They could always do something like this for the relics again...
Some of the bonus stats wouldn't really work for how the game is now, but they could do something similar.



They could always do something like this for the relics again...
Some of the bonus stats wouldn't really work for how the game is now, but they could do something similar.
#GetSelliBack2018
Reading too much of the forums makes me very sad and apathetic.



I'm more partial to natural progression in difficulty. Release raid bosses as Normal Mode, with certain aspects per fight that turn those encounters into Hard Mode. So your average group of new people will be able to clear content in Normal, and as they get geared and learn the encounter can do the Hard Mode triggers.
To give an example, let's take A1. Normal mode would be like our current story mode of the fight, but with more outgoing damage and an additional big missile. During the fight, Quickthinx Allthoughts hovers around the battlefield in his Dr. Robotnik-style mount and taunts you from high up. If your raid DPS is low he'll eventually leave the battlefield, confident that you'll lose to Oppressor. If you damage Oppressor and .5 to, say, 70% HP within the first 3 minutes of the fight, he'll dock his mount to Oppressor (the way Dr. Robotnik's ship thing would dock to whatever machine he was using to try to kill Sonic the Hedgehog) and trigger hard mode, healing both Oppressor and .5 to full HP and adding more mechanics and outgoing damage to the fight. This way a noobie group can still clear the content while a hardcore group will eventually get good enough and geared enough to trigger hard mode and reap the benefits of doing so (extra loot, etc).
And you'd thus make those weapons the only weapons worth a damn and made every other weapon in the game worthless.



I dunno - to be honest, the sphairai would be pretty meh for a monk these days. Only 60 attack power and otherwise pointless evasion (You could just as well put parry on it) and sustain. The curtana wouldn't see use either - PLDs are not supposed to heal anyhow and bonus HP is pointless after Tankbuster + AA survival (as we've seen during the STR meta). Only redeeming factor is the accuracy.
Not gonna lie - I'd feel cheated if I got a weapon like that after working for a crit/det relic :P
Not if crit and det weren't basically must haves on all dps classes.
Gearing a dps? Need more Crit and Det... Every dps class follows this no matter their place in the group or what they offer, it's always just "moar crit and/or det"... All the healers and tanks suffer from their version of it too... It's boring and stale.
We've had this rather bland system for 3 years now and it's time some changes were made.
Last edited by Underdog2204; 08-21-2016 at 09:03 PM.



Damage is going to be and stay a must-have on all DPS classes and whatever offers the most DPS "will" be preferred over all else. It doesn't really matter whether that's crit/det, skill speed, mastery or whatever stats you can think of (On that note, BLMs stack spell speed over Det/Crit). Other stats will only ever be taken to the absolute minimum, simply because the win condition of fights is based on damage (Which is why every job needs to be able to do "some" damage - they could not meet that win condition in the MSQ and the open world otherwise). The entire role of DPS pretty much builds and depends on this.
And tanks are no better - all kinds of mitigation stats are entirely pointless, because you only need to prevent one-hit KOs, everything else can be mopped up far more efficiently by healing because healing is just that powerful. You cannot make mitigation stats "appealing" without nerfing the living hell out of healers, you can only set the bar of minimum mitigation higher and higher. And the only stats suited for that are reliable mitigation stats, not RNG based ones, because the latter might randomly fail without the players at fault - it would be the same as making tank buster moves have a chance to crit, sudden death by RNG. And since healers make mitigation pointless, what other useful stuff is there? Oh right, DPS.
I mean, that doesn't stop people from taking convenient but sub-par options. If the tome stuff is loaded with parry, accuracy and +mana on tanks, you'll still have people stacking that stuff beyond all needs. But yeah... First you need to understand why the system is bland in the first place, then you can go and try to change it. It's not as easy as simply introducing a bunch of new stats.



I agree that it could do that.
Balance that against starting next week, casual content will be giving 3 weapons at i235-i240 and in some of those cases, as was stated in another post here, the relic becomes hardly worth doing, because of it's high cost of entry.
1) PotD gives an i 235 that can be completed in about 8, maybe 10 hours or so.
2) Void Ark + Wiping City will now give the i240 upgrade, if you count in the time for (10) A8 clears, that takes about 4, maybe 5 hours total.
3) The relic weapon, can requires 24,000 Eso, The Aetherochemical Research Facility awards 150 Eso. 24,000/150 =160 clears. At 20 minutes per clear, that is roughly 53 hours, we'll call it 50-60 with the other items added in. I am not even going to consider the time requirement for starting one from 0. That would be too ridiculous to even consider.
That is balanced???
As was said in an earlier post, and I also agree with:
I have an i240 relic and I am working on #2 out of boredom, but I agree with what was stated here. Other than wanting it for whatever reason, there really isn't much reason to chase the relic. Especially if you are not a raider, the small increase in DPS does not justify the cost in time.
Example, MCH 240 lore vs. Relic weapon:
Lore: 72 WD, 141 Dex, 120 Crit, 104 Det (w/Materia)
Relic: 72 WD, 141 Dex, 240 Substat (Should be Crit/Det, but people can spec as they like)
Hmmm, an additional 50+ hours or so of mind numbing boredom or more, for an entire whopping 16 Det??? If we use the BRD stat weight values (I know MCH is different), you get 1162.7 for the i240 lore vs. 1165.4 for the i240 relic. An increase of 0.2%???
I will state that again, 900% increase in the work (only for the i230 to the i240 step) for what is a 0.2% increase in damage. An increase that most people will never even see or recognize.
Which lines up with what many people say about the time/reward ratios not being well aligned. I am not saying that the weapon should be 900% better, only that an increase of 0.2% is out of alignment.
If the relic is going to be the most time consuming item to obtain outside of savage raiding, then it should also be the item with the biggest reward. Also,that reward should be in alignment with the time requirement.
Yes, they were the 1.0 relics.
Last edited by Istaru; 08-21-2016 at 10:59 PM.



You're bringing up something completely different. My issue is with the people asking for "unique" stats without understanding what that does to progression.
As far as acquisition, yes the system is lopsided, though that's largely because of what the devs did to relic acquisition after the initial quest. They had a really good idea in making relic require killing Hard Mode primals, since it was setting the precedent of doing challenging content to progress your relic. Then they decided to implement a million grinds instead of continuing to use stuff like EX primals for relic progression.
The devs also know that comparable/better rewards are what get people to do content, which is why Padjali weapons are i235 instead of 230. By the time PotD was implemented, everyone more than likely had their 230 weapon, so on that end the decision makes sense. Personally, I still haven't set foot in there, and don't plan to in the near future; I have my 230 weapon and that place is not content I specifically asked for, so I have no interest in it.
Again, I'd rather relics require difficult content instead of grinds. You'd see more people going for them without being bored to tears. I still remember back when ARR launched a group of people in my FC decided to start running HM primals nightly to try to progress our relics.I have an i240 relic and I am working on #2 out of boredom, but I agree with what was stated here. Other than wanting it for whatever reason, there really isn't much reason to chase the relic. Especially if you are not a raider, the small increase in DPS does not justify the cost in time.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
|
|
![]() |
![]() |
![]() |
|
|