I will be on board with flexibility in stat allocation when there is as much a penalty for low stats as there is a benefit for high stats.


I will be on board with flexibility in stat allocation when there is as much a penalty for low stats as there is a benefit for high stats.
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People can rant and whine all they want for 9, 10, 11 pages or more... The stat allocation is returning no matter what. I think it should be obvious it won't be as it was before, but rather you can allocate parts of it as you see fit. Take this for example... Your party needs a tank, using your extra points given you put those into the appropriate stats, bam, now you're a tank. Party gets a second tank and you don't wanna play one anymore. Swap your points back into different areas, bam, now you're still a tank, but rather a secondary one who can be more effective as a DPS. Basically you'll have a build that lets you change it at will slightly to fill a different role within the limitations of that class. Bolster your tanking abilities, or lower those and become a better damage dealer. I have absolutely no idea here why people must over complicate it when it's already set in stone that stat allocation will be returning.



I like being able to customize how my stats are allocated. I find the current system somewhat silly - it seems to just flood every stat with a barrage of points - the important stats for that class get a few more, but the point distributions are almost even for the most part.

With the separated class system I do not believe there will be any such thing as "Re-allocation" there will only be "Allocation" with significantly reduced amount of points you can allocate to each class when it levels up. You will not be able to change it after you have set it. This should maintain Balance. No on is going to put their 5 points per level on something stupid and they are not going to risk screwing up their class by dumping it all on one stat either.
*edit* Party roles are not going to be defined by stats. You wont need to max your VIT to be tank. That's what Jobs are for. you are going to be a tank? go to Paladin job. Going to be a DD? go to warrior.
Last edited by Tempestmoon; 11-07-2011 at 10:01 PM.


How realistic would it be to give us total freedom when it comes to allotment?
If this happens, then all people would do is max STR and only use Attack gear and consistently get the highest DMG output they could. No one will be unique and nothing will be a challenge anymore.
Also, I am fairly certain they have already stated that it would be very light allotment. Which people are describing as a merit system because that's what it sounds more closely to, but not only that, it's what makes more sense to do. Expecting it to go back to being totally free is just ignorance. If you understood the stats, you'd quickly figure out how broken that would be with the new formulas.
Wai...hu...wha.....what? Your saying we wouldn't be unique? Compared to what? You mean compared to a system in which every class is locked into the EXACT statistic clone of every other player in that class, also known as the current system?
Last edited by Coglin; 11-07-2011 at 11:56 PM.


You're not an exact static clone with very light allotment and if you work to get triple melded or more Materia on gear. Also, you're assuming with totally free allotment that people will be making all different types of builds. Trust me, they won't be. Also, with the way the formulas work, the end all be all gear at that moment will be even more limited since you will already have the ability to push your STR against or over high VIT mobs such as Ifrit.
What this will then do is make fights like that only about stacking attack. Even more linear than before. Also, not only that, with full freedom to allot everyone will be capable of 3 minute Ifrit runs. Last I checked, it was labeled "(hard)". In order to make fights like these hard again, you'll have to go back to overly complicated formulas that will require even more balancing.
Very light allotment is the way to go.
all they have to do is make stats mean more to more aspects of each class.How realistic would it be to give us total freedom when it comes to allotment?
If this happens, then all people would do is max STR and only use Attack gear and consistently get the highest DMG output they could. No one will be unique and nothing will be a challenge anymore.
Also, I am fairly certain they have already stated that it would be very light allotment. Which people are describing as a merit system because that's what it sounds more closely to, but not only that, it's what makes more sense to do. Expecting it to go back to being totally free is just ignorance. If you understood the stats, you'd quickly figure out how broken that would be with the new formulas.
say int affected tp gained per swing, piety effected how long all buffs/debuffs lasted and their proc rate (including non magic ones, and mind effected total mp, mp regen and mdef.
while a melee could ignore all these stats, he would probably want some int, definately some piety or his buffs would end very quickly and he couldnt proc any good debuffs like comrade in arms, and some mind for mp, and mp regen and mdef.
similar things done on the reverse side with magic stats would have the same effect.
Simply the problem is too many stats dont effect enough different aspects of classes. As it is a lancer has no use for int as far as i know, and probably piety. a mage has no use for strength or dex, etc.


That's all really nice and stuff, but how would free stat allotment make that better? Sounds like you're taking one idea I'm shooting down and proposing another that's even worse than the first one.all they have to do is make stats mean more to more aspects of each class.
say int affected tp gained per swing, piety effected how long all buffs/debuffs lasted and their proc rate (including non magic ones, and mind effected total mp, mp regen and mdef.
while a melee could ignore all these stats, he would probably want some int, definately some piety or his buffs would end very quickly and he couldnt proc any good debuffs like comrade in arms, and some mind for mp, and mp regen and mdef.
similar things done on the reverse side with magic stats would have the same effect.
Simply the problem is too many stats dont effect enough different aspects of classes. As it is a lancer has no use for int as far as i know, and probably piety. a mage has no use for strength or dex, etc.
Really? TP gain with INT? Longer lasting buffs with MND? Let's screw half of the VIT we'd usually take and put it in MND for a long lasting Sentinel. Sounds incredibly thought out and easily balanced.
what to do with what stats is up to the developers the idea is to make more stats more useful. It was just an illustrative example, and even in that case, half your vit gone will effect your max hp, your total defense, in exchange for a few more seconds on sentinel?That's all really nice and stuff, but how would free stat allotment make that better? Sounds like you're taking one idea I'm shooting down and proposing another that's even worse than the first one.
Really? TP gain with INT? Longer lasting buffs with MND? Let's screw half of the VIT we'd usually take and put it in MND for a long lasting Sentinel. Sounds incredibly thought out and easily balanced.
also the idea is usally that in order to raise one stat really high, it cost way more than raising a lower stat. So while yeah vit may be better than mind in general, is 1 vit better than +6 mind? There would also be a difference between an overall tank, and a tank that tries to tank mostly from buffs. the buff tank would probably have lower overall defense, and lower hp, but it would have longer durations on skills, giving them a few more seconds and making thier defense be about rotating and stacking skills. So there would be two different styles of tanking for different types of tanks.
Sure people will always create cookie cutters and try to use other peoples builds, but that doesnt mean there are no other viable builds, or builds that would have a slight advantage.
The main problem is they would have to make it harder to respec, because if you can respec instantly at all times, people will just tailor make themselves for every encounter so if you wanted to go on a tour doing ifrit garuda and moogle battles, you couldnt just tailor make yourself to that one monsters weakness.
having a more rare or difficult respec would cause being all around to have a certain value, and being specific to have a different type of value.
Really your main beef seems to be that you want to min max easily. where only a few variables effect what you can do, if your really a skilled min max person, you want a complex formula that you can really build the perfect balance by combining everything just right. rather than just pumping strength and calling it a day on DD , or vit on a tank.
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