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  1. #21
    Player
    Jonny's Avatar
    Join Date
    Mar 2011
    Posts
    36
    Character
    Jimmy Whiskers
    World
    Cactuar
    Main Class
    Gladiator Lv 60
    I 100% agree with OP.

    I thought of pretty much the same thing a few patches ago, more options to get max ilvl and more choices for builds.

    For example (using current tier) maybe we could get 260 loot from the new 24man and use coat/twine to up it to 270. Thats a 3rd option.
    Or use the 250 loot from crafted/alex normal, up it to 260 with a purchase of an item that costs the same amount of tomes as it would be buy that slot item (825 for a chest upgrade etc) and THEN be able to use coat/twine to further increase it to 270. Thats another 2 options, so more than doubling what we have now

    Also to be fair the crafted gear would have to lose some overmeld slots to keep it from being overpowered if it were upgradable.

    This then keeps all gear at i260 obtainable the same way it is now and anything higher only from raids or when they add coat/twine to the 24mans.

    There are so many pieces of gear ive had to replace for higher ilvl but worse substats, pls let 4.x be better SE.
    (1)

  2. #22
    Player
    Klamor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    203
    Character
    Klamor Oli
    World
    Excalibur
    Main Class
    Paladin Lv 60
    Quote Originally Posted by JunseiKei View Post
    ...And Final Coil was completed in a week (literally, there were pentamelded crafted gear that was better than the raid gear). That's why it's probably not returning. It makes the raid tier look like a joke because it makes you more powerful that much faster.

    People say they want these options to gear up secondaries. The reality is most people will throw these options at their mains first.
    On the point of the coil completion, and the rapid completion of creator, you're right. But that's one of the issues that led to their change in the crafted gear (or more notably, neglecting it for a short while there) to try to keep the crafted gear from being better than the raid gear. They still did nothing to change the fact that all the content can be completed with the pentamelded crafted gear. That's something I'd like to see change too. I see no reason for the final turn of the highest level raid from requiring players being in almost max item level sets. Otherwise, what's the point in having anything higher than the i250 crafted, or the i260 shire? (I know the point; rewards)

    On your second point, you're right, and that's kind of what I want. I do want to have a crafted piece that I know is going to be the best, or damn close, with stats I actually want (not an i270 shield that's got Parry all over it ffs). Certain pieces for certain jobs should be BiS obtainable from crafting, because that's what generates an actual economy in games. Currently, for the purpose of clearing raids, crafting is good enough for everything. That's messed up, because it doesn't matter if it's not actually BiS at that point, it's all that's required to clear the raids so obviously the raids are balanced poorly from the get-go to counter the complexity of the mechanics.

    [BTW, right now non-relic pld BiS is the Creator Sword and Shire Shield... if that's not messed up, I don't know what is. Because the drops both come from A12S; and you still need to dump the 1000 tomes & stone in order to upgrade the 260 sword & shield to 270 just to use the shield]
    (0)

  3. #23
    Player
    Erim-Nelhah's Avatar
    Join Date
    Apr 2015
    Posts
    241
    Character
    Erim Nelhah
    World
    Gilgamesh
    Main Class
    Dancer Lv 80
    Ok, I kinda agree with the OP: Currently, stats on gear are more than a little wonky. Tanks, for example, basically have to choose between having too much Accuracy or having too much Parry, unless they have access to savage gear (most don't). It's similar for other classes, iiuc. Some of this may be what I'd consider to be good design. Some, however, is not. Parry, for example, is a garbage stat, and Accuracy is only important until you cap it. Now, my understanding is that the devs are doing away with Accuracy starting with 4.0. This is good, especially with the combo-based system in place for tanks and dps. But it also means they have to balance stuff even more carefully or they risk BiS gear being significantly more powerful than non-BiS gear at the same ilvl (significant in that the dps difference could be 10% or more in some cases). That said there are a few things they can do:

    First, add some new secondary stats:
    • Doublestrike: Adds a chance for any autoattack, spell, or weaponskill to hit a second time (with lower potency - I think it's generally 33% in WoW, which would be a good starting point here as well).
    • Mastery: Affects a job-specific ability, which is different per job. The ability itself may come from your base class, but Mastery has no effect if you do not have a Job Crystal equipped. I tried thinking of examples, but coming up with examples that will actually work is likely beyond my ability. Think about increasing proc rates, or the potency and/or duration of specific abilities, for example.

    Next, unify the ilvl of each tier. That is, make all gear for any given tier have the same ilvl unless it comes from Savage raiding, Extreme Primals, or the current Relic Weapon tier (all of which should be of a higher ilvl than the norm). For example (using the current tier): Prototype Alexandrian, Shire, and Dun Scaith gear should all be i260, as should the Kinna weapon. Primal weapons should be i265 (to reflect the skill needed to get one), Alexandrian gear should be i270 as it is now, with the weapon being i275. Upgrades to i270 (275 for all weapons) should be available for all listed gear, but the tokens should only come from Savage raids (if you want i270-275 gear, you have to earn it).

    As for Crafted gear, it should not include weapons, and should (if overmelding is allowed) be 5-10 ilvls below current gear. Additionally, craftable raid-level gear could be added, with the materials for non-savage ilvl dropping from normal raids and mats for savage ilvl dropping from savage raids. Such gear, however, should not allow overmelding. Alternatively, the ilvl could be the same, with players being limited in the number of pieces of crafted gear they could equip (say, a max of 3 total pieces), yet such gear could always be overmelded.

    Finally, diversify the stats on gear such that by picking and choosing among the various sources for gear within a specific tier, a player can get whatever balance of stats they feel is "right" for their character. To keep things reasonably balanced, try to make it so that stat weights for secondary stats are within 0.05/AP of one another, and also try to diversify which stats are "best" for each job (eg we know that Crit is, and likely always will be best for SCH, so make SpS better for WHM, and Mastery better for AST, for example).

    Now, why use WoW balancing as an example? Well, if we count all specializations, WoW has a whopping 36 Jobs (FFXIV, by comparison, only has 12 now, and will have 14-15 come Stormblood), and yet still somehow seems to (mostly) get this right (and even did a reasonable job in PvP for many years, without having PvP-Only skills or PvP-Specific changes to skills - the new setup with PvP-Only skills is a very recent change), so it seems like as good of a place as any to start.

    --Erim Nelhah
    (1)
    Last edited by Erim-Nelhah; 01-09-2017 at 11:22 AM.
    Member of The Cimmerian Aurora <TCA>, Gilgamesh
    Level 80 DNC Main
    Dancer is a physical hybrid melee/range class, not a true ranged class. I love it.

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