And set bonuses that you don't get to choose from are pointless because you just change from tier to tier.Set bonuses in an MMO are one thing, but interchangeable "keystone materia" for set bonuses would be pointless because people would math out the best keystone on day one, and so there would be no choice to be made at all.
Unless the keystones didn't affect your DPS in any way.
I know, which is why it would probably be for the best if they didn't give us set bonuses, trying to keep them interesting and balanced would be a losing fight for the devs unfortunately.
I'm not going to say no, but I'm not going to say yes.
I have enough mixed feelings about set bonuses, between "This is awesome and completely changes everything" to "This is pointless." So I'd say that if they were implemented, I'd want Keystones that amplified supplemental parts of kits rather than the main part of the kit, but I also wouldn't mind not having them implemented at all.
not a fan of these ideas. as a crit/dh blm(still keeping 1600ish SS), precision just sounds awful. i quite like getting 3-4 crit/dhs in my opener. also, if it procs on my last fire4, there's a huge chance i won't notice and i'll cast blizz3 and absolutely waste it. berserk on BLM would be utterly broken because of how astral fire works. 20 potency buff on fire4 was in effect a 30 potency buff last time we got boosted.
I can understand that. It is certainly possible to not get the full benefit of precision for those who are so tuned into their muscle memory.
As I said, Berserk would require a fair amount of tuning. I can only say for certain that it would not be a 1-for-1 damage to resource scaling.
Outlandish, but... food for thought:
The only set bonuses I've really liked were either guaranteed and we're actually on gear (e.g. you gain abilities or affects as you progress through the dungeon that in turn make other wings of a raid more feasible), or were purely aesthetic-embonusing considerations (as if the fashion guy at Gold Saucer, suddenly of decent yet flexible taste, gave you a minor bonus stat modifier between pieces of gear that fit together) to be used when actually allowed to hodgepodge your gear (like, a White Mage allowed to wear a breastplate, or a Monk taking mail only on shoulder tackle shoulder, and leather elsewhere) and held back only by actual weight and defense considerations.
The whole Attribute of this game is complete and utter garbage - sorry to say it that way, but I have never seen before in any MMO before of FF14, a more useless and boring Attribute System, that is divided also in pointless role attributes, in pointless crafting/collecting attributes, instead of just making a good classic Attribute System with Multi Effects, which is simply just shared among the whole game for everything, regardless of what your role is, regardless if you are at the moment a crafter or not ...
The Attribute System needs definetely a complete redesign, together with the character progression system thsat comes together with equipment and the current only upgrade item that this game know,s that is so super boring and useless, that you can only laugh over it as an experienced mmo gamer, that is Materias.
FF14 should have imo the following Attribute System:
Strength Increases the dealt Damage from all Close Range DPS-Classes, increases your Physical Condition Resistancy, letting negative Conditions like Stuns, Poison ect. end faster
Vitality Increases your Maximum Health and how efficiently you can get healed from other party members actively/passively
Toughness Decreases the received physical damage and received condition dot's from conditions like Poison, Burn, Bleedings ect.
Precision Raises the chance to perform Critical Hits and defense ignoring Direct Hits as also while being a Crafter/Collector the chance to successfully collect or progress efficiency of your crafting works
Agility Raises your Attack Speed of Auto Attacks as also Skill Recharge Times. As Crafter/Collector it raises the speed how fast you perform Auto Crafting/Collecting with Auto Collecting now being new...when there's Auto Crafting, there has to be also Auto Collecting
Dexterity Raises the Damage of ranged physical Weapons and the chance to evade/block/counter attacks. Crafters/Collectors will gain from Dexterity an increased chance of finding spots with Bonus Effects, or in case of Crafters Dexterity lets them gain efficiency on making HQ progress
Wisdom Increases maximum Magic Points and the magical defense of your Character, as Crafter/Collector it raises the chances of performing your work very efficiently, resulting in high quality item or in regard of craftign, how efficienctly you raise your progress in making a crafted item result in being HQ.
Intelligence Increases magical Attack Power for dealing more damage with Magic Spells and lets you gain more efficiently LP (Limit Points), so that you can perform more oftenly/quicker your Special Skills in instances
Courage Decreases the chances of being critically hit from enemies, helps in keeping Enemy Aggression and raises for Crafting/Collecting the chance in performing Risky Actions successfully
This way would have the game 9 Stats, which are more useful for ALL CLASSES more or less.
I see absolutely no reason, why Crafting/Collecting needs to have their own attributes, when it could be also just done with shared attributes among all Classes.
Skillspeed should just be scrapped altogether since it only really serves to muddle up your rotations due to oGCDs no longer lining up when they should.
Would probably be a different story if we didn't have combos.
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