This was quite enjoyable to read! http://twinfinite.net/2017/03/ffxiv-...view-pax-east/
This was quite enjoyable to read! http://twinfinite.net/2017/03/ffxiv-...view-pax-east/
I can imagine the first question on the second page causing an uproar one way or another >.>
I feel as if just because there are players that don't understand stats or gear, doesn't mean there shouldn't be options in equipment with special traits or resistances. I mean...it's kinda the point of having options to reward those who are actually paying attention.
Bullet points for the lazy:
*There were always gonna be two DPS in Stormblood
*Samurai was decided on a long time ago, and it was always going to be a melee DPS
*It took them a very long time to settle on Red Mage
*Something similar to Oracle almost made it in instead of RDM
*To Tank and Healer mains: They need to balance the existing jobs before adding new ones
*They will not add a job mid expansion like Ninja. Ninja was supposed to be at the start of ARR anyway but got delayed due to time constraints
*Gear will be even more simplified going forward
*The ilevel of the Diadem weapons wasn't supposed to matter in comparison to the Anima's customization
*There might be a brand new (to the franchise) job in 5.0
*Ishgard housing may be considered after Shirogane is completed
*Colorblind mode is almost ready to launch. Just working out compatibility issues
Some pretty neat stuff in there actually!
So now they want to make gear EVEN more simple with stats? Just take out all stats and call it attack power at this point!
How in the world can they make gear even more simplified?
Most jobs only need to focus on two / maybe three substats currently. every single piece of gear in the game is functionally identical to it's role-appropriate wearers ; no two pieces of gear every truly do different things (besides having different main / substats, which isn't really significant enough to make one piece seem like it's doing something different than another).
I like that they want to keep it simple but it seems to me like they're doing it to the detriment of the game now. Why ever bother going for stronger gear when it does the exact same as your current gear but with slightly higher numbers that only matter if you're doing cutting-edge savage speedruns and trying to shave a few seconds off? Doesn't that make higher-level gear redundant? If there's nothing to differentiate it from old gear except small substat changes, but your current main/substats are enough, then gearing up sounds like it'd just be a waste of time to me.
The first things that come to mind:
- Removal of Accuracy
- Re-Removal of Melding Slots (Those were introduced to standard gear with 3.2 I think?)
Truth be told, though, if they wanted they could simplify their stat system to only 4 stats: Power (Weapon Damage, Main Stat, Determination), Survivability (Health/Defense), Speed (Skill/Spell Speed), Luck (Critical Strike Chance/Accuracy). Maybe a 5th for Piety.
That's how shallow it already is.
Make it like in Deep Dungeon, one attack stat for weapon and one defensive stat for armor and call it a day so new/returning players weren't scared of 'complexity'. Also make it one universal set for all jobs, with stats autoadjusting when switching jobs, at least I'll not see dps wearing wrong accessories anymore.
I thought the comment about ishgard possibly not being so cold and snowy anymore in the future was the most interesting thing in this article.
Thanks for link. Am still curious about when going from lvl 60 to 70, will we get 2, or 5 new skills?This was quite enjoyable to read! http://twinfinite.net/2017/03/ffxiv-...view-pax-east/
Also, he expects tanks and healers to lvl their mains first, but they'll start from lvl 60, while new RDM, and SAMs from 50...?
Last edited by Keiko_Kumiko; 03-19-2017 at 04:34 AM.
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