Results 1 to 10 of 16

Thread: Revamp Stats

Hybrid View

  1. #1
    Player
    Talraen's Avatar
    Join Date
    Jun 2011
    Location
    Gridania
    Posts
    591
    Character
    Ryelle Galashin
    World
    Coeurl
    Main Class
    White Mage Lv 90
    Re: having a "haste" stat that affects cooldowns - no, no, a thousand times no! A haste stat that affects everything is automatically the best stat, and in many cases the only stat. I've played enough FFXI to know better. Fortunately, I'm pretty sure Yoshi-P has straight up said they will never do anything like this.
    (0)

  2. #2
    Player Kaurie's Avatar
    Join Date
    Apr 2015
    Posts
    2,427
    Character
    Kaurie Lorhart
    World
    Leviathan
    Main Class
    Summoner Lv 80
    Quote Originally Posted by Talraen View Post
    Re: having a "haste" stat that affects cooldowns - no, no, a thousand times no! A haste stat that affects everything is automatically the best stat, and in many cases the only stat. I've played enough FFXI to know better. Fortunately, I'm pretty sure Yoshi-P has straight up said they will never do anything like this.
    Things can be tuned so that it is not the best stat. For example, a haste stat that requires 1200 Haste in order to reduce all CD's by 1 second and all GCD's by 0.005 seconds would not be better than CRT. While there is potential for haste to be the best, it does not mean that it has to be.

    That said, currently SpS seems decent enough for casters. I think improving TP regen with SkS would go a long way to improving its desirability.

    Quote Originally Posted by MomomiMomi View Post
    Don't like your Determination proposal at all. Not only is it a balancing nightmare, but you'd remove Parry and make Determination basically take its place for PLD? And have WHM reduce enmity generation when they already have a 50% enmity dump? But mostly, terrible for balancing.

    For speed, instead of increased TP regeneration, I'd rather it reduce TP/MP costs.

    Piety is mostly okay, but I'd like to see a bit of a boost to MP regeneration.

    I think if we're going to remove any stats, it should be accuracy.
    Thanks for the reply. I suppose we have an agree to disagree stance on this one. Personally, I'd rather a game that has more interesting stats and is imbalanced, than a game that has boring stats and is balanced. If we are to achieve a more interesting stat system, we need to accept that development time would need to go towards balancing.

    I am open to alternative ideas for PLD and WHM, if you have them. You make an alright point that I'd remove (change actually) parry and basically replace it with DET for PLD - with the caveat that DET also would increase damage dealt. WHM has an agro dump, but agro can still be a problem. Again, I am open to alternative ideas though.

    I feel that increasing TP regeneration would be more interesting than reducing TP costs. You can still bottom out your TP quickly spamming AoE, but it will come back at a more respectable rate. I feel having it regen would open up more resource management than having TP costs reduced. There is potential that having higher TP regen rates would make skills like Spire/Goad exponentially better - depending on how TP refresh actually works. That said, they both effectively end up in the same situation.

    I agree about accuracy, I was attempting to make stat change proposals without removing anything. I suppose I said "remove" parry, but I suppose it's more "rename" parry and change its behavior.
    (1)
    Last edited by Kaurie; 10-13-2016 at 05:44 AM.

  3. #3
    Player
    MomomiMomi's Avatar
    Join Date
    Aug 2014
    Posts
    2,527
    Character
    Momomi Momi
    World
    Behemoth
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Kaurie View Post
    Thanks for the reply. I suppose we have an agree to disagree stance on this one. Personally, I'd rather a game that has more interesting stats and is imbalanced, than a game that has boring stats and is balanced. If we are to achieve a more interesting stat system, we need to accept that development time would need to go towards balancing.
    Actually, I agree with this, and have even said so in the past. I do think that we need more interesting stats even if it means more dev resources have to be devoted to balancing them, ideally through them increasing their resources instead of redirecting them. I just don't think that a single blanket stat should be the method to achieve it. That's practically impossible to balance.
    (0)