I find substats to be lacking in variety, and the straight forward approach to them and the lack of consideration given the variety of combat mechanics lead to the most broad ones being more effective than the more niche ones. I'm proposing a significant change to the variety of the substats.
I. Substats are boring.
There, I said it. Substats are boring, even if their related effects can be fun. (Chain critting, which Critical Rate influences)
The process of gearing however is about as exciting as walking up steps. When the stats are both this simple and lacking in variety, gear upgrades are either direct upgrades or something you use until the actual piece you want can be bought / drops.
Currently, stat budgets allow you to either stack two stats, or stack one and have a healthy division between two, but this is nearly a universal selection among every job.
Crit, then Direct Hit or Determination or Speed depending on the job in question. Given that makes up literally all the substats to DPS roles and 80% of the tank/healers, this is an issue. It not only cheapens the gearing process, but it makes Det / Speed pieces for nearly all the jobs viewed with justified disdain. We won't even start with Piety, and Tenacity is just viewed as inferior Determination.
II. The proposal
Substats are instead divided into two categories. For the sake of the explanation, those two categories are Power and Utility.
Power is effectively the 'hurr durr damage' stats. In some way or another these directly affect your output, your outgoing damage / healing.
Utility represents everything else. Movement speed, MP Pool, Role Action Cooldown Reduction, basically everything we would ignore to get +.2% more dps.
Gear therefore is stat'd with Primary, Power, and Utility, with Materia slots likewise categorized for the stats that can be inserted.
Where the current division is 100 Primary, 100 1st, 70 2nd for gear pieces, instead the gear piece is 100 primary, 100 Power, 100 Utility. This sets the tone for the rest of this proposal - You must take utility. Because you can only receive one Power stat per gear piece, this allows us to both make Power stats more interesting, and more effective.
III. Power Substats
Haste: Formerly Skillspeed and Spellspeed, Haste is a consolidated stat. Haste reduces spell cast times, increases the frequency of Auto Attacks, and reduces the cooldown of Abilities. DoT / HoT effects gain additional duration at certain break points (+1 tick per X )
Instead of fudging with potency to make Haste not as big a loss for jobs that rely on DoTs, Autos, and Abilities, haste now influences every kit, by pushing more buttons more often.
Precision: Formerly Critical Strike and Direct Hit, Precision is a consolidated stat. Precision increases the chance of landing a Critical Strike, dealing 50% more damage. Once per 20 seconds, dealing a Critical Strike grants the player a 15s window to deliver an attack from either the enemy's Flank or Rear. Doing so causes the attack to do %increased damage based on Precision.
Criticals don't change, but the added Flank/Rear consideration rewards an attentive player to maximize their increase, while inattentive players will likely just benefit a small amount. This version of critical would scale Critical rate faster than current, with the 'crit damage' component focused into the flank/rear mechanic.
Determination: Determination increases the player's damage done and healing received, increasing as health lowers. Determination also greatly improves the beneficial effect of self cast Defensive actions such as Manaward, Third Eye, Fist of Earth, Shadeshift, and others in this line.
This version of determination incorporates the defensive aspect of Tenacity, but also aims to be a risk reward playstyle, best utilized with healers you both trust and who aren't fed up with you !@#%. As a baseline, Determination still provides a benefit, but extended lower health timeframes increase its effect, and the extra healing received allows a healer to bounce back relatively easily - Making precise timing very effective. For power fantasies, it's the hero who just doesn't stay down.
Berserk: Increases Potency, but increases Resource costs.
The potency gain on this stat would be higher, but counterbalanced by the increased Resource management required. In the cases of Jobs who have no resource limit in theory, increased resource costs (MP / TP) heavily impact rotations. (So Black Mage). TP becomes a concern, especially for faster baseline jobs such as Samurai, Ninja, and Monk, while dual resource jobs may have further considerations as well, such as Red Mage, Bard, Paladin, and Dark Knight.
IV. Utility Substats
Swiftness: Improves Sprint movement speed and reduces its cooldown.
Needler: Reduces the resource cost of [Weaponskill]. Changes based on job. (Shield Lob, Throw Dagger, etc)
Glutton: Food duration increases, healing and mana potion / elixir Cooldown reduced.
Perpetuity: Increases the duration or adds Overflow capacity of [Job Mechanic]. Changes based on Job. (Astral Fire / Umbral Ice, Dragonblood, Greased Lightning, Oath Gauge etc). Overflow capacity means passive bonuses of the job mechanic doesn't apply to the overflow. (120 beast gauge is still 10% crit, not 12%)
As Arcana require specific mention, this stat is primarily quality of life. In this regard, it would increase the Duration of Draw without increasing its cooldown. You could hold onto a Draw card for longer, with the duration over 30 seconds if held that long applying to the ability's cooldown. (so 36 seconds of holding the card, 24 second cooldown).
Deathless: Reduces the duration of Resurrection Sickness.
V. What Does It All Mean?
Primarily it's to make stat choices a more conscious choice than "Well that has more crit, it's an upgrade". In lieu of talent trees to differentiate one player from another, stat choices lean you towards a playstyle instead.
These are the power stats. They add a layer of gameplay decisions, to wholly dedicate to one, or try and min max break points between multiple ones to reach certain breakpoints, or fill in a more beneficial boost. They aim to fulfill certain power fantasies.
Haste: The speedy one. Machine-gunning fireballs, macross missile barrages, Dragon Ball flurry punches.
Precision: Abusing an opening. The skill, technique based combatant.
Determination: The one who just doesn't quit. most dangerous when backed into a corner.
Berserk: The reckless charge, going unga bunga till there's no more unga to bunga.
Utility stats instead add little bonuses that by themselves do little but with a certain direction in mind, can provide a meaningful edge.
VI. How Gear, Materia, and Progression change
Gear likewise changes to accommodate these stat changes. ilvl still matters. The gear's quality and level determines the amount of stat rating you get, just like now. Using contemporary gear as an example, i400 Gear in this system would give the same numerical rating as it does in the current iteration.
However, the gear stat block would instead look like this.
+X Primary Stat
+Y Vitality
[Power Stat]: +300
[Utility Stat]: +300
Materia - Power: [Power Stat]
Materia - Utility: [Utility Stat] <= Whoah wtf is this
This is the primary difference. Materia instead determines the gear's stat spread instead of being a pseudo choice of which secondary stat you want to increase (Usually in the same priority as what we want to start with).
So this means that when you do get your Skaven Ratsuit of Ninjutsu, you can yank out the Haste materia and put in a Berserk if you wanted - Because nothing says Ninja like a screaming ball of swirling wind magic.
"But wait, that means raid gear-"
We can still keep the carrot on a stick for raid gear. Currently we require both Tome / Raid gear for our mythical 'best in slot'. Watch this.
Omegle Catsuit of Casting
+X Primary Stat
+Y Vitality
[Power Stat]: +300
[Utility Stat]: +300
Materia - Power: [Power Stat]
Materia - Utility: [Utility Stat]
Materia - Visual <= Wait wtf is this
Visual Materia adds a visual effect to your gear. This would be a unique effect per raid tier. You wouldn't be able to remove it, and no matter what model you glamour to, the Visual effect granted stays. Probably have a toggle to turn it on or off on individual pieces I don't know.
"But"
Ugh, if it really matters that much, then the Raid gear can come with higher substats but the same mainstats. The same baseline level of power. Like, maybe a 1.1x modifier on substats. I don't know. I honestly don't care that much. I'm not here to tell you what -you- like. I'm here to propose what -I- like, and for you all to say how dumb it is.
VII. Conclusion
This is a significant lateral shift that I believe to be for the better for the game in the long run. Having the ability to play the same job in various, effective ways extends the lifetime of an RPG game, while having increasing ways to interact with each other due to playstyle choices is a must for any multiplayer game.
Often we look at other games, and see how many various ways a class can be played just from its selection of mechanics, and feel a little underwhelmed with the "Just play a different class" approach to FF14. I believe more varied substats not only solve this issue, but make the gearing process more interesting as well.
In your own opinion, do you think substats need a facelift? Do they just need minor tuning? Should playstyle only be determined by Job or should gear come into play as well?