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  1. #41
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Urthdigger View Post
    The problem I foresee with more varied stats on gear is that new stuff comes out, and while it has more stats it doesn't have more of the RIGHT stats, and is regarded as useless. Never upgrading my body piece past my AF because healing potency +10% is just too good to pass up. New dungeons being run once for the story completion and then never again.
    This is why I'm a big fan of the IX suggestion; Bard AF could have Enhanced Ballad, and if we were just doing as XI did, you'd either never upgrade beyond that, or be in the unwanted situation of having to lug it around forever because it's situational. If you can effectively learn the stats off gear, and then put points into setting those stats without the gear, this isn't an issue though... It strikes me as a very good middle ground to strike, we'd get much more interesting and varied stats, but we wouldn't be locked into using Thief's Knife until the end of time, we'd just use Thief's Knife, learn Treasure Hunter off it, then continue upgrading gear as we do and setting Treasure Hunter in a cross-class skill style menu.

    It's actually a suggestion partly brought up because what you've described is kind of already the case... No where near as bad as XI was given how quickly we turn over gear, but it's still there... If you have i230 gear already, what is the new dungeon gear doing for you exactly? Mhach gear might hold some value, but it also might now... I'm working on a relic, why do I care about the new weapon introduced in a trial? I don't... If they implemented interesting stats in a method similar to IX, then I'd perhaps care about that dungeon gear as gear, I'd want a Nidhogg weapon alongside my relic weapon, the stats would entice me to do that content much more, while not locking me down to using the same piece of equipment for the next two years...

    Arguably that forces people to do all content, but... That's not how IX worked, you had more stats that you could possibly set... All SE needs to do is balance it so you get fairly useful and generic skills off common gear that pretty much everyone gets, while rarer gear has more situational or impressive effects... If you really don't want to do Nidhogg, still don't, you'd still have stats off your current gear to set, and I can picture Nidhogg rewarding something extremely situational (Dragon Killer).
    (8)
    Last edited by Nalien; 06-20-2016 at 10:44 PM.

  2. #42
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Nalien View Post
    I'm working on a relic, why do I care about the new weapon introduced in a trial?
    Because you might have alt-classes for which it would be a substantial upgrade, seeing as lore "and" midan gears are still weekly locked?

    No real defense for the dungeon gear, tho - You can just farm Midas normal for better uncapped gear on alt classes.
    (0)

  3. #43
    Player
    Stanelis's Avatar
    Join Date
    Oct 2011
    Posts
    929
    Character
    Irvy Ryath
    World
    Ragnarok
    Main Class
    Lancer Lv 85
    Yoshida: If there were specific items that had that boost or an added ability, we would want a situation where that item needs to be hard to obtain by farming or making the drop rate extremely low and that’s not really productive either. In this game we have people of all skill levels. Different players have the freedom to choose which content they want to play and so the development team wants to make it so that no matter how each player plays the game, they can still end up at the same strength and be on an equal playing field. That’s what we keep in mind when deciding the strength of an item. Adding anything special like stats or abilities on weapons is quite dangerous and so we avoid that kind of situation.
    1 - Add an echantment tradeskill, to imbue items with effects (such as ability alteration).
    2- Add echantments slots on items.
    3- ???
    4- Profit

    Also I fail to see the point with the item hard to get by farming or low drop rates, as relic weapons require huge grinds.
    (3)

  4. #44
    Player
    Xiozen's Avatar
    Join Date
    Jul 2013
    Posts
    83
    Character
    Xio Zen
    World
    Zalera
    Main Class
    Arcanist Lv 90
    FFXIV
    Prototype Midan Metal Sword
    Unique · Untradable
    Class: GLA PLD
    Item Level: 245 Req. Level: 60
    Damage: 81 (Physical)
    Delay: 2.24 Auto-Attack: 60.48
    Sells For: Unsellable Materia Slots: 1
    Bonuses
    Strength +106
    Vitality +116
    Determination +84
    Skill Speed +61


    FFXI
    Burtgang
    Description:
    DMG:165 Delay:264 Magic Damage+186
    Sword skill +269 Parrying skill +269
    Magic Accuracy skill +255 Enmity+23
    Physical damage taken II -18%
    Reduces Enmity decrease when taking damage.
    "Atonement" Aftermath: Increases Accuracy and Attack Occasionally attacks twice or thrice
    Afterglow
    LVL 99 PLD <<Item Level 119>>



    I don't know... but of the above example... my monies on FFXI itemization... just sayin'.
    (4)
    Last edited by Xiozen; 06-20-2016 at 11:19 PM.

  5. #45
    Player
    Xau's Avatar
    Join Date
    Nov 2013
    Posts
    244
    Character
    Nial Niffelh
    World
    Phoenix
    Main Class
    Monk Lv 90
    Quote Originally Posted by Brian_ View Post
    I'd argue that no matter which direction you go, one side will be hurt. The overarching and unfortunate point comes down to which side you leave behind. And, I'm fully willing to leave behind a certain portion of this player-base if that means we can get more interesting itemization.
    but there is also people who are skilled but for some reasons do not want to do certain content, that means what they needs to suffer from one few people what wants to have different and more powerful items?, no, is unfair, thus why they go this direction, bad will be bads no matter what is done, plus, even if itemization gets more interesting do not means more "freedom", is just a illusion, since the ones who will play whit that will find the "best" set and then everyone will copy that afterwards
    (1)

  6. #46
    Player
    Starkbeaumont's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    758
    Character
    Raegen Beaumont
    World
    Spriggan
    Main Class
    Dark Knight Lv 90
    those stats ppl ask for are just another illusion of choice. in the end everyone will use what the community decided to be the best anyway. but for the devs it'll be harder to balance stuff, especially with the increasing number of jobs.
    yoshi must be so sick of that question by now. I always wondered if the japanese community is having the same wish in regards to stats and customization?
    (2)

  7. #47
    Player
    Vidrian's Avatar
    Join Date
    Feb 2016
    Posts
    83
    Character
    Vidrian Ilathiel
    World
    Cerberus
    Main Class
    Lancer Lv 60
    If only there were some way in 4.0 where we could (maybe up to 3-5 max) so to say choose 1 stat and allocate points into that stat specifically INSTEAD of the str/dex/vit/etc points you get 1-50 and after that every 3 lvl's. Every 3 lvl's, ASSUMING 4.0 brings a new 10 lvl lvlcap, you can choose in which stat you like to allocate that point, but these stats are NOT the stats from gear.
    Example (These stats are NOT cumulative, meaning IE the damage boosts do not add up):


    DRG:
    +2% +4% +6% extra piercing debuff on the pierce resistance reducing skill (Would be beneficial if you have a static with maybe a BRD and MCH)
    +3% +6% +9% dmg on the 3 jump skills (and ONLY those)
    +5% +10% +15% extra dmg on DoT's TOTAL damage.

    BRD:
    +3% +6% +9% effectiveness on songs
    +3% +6% +9% extra dmg's on DoT's

    NIN
    -3% -7% -12% cool down on ninjutsu skills

    Well:
    Just an idea? What would you guys think?
    It can be a bit like the GW2 trait system BUT it HAS TO BE implemented in a way where hybrid options are viable as well that the ones that do not necessarily maximize ure dps but help you bring more dps to the entire raid
    (1)

  8. #48
    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 Xiozen View Post
    -snip-
    You know as well as I do stats like that without viable alternatives would lead to a LOT of Paladins being shunned by people who enjoy stats more than the game.

    Anyone who's actually played XI knew the devs there lost the plot when they made content centered around weapons that had these crazy stats and allowed players to make these ridiculous requirements.
    (0)

  9. #49
    Player
    Xiozen's Avatar
    Join Date
    Jul 2013
    Posts
    83
    Character
    Xio Zen
    World
    Zalera
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Hayward View Post
    You know as well as I do stats like that without viable alternatives would lead to a LOT of Paladins being shunned by people who enjoy stats more than the game.

    Anyone who's actually played XI knew the devs there lost the plot when they made content centered around weapons that had these crazy stats and allowed players to make these ridiculous requirements.
    Its too late for anything like this I think, simply posting what coulda been (or a similar itemization/customization alt) to basic stats on gear... but I am not disagreeing with you... I think you have a point.
    (0)

  10. #50
    Player
    Iromi's Avatar
    Join Date
    Sep 2012
    Location
    Gridania
    Posts
    2,059
    Character
    Tilla Eversong
    World
    Siren
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Xiozen View Post
    FFXIV
    Prototype Midan Metal Sword
    Unique · Untradable
    Class: GLA PLD
    Item Level: 245 Req. Level: 60
    Damage: 81 (Physical)
    Delay: 2.24 Auto-Attack: 60.48
    Sells For: Unsellable Materia Slots: 1
    Bonuses
    Strength +106
    Vitality +116
    Determination +84
    Skill Speed +61


    FFXI
    Burtgang
    Description:
    DMG:165 Delay:264 Magic Damage+186
    Sword skill +269 Parrying skill +269
    Magic Accuracy skill +255 Enmity+23
    Physical damage taken II -18%
    Reduces Enmity decrease when taking damage.
    "Atonement" Aftermath: Increases Accuracy and Attack Occasionally attacks twice or thrice
    Afterglow
    LVL 99 PLD <<Item Level 119>>



    I don't know... but of the above example... my monies on FFXI itemization... just sayin'.
    Yup...FFXI itemization is way better lol. Oh man..I miss having awesome stats like that ; ;
    (0)

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