Quote Originally Posted by Sebazy View Post
So, how can FFXIV pull this off? I'd go with a variant on Kisa's approach but roll it into a form of set bonuses. Let's say I have a full set of Sigma gear, consider having a set bonus that can be unlocked by wearing 2 pieces of gear depending on where the gear is from. PvP gear could unlock something like a cast time reduction on Stone. Crafted could unlock some extra VIT. Hunt gear could unlock a movement speed bonus. There's plenty of ways to add in flavour to this and it's simple enough to roll extra bonus stats in with the set bonus so that you're not destroying your main stats for the sake of these sorts of bonuses. When odd numbered patches come along with new gear, it's easy enough to bump up the bonuses slightly on the new stuff to give the raiders and min maxers a fresh carrot to chase.

Simple no?
I know which post you're talking about, yet I can't seem to find it. Mandela effect.

The set bonuses like that from the GC, should be applied as separate Right-hand gear / Left-Hand gear sets.

eg a full set of crafted HQ gear, hunter gear, raider gear, MSQ (tomes) gear, PvP gear, would offer a different set bonus tuned to the content they're for. So skill/spell speed reduction for PvP skills for a PvP set, Primary role substat boost for Raider gear, etc.

I also talked about Anima/Spirit weapon that gives you a LB for solo/non-party/overworld content that could be something that simply grows with you and you can just glamour over the physical weapon when you're bored of how it looks. Anima pops out when a LB charge is available, otherwise offers a fixed stat boost. Behaves like a regular ilevel weapon in party content.