consistency / balance, they should have at least done the same for Speed.
Now, as for what I think would be aesthetically attractive as far as Stats go... that requires a lot more creativity, which I'm not sure I have. The stuff that comes to mind are things like a controllable multi-strike (i.e. "Flurry"), allowing one to rapidly repeat a weaponskill during its following oGCD for lesser effect and again at TP cost (though perhaps reduced) or instantly re-cool a used oGCD, or faster combo-ing (tentatively "Drive") or progressively higher crit chance based on prior crits within a combo or whatnot, but these would have to work in cohesion with Speed (and perhaps Crit or Det) rather than merely devaluing it in creating a new way to approach a given rotation. Both would also have to be something that you don't use constantly; Flurry for instance should be used to rapidly distribute debuffs or punctuate high-potency moves, and would likely be limited by an internal resource while further balancing usage against increased TP consumption. And to really bring out the aesthetics of each would probably require an abundance of other changes, such as in breaking attack animations down into separable parts (the axe-spinning portion of Storm's Eye from its finisher, the quick double-slashing-parry of Disembowel from its turning stab, etc.), a sort of "Flex" mechanics that could rotationally make up for overextending a particular GCD (within reason), etc. etc. Long story short, it doesn't seem like it'd be easy. But if done right, it could mean that you have a Warrior laughing his head off while helicoptering around an enemy with Storm's Eye, ramping up crit chance for the final blow partition with each AoE hit that crits before it, a Monk seemingly DK-top-bouncing down and along a line of enemies to pass blunt resist to all of them before a massive AoE, or whatnot. It'd be a balancing nightmare, I'm sure, but potentially with quite a live display of its effects. And if it can have rotational or situational prevalence, then great. That said, it could just as well be something built into any given (or all) class(es), rather than being weighed against Crit, Speed, and Det.
If you're masochistic enough to go on reading, I'd like to throw a couple other ideas by you:
1. Dynamic/resource/rating stats. [INDENT]For instance, let's say you have an Evasion stat that rather than having a fixed percentile contribution, is a floating resource value, with a particular (stat-ed) maximum and a subsequent regeneration rate, that is instead consumed to dodge. In terms of how that would actually play out, the fewer chances you have to dodge, the more effective it is on each of those chances--mitigating its niche-ness. Additionally, it can be consumed at above-standard rates in order to deal with, say, damage that would otherwise kill you or reduce you to critical health. Additionally, Determination, Critical, and Speed can all then directly effect this resource, along with any internal mechanics that one might think up for a certain class. It can even lead to manipulation of one's particular Block, Dodge, and Parry chances for maximum average and crucial mitigation. (I'd actually imagine that being core to any revised GLD's/PLD's gameplay.)
2. Multi-faceted stats with manual allocation.
For instance, lets Determination, Critical, and Speed each have three or more possible uses, and you're given the option of what, exactly, you want to use them on. Determination could be used to extend one's (de)buffs, increase damage dealt, or increase resistance to Interruption, Knockback, and AoE damage (per above resource system; the less use, the more effect, mostly averaging out one fight with another). The first has plateau'ed use, a flip side to Speed's Attack Speed component, the second is perfectly linear, and the third is utility. You can freely transfer allocation between these, a bit like a moving about an RGB wheel.
...Heck, you could even go so far as to give various effects to each of the elements, and make elemental materia relevant again. Ice for instance might have a component by which to duplicate a portion of damage-as-healing into an absorption shield... Wind might have increased range or AoE radius (via rating, consumed only when enemies are within the potential extended range/radius) in addition to attack speed increases--a component of each element feeding into its surrounding ones, such as damage proccing speed in Fire, and speed then being usable for increased damage in Wind, while Fire's own increased ramp-up component would be buffed by Water, etc. That'd be an overkill of complexity, at that point, but I think it is actually something that could still be balanced, meaningful, and versatile both as cause and consequence of that.
Edit: honestly, I kind of hope SE just eventually creates a method to essentially beat the forums to the 'optimal' stats and builds. Create a program that can run the stat curves, find the best rotations, and determine output against a fight. Embed it into the character and Skill panes, make the stats transparent. On our side, we get to see what does exactly what, in output and surrounding effect, find out when our next gameplay change will be, etc.. On their side, it's that much easier to balance these things to create more viable options, both in macro and in the micro contexts of a particular fight, without having to lean too hard on uncreative caution. Now, there's a pipe-dream if there ever was one, but still, if it were possible...