Page 1 of 2 1 2 LastLast
Results 1 to 10 of 14

Hybrid View

  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,789
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100

    From Scratch: 6.0 Progression Systems

    What would you like to see from 5.0 Progression Systems?
    1. What current issues do you perceive, generally or in the technicals alone, with current progression?

    2. Pretend for a moment that literally everything about progression, except perhaps that clearing encounters can drop loot, is gone. What comes to mind as a cohesive and satisfying way to fill the void and reformat progression as a whole?



    ...seriously, why can't we edit titles?



    Quote Originally Posted by Kalise View Post
    What would I like to see? Or what would I expect to see?
    What you would like. We're not trying to just depress ourselves here.
    (1)
    Last edited by Shurrikhan; 02-02-2019 at 07:16 PM.

  2. #2
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    What would I like to see? Or what would I expect to see?

    Since those would be 2 massively different things.

    As, personally, I'd like to see Materia as a concept expanded on. So it's a little more than just "Oh, this gear can be melded, so just whack on as much of the best stat for you as can fit onto the item without overcapping" and "This stuff can't be melded at all, therefore its worse than lower item level gear because penta-meld is too good"

    Really, I'd love to see some interesting materia, that can be slotted into all equipment and will provide an extra layer of progression and character customization. With stuff like proc effects or alternate/powerful stat effects.

    Examples would be something like a Tank focused materia for an armour item which gives you a chance when you deal damage to increase the damage of skills with bonus enmity for a set period of time.

    Or maybe a DPS might look for a weapon based materia that increases the duration and damage of their DoT effects. Or alternatively, look for a materia that gives their skills a chance to deal bonus damage (Of varying damage type, Magical, Piercing, Slashing, Blunt etc). They might look for an armour based materia that increases the damage of positional bonuses, or maybe one that stacks up bonus damage if they remain standing still for a duration.

    Maybe a Healer might look for a weapon focused materia that gives their heals a chance to proc an effect that reduces the reuse time generated from their damaging skills for a set number of casts during a duration (Essentially, Rapid Fire, but only for their offensive skills IF they're using healing skills to proc it)

    Stuff like that. With of course, a selection of options for each item and role and the ability to upgrade these materia from rank I up via some means. Be it having some drops in dungeons/raids/trials to let you infuse and upgrade directly, or other means such as Mendacity/Genesis tomestones being usable to let people upgrade eventually without RNG. Not to mention, allowing higher rank materia to drop from higher tier content so people can sell them on the MB and the like.

    Outside of this, I've mentioned previously, that I'd kind of like Tanks and Healers to be rebalanced in a way where their goal for progression isn't just focusing purely on getting DPS stats by making their role specific stats more desirable in a way that doesn't make DPS stats and effects useless, nor makes them not still contribute to a parties overall DPS. With potential scaling issues addressed so that spamming DPS isn't 99% of the gameplay for well geared Tanks/Healers and is more of a smaller, but more rewarding, part of their overall playstyle that is achieved through getting better gear and playing well.

    As far as getting items... I feel that it's not too far from ideal as is.

    It's cool to be able to get good gear from multiple sources, such as Tomestones, Eureka (It being kind of horrible gameplay not withstanding), Raids.

    I feel they could go further on this though. Such as allowing Elite Hunts to get a special currency to be used for good gear (So doing weekly B Ranks as well as grouping up for A's and S's can be a method of gearing up in of itself, while the current catch-up gear would still use the standard currency from the normal Hunts and Elite Hunts), allowing crafters to obtain recipe books that contain current tier worthy equipment but would require you to be a really well geared crafter in order to make (I'd imagine something like it being a single book that gives you all the recipes for all the tradeskills to make the stuff for that particular tier, given that each class would only have a small number of recipes each).

    Essentially, meaning that no matter where your preference for content is, you can still progress your character in getting better gear, or if you regularly play multiple classes, you can gear multiple classes up at the same time. With of course, current catch-up mechanisms still remaining, so easily afforded lower ilevel stuff and new dungeons with new stuff in and the like.

    Quote Originally Posted by Shurrikhan View Post
    ...seriously, why can't we edit titles?
    You're talking about a forum that has a 3000 character limit. Which can be bypassed by simply editing a post. How is something like this a surprise?
    (4)

  3. #3
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Shurrikhan View Post
    What would you like to see from 5.0 Progression Systems?
    [*]Pretend for a moment that literally everything about progression, except perhaps that clearing encounters can drop loot, is gone. What comes to mind as a cohesive and satisfying way to fill the void and reformat progression as a whole?[/LIST]
    We are consistently leaving lower end content in this confused, empty, myriad state, where nothing has relevance, unless something specifically has relevance.

    Material bloat and checklist crafting is partially why the world itself loses relevance patch by patch without specifically catering to it.

    FATES will never be useful outside leveling, which gives them a defined lifespan and puts them in direct contest with Dungeons, which are better simply because they are more convenient.

    Leveling Syncing and Ability bloat culling consistently leaves jobs that aren't 'level capped' for that expansion set (ARR, HW, SB) not only incomplete, but in some cases, intolerably so (Dark Knight, Machinist).

    New characters / Alt characters are forced to play though the MSQ, which isn't a terrible thing in itself, but it is a source of frustration. The MSQ gating everything turns New/Alt characters into this long session of just trying to rush through it so you can actually access things.

    Solutions for the problems above.

    1. Material trimming. We do not need 80 different types of Iron. We need only "Iron" and "Current Expansion Iron". Centralizing materials in this manner means new players not only have a way into the market, but also heavily reduces needless item bloat. This concept can be expanded to Materia, where Materia bonus potency is based on an Item's socket level. A Storm Bringer crafted Chest, for example, would have 2 +40 slots, 1 +40 overmeld, and 2 +12s.

    This reduces materia and again, provides new players with a way into the market.

    2. Fates become an alternative method to achieve Gil. Want to level, but need gil? Do Fates. Not only does it provide an alternative to Dungeons (Your "Dungeon" reward has a portion of it dedicated to repairs), having more ways to generate "New" gil is sorely needed in FF14. Perhaps even relegate it to the Challenge Log primarily, if botting is a concern.

    3. Stop culling abilities and upgrade them instead. Remember when Warriors lost Brutal Swing, then got Upheaval? Warrior could have kept Brutal Swing, and that be traited into Upheaval. It still maintains the purpose of being a gauge spender / moderator, which in turn means a little more thought goes into using it, but now your pre-62 warrior doesn't feel like it's missing a button.

    For Paladin, Flash traits into Holy Explosion, increasing its MP cost, but dealing high magic damage. It gains extra threat while in Shield Oath, and reduced Casting Time while in Sword Oath. It is a natural progression for Flash, but done in a way that doesn't require it to be removed until level 72.

    4. Cut the MSQ up into segmented quest chains without requiring the previous to be completed. These can organically be based around unlocking main dungeons, or features, so that a singular quest itself feels much more weighted without feeling like it's just running you around for an hour. (Remember unlocking Leviathan?)

    You then greatly increase the XP rewarded, while providing a significant reward of Gil. The MSQ is required, but chopping it up like this and providing a more substantial reward encourages players to do it, and rather than blindly completing fetch quest after fetch quest, the point of this particular MSQ segment is made readily known from the get go. A big ole reward, and an unlocked feature.

    This also allows someone to focus entirely on X.0 MSQ quests when leveling up Alts, or for end game driven new players. The X.1-5s are not required for the most important roulettes (Leveling and Expert), so if one were inclined and didn't need an xp or gil boost, one could simply complete X.0 to move on to the next X.0 quest chains.
    (5)

  4. #4
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Kabooa View Post
    We are consistently leaving lower end content in this confused, empty, myriad state, where nothing has relevance, unless something specifically has relevance.

    FATES will never be useful outside leveling, which gives them a defined lifespan and puts them in direct contest with Dungeons, which are better simply because they are more convenient.

    2. Fates become an alternative method to achieve Gil. Want to level, but need gil? Do Fates. Not only does it provide an alternative to Dungeons (Your "Dungeon" reward has a portion of it dedicated to repairs), having more ways to generate "New" gil is sorely needed in FF14. Perhaps even relegate it to the Challenge Log primarily, if botting is a concern.
    I feel that the overworld as a whole could do with an overhaul (Hah, puns!). Currently, much of the overworld is pointless, enemies barely give experience and are only relevant for Hunts. FATES aren't worth the time invested into them, unless you're in a sizable party and smashing them out in a couple of minutes each (But even then, you'd probably only be matching the experience gain of a dungeon, to say nothing of tomestones, gil and even company seals (If you actually care about them) that you get more of from dungeons) - This is even with the Twist of Fate double experience bonus and the Forlorn ToF buffs...

    Like, in the current iteration, the overworld will only actually be relevant if they keep adding Limited Jobs like BLU that have to rely on it. But even then, as people showed, they'd rather just cheese past it by getting a buddy to powerlevel them (Made more tolerable by BLU's overinflated experience gains from overworld enemies, which, also happened to still make FATES worthless because it didn't extend to them...)

    They really could do with rebalancing things a little. Increasing experience from normal overworld enemies so it's meaningful, not to the ridiculous extent of BLU, but enough where someone might actually care to kill something ever.

    Increase the rewards from FATES, experience, gil, company seals. Heck, throw some Poetics in there too, let people farm fates for poetics instead of just dungeon spamming for all of these things. Maybe you could even put some Mendacity in current content FATES to increase their relevance past the initial leveling surge. Adding in Allied/Centurio (Also, any future Hunt currencies that may be added in future expansions) would also be a viable option.

    Maybe even add in a chain bonus for FATES, so, much like with killing enemies for chain bonus, you can do a bunch of FATES in a zone for a chain bonus (Of course, don't put a timer on it, just have it reset if you leave the zone for whatever reason). If you put like a daily reward upon getting a specific level of FATE chaining within a specific zone (Randomly selected each day and the same across all players) you can also entice people to going back to older content and smashing out FATES like back in the old days when they actually were worth anything...

    Even more so, if you add daily bonuses for completing a randomly selected Raid FATE too. So many of these, going to complete waste because they're just not worth it to do. Let them give Genesis upon completion with some nifty daily bonus for the first time completion too. Let people actually care about grouping up for Raid FATES in the same way people travel between zones announcing when S rank hunts have been spotted.
    (4)

  5. #5
    Player
    Dmhlucky's Avatar
    Join Date
    Oct 2013
    Posts
    54
    Character
    Donny Marc
    World
    Excalibur
    Main Class
    White Mage Lv 70
    Low level content always dies in games like this, and unless there is a new wave of players, or released jobs, its never/rarely visited.

    IN general i know i keep comparing to ffxi with this stuff (it was the first and only MMO i played) but there are some good aspects of it. This game is simplified, so there isn't a need for much of what XI had, and that's where XI shined in my opinion.

    You have 1 weapon per job, whatever is the highest/most powerful that you can equip, and that's it. Aside from Glamour, there is no point to have an alt weapon. Don't get me wrong, i don't want to go back to 8 elemental staves and such, but that was a good source of "lower" content. NM drops.

    Make elements mean something! Would require extensive revamping however.
    Consumables that were actually sought after. Shihei anyone? We have none of this. I personally always use food, but i know a lot of players that don't. I keep some meds, elixers and such on hand for emergencies, i know most players don't. Could add something to the challenge log, like use 5 "medicine" items in instances.

    Also allow for some choices in Challenge log. Gold/tomestones/seals/mgp etc, Some make sense to be limited, but some an option would be nice.

    I'd like to see some kind of repair quest also, where you could do a repeatable quest, maybe available once a week, where you could repair all gear for free, or a reduced fee.

    Add an NPC somewhere that tells you what an item is for. I have so much random crap and no idea what is for what. Want to know what uses a chocobo feather has, trade the item to them, or select if from your items and they display all possible uses for said item.

    Also expand the challenge log. More things in lower areas. "Coupons" or some kind of item, that you could trade to ??? points in lower zones to spawn monsters for items/gold/tomes. Similar to Treasure maps, but more predictable. Could be purchased through Poetics/seals etc. Or that same concept where you would be a chance of augmenting an item with a materia. Same rate as normal melding, but not needing the materia, the quest would take its place. Some kind of cap would be needed for balancing.

    I like the idea of expanding on Materia, Combo materia, Mnd + Piety on one, Vit + str on another. Int + Spell speed. The only problem is that tends to make the single materias obsolete if they are more powerful in any way, but make them too weak, and there is no point.

    Simplified crafting would be Great. There are already a ton of items in the game, tho its better than 1.0 where you needed a tunic front, tunic back, arms, cuffs and string to make a tunic... Maybe alternate versions of the craft, where if you don't have the exact component, like if you have all yarn, and need a cloth, you can use 4 yarn, instead of 1 yarn and a cloth, but would be slightly more difficult to craft.
    (2)
    Last edited by Dmhlucky; 02-06-2019 at 03:24 AM.

  6. #6
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Shurrikhan View Post
    What current issues do you perceive, generally or in the technicals alone, with current progression?
    Regarding items, Vertical Progression is over emphasized, which leads to a number of sub-problems:
    - Stat creep (You can feel the gap between each item tier growing even if we're resetting to a reasonable level from expansion to expansion. We're getting to a point where a stat squish is going to be necessary sooner or later, lest SE's oneshot mechanics force their damage calculator to add over a dozen trailing zeroes)
    - Item Bloat (materia I-VI, X/Draconic/Max Potions of Stat Grade Y, and recipes to nowhere, with even more useless materials, and all the beast tribe currencies that are going nowhere)
    - Limited Shelf Life Endgame Content (Normal Raids, Trials, most catch-up content like 24-mans/Relic that are mostly glamour at this point)
    - Limited Endgame Alt Progression (Weekly Lockouts literally prevent you from maxing out more than two character classes per tier unless they all happen to share armor)

    That said, there isn't much reason to get gear other than for alts, because Secondary Stat optimization doesn't vary much per class. And in the few cases that it does, it's rare that it offers any meaningful benefit. In the case of skill/spell speed in particular, it almost always hurts the class instead of helps, due to specific issues within each kit.

    I'm mostly fine with the levelling progression. It needs a second pass to ensure there's enough to do at the lower levels to carry players through ARR for sure, and I think we're going to need to see at least two traits per class instead of one if possible. Stormblood did some good (if reductive) things with trimming but ultimately we need more of it going forward.


    Quote Originally Posted by Shurrikhan View Post
    Pretend for a moment that literally everything about progression, except perhaps that clearing encounters can drop loot, is gone. What comes to mind as a cohesive and satisfying way to fill the void and reformat progression as a whole?
    1. Add a third form of gear progression catered towards the casual player as an alternative to savage. Make it focus on the overworld.
    Implement this a combination of Beast Tribe Dailies, FATEs, and/or Leves.
    To this end, we will need to see some FATEs that only spawn in certain conditions, such as doing a level 80 Leve specific to the relic quest, or a beast tribe daily that increases the spawn rate of that fate significantly. I'd like to use Relic as the questline for this and work it into the world. Preferably drawing on what Eureka brought with it and enabling some logogram slots in the overworld within these fates.

    It's probably akin to world quests but we could use a reason to be in the overworld far more than in another instance, honestly.

    2. For content that drops role/class-specific gear, exclude gear for any classes/roles that are not present within the party, or that all players of that role/class already have.

    This speeds up Savage gear progression significantly, and requires people to actually play their alts if they want that gear to show up. This benefits non-standard parties more than standard ones, but they have to contend with the LB generation penalty in a lot of cases, which can matter a bit.

    3. Make Secondary Stats more Nuanced and less frustrating via systemic combat changes:

    - Implement WoW's clipping mitigation. Whenever you refresh a buff or debuff, add any remaining duration onto the new iteration of it, up to a cap of 150% of their normal duration for the most part. This minimizes the skill speed penalty from using these abilities. Apply this to role action debuffs even if they're used by different players. This interaction already exists in the form of Armor Crush and Huton, so it is absolutely possible within the bounds of XIV's engine. It doesn't need to be applied to all buffs, as there are certainly melee classes that don't need it (Samurai) or that would be actively hurt by it (Monk), but all Damage Over Time effects should have it, bare minimum.

    - Allow specific oGCD Abilities to be treated as weaponskills or spells with an independent 'global' cooldown on a few classes that could be improved by doing so (RDM/MNK, Potentially MCH depending on the rework) or are at least harmless (Mutilate/Mug on NIN, melee/tank gapclosers in general).

    - Rework Piety as part of the MP/TP consolidation changes into a pure healing stat, and allow all DPS classes to provide some form of sustain via role actions, each with their own niches. Melee keep 'goad' as a resource over time. Casters get an instant ally resource restore with no cost unlike Mana Shift, Ranged get a significantly weakened version of Refresh that sustains the whole party but for less than the caster or melee would do. Add more self-sustain into each class along the way.

    4. Make Materia part of your progression, not a gil sink.
    Remove Overmelding. Remove Main Stat materia.

    Instead of adding Materia VII, add a new form of materia that outright lets you override a secondary stat with one that you wanted. Tie this to the new form of relic progression and let the player earn the stats that are applied to the materia in a secondary log similar to how Light farming worked, just applied only in the overworld.

    5. Consolidate Currencies
    Allied Seals and Centurio Seals should be combined by now
    Same goes for all the old expansion specific beast tribe currencies. Treat it like poetics, it needs to shrink.

    6. Relax the item progression a bit.
    We should be able to reasonably gear two different roles each tier, with three requiring more investment but still being attainable.
    (1)
    Last edited by Grimoire-M; 02-13-2019 at 09:34 PM.
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  7. #7
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    What I would love to see as Progression of Gameplay and Character Progression in general is the following:

    * Complete Rework of the totally dumbed down pbsolete Materia System and make it work like the good FF7 Materia System, where materias are MEANINGFUL and are actually part of your character progression, not some kind of pointless low Stat Boosts, which could easily just get removed and no one would basically ever miss them.

    * Implementation of Equipment Upgrades to give Equipment (Weapons/Armory) individual Effects to increase this way more build diversity, equipment should't have pregiven prefixes and suffixes, they should gain these, based upon what Equipment Upgrades you add to your Weapon/Armory

    * As mentioned today in an other thread, Class Role Expansion for all Classes via implemention Job Specializations, so that all classes can switch to the different Roles, once you unlocked for your Class the other Role Specializations

    * Remove Risky Actions and make increasing Materia Slots of Equipment part of the Quality/Rarity System of FF14 and make it possible also to upgrade the quality/rarity rank of items (G-Level Increase as well) via the Crafting Jobs, this will make craftign Jobs alot more useful and valuable to have at high level, if you become able to turn even the weakest items via Quality/Rarity upgrades into same as powerful gear, than what you can get currently from say Dungeons and Raids. Its neccessary that this frustrating antisocial risky actions gets remove, it should be a clear straight forward progression (with gil sink) to upgrade equipment so long, until it can be same as powerful as the latest loot gear and via upgradign its quality factor, we should be able to unlock simply just new materia slots, without that there is a chance to destroy the precious weapon, which is something super antisocial, if you happen to destroy your super rare powerful item X, only because you wanted it to have some materia slots more

    * Remove the silly numbers from items and skills, and give these things proper different names, these permanent Item I, II, III, IV ect and Skill I, II ,III and so on, look so extremely UGLY and totally uncreative, as if the responsible devs have lost their creativity to come up with good names..seriously, or they are lazy just to add on everything all the time roman numbers only, than to think for 1 minute over a better sounding item/skill name, that needs no numbers to let the player see, that a skill or item has upgraded versions... youi now, languages have superlatives, words ,with that you can easily describe, that somethign is better than X, more developed, stronger, longer lasting whatever ect. make usage of language, not numbers

    * Can agree only above with the Currencies.. completely rework them, the completely system is totally outdated, as much as the whole reward system of this game should get actualized more oftenly in regard of the currencies, so that the various currencies stay also interestign for players, due to always new rewards getting added for the currencies, also the older ones, so that oyu have as player always a reason to use the currencies up, ..and for gods sake, remove those stupid low currency limits and turn the limits to unlimited, so that you aren#t permanently every few weeks forced basically to use the currency up for something, just so that you don't waste new received currencies that you waste then, becsause you lose any gained currencies, while receiving it when you have full limit reached with a currency... and if unlimited is impossible, then at least raise thel imits significantly from rediculous 2000/1000 to 99999... 5 digit is possible for you, cause the pvp currency has a limit of 20000, so 99999 should be possible at least

    * Companion Chocobos shouldnt only receive Exp from Training Sessions and Monster Kills, they should receive always partial exp from everything, whenever they are summoned up..so if you do successful a fate, the companion should also receive exp from the done fate to a certain percentage of it.. if you do a leve quest, so should they receive exp too, do you do a quest for any of the wild races, like Sylphs , they should partially get exp from that too, if you have them up whiile you receive the reward.

    * Aside of this should every Companion Chocobo level increase the time limit of how long you can have them up by 30 Minutes, so a level 10 Chocobo should have a bonus of additional 300 Minutes of maximum uptinme, if you feed them basically 12 times to have then a maximum uptime of 360 Minutes = 6 hours, to make the maximum uptime.
    Long enough, that you dont have to permanently feed them every hour, unless they die. They are no silly tamagotchis, that we should look after every hour >.>
    Lvl 20 would mean, you coudl have them even up for maximum 660 minutes, then 11 hours, so nearly the half day long.
    ---

    second part

    * Make Inventory Improvements part of our Progressiion, this game offers way too less inventory space for all the trash that we receive all the time, and it becomes even more difficult, so more classes you play.. if you play absolutely all classes including all craftign jobs ect. it becomes such a huge hassle to keep your inventory not permanently full and clean... this tiny inventory is massively outdate,d the way it works, was maybe ok at times, when only ARR existed, but not now anymore..
    The companion bag shoudl receive ways to upgrade its maximum inventory space from laughable 70 slots to say at least 200 Slots. our own characters inventory needs to get completely reworked, weapons and tools should have their completely own inventory/arsenal menu, same as gear from combat and crafsaman classes shoudl be seperated from each other.
    Toons of items, like the massive amount of fishing lures, should be put into 1 big openable container item, a lurebox so to say, from where you can take them, so that not every single stupid lure takes up an inventory slot, but just only your lure box 1 single slot, which contains every single lure you own. a huge quality of life improvement would that be for FF14

    * The attribute System has to be reworked and I absolutely hope for this game, that this will happen with Shadowbringers, due to SE removing TP and having to completely rebalance the whole combat system, and classes alone due to this change... with the removal of Willpower basically neccessary for all classes, but under the current system do make only Magic Classes usage of this Attribute.. so you need to count only 1+1 together to quickly realize, that a complete designs of this trashy attribute system is absolutely overdue. FF14 needs now a reworked Attribute System, where every Attribute is somehow useful for all classes, no Attribute should get excluded, only because the devs thought, back at ARR times, it was neccessary to totally dumb down the game, due to the fail with 1.0.
    Certain game mechanics need to be more complex, so that they can make sense!! Attributes belong to this rule of thumb.

    FF14 should provide these simple, but still complex enough attributes, and they should work also for Crafting/Collector Jobs too, these need no own seperate attributes, a good Attribute System has 1 set of Attributes, which works for everythimg and everybody, regardless of what you play.

    - Might > Increases Attack Power of Skills and the Duration of Effect over Time Skills.
    - Toughness > Decreases received Damage and reduces the Duration of suffered negative Conditions, Affects also Enemy Aggressivity, so higher this value, so better do you keep Agressivity
    - Precision > Increases the Chance of Critical Hits and increases the Damage of Auto Attacks. Increases High Quality Chance for Crafters/Collectors
    - Agility > Increases Attack Speed of Auto Attacks and Increasses Chance to Auto Dodge Enemy Attacks
    - Intelligence > Increases Spell Castime Reduction for Mages and Skill Recharge Time Reduction for Warriors
    - Wisdom > Reduces received Magic Damage and increases Maximum MP, Raises HQ Chances for Crafters/Collectors
    - Courage > Increases Critical Damage Bonus and affects based upon your Role your Role Skills with improved effects so higher your Courage.

    Stats shouldnt be linked anymore to the Gear you use, Gear should be just 100% fashion and no permanent gear treadmill. Attributes should only raise with your Characters Level and with Talent Points, which players could earn as rewards from the Story or Class Quests ect. or for doing x amount of Fates and so on, with that players can boost up their Attributes then permanently to a certain current Max Value that SE sets up from Patch to Patch/Expansion just like the G-Level...

    That concept would make even more sense, if the materia System would get reworked and these useless Stat Materias getting removed as well to replace them with useful and interesting new Materia that provide effects, instead of low absolute irrelevant stat boosts
    (0)
    Last edited by Kaiserdrache; 02-22-2019 at 07:54 PM.

  8. #8
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Kaiserdrache View Post
    * Remove the silly numbers from items and skills, and give these things proper different names, these permanent Item I, II, III, IV ect and Skill I, II ,III and so on, look so extremely UGLY and totally uncreative, as if the responsible devs have lost their creativity to come up with good names..seriously, or they are lazy just to add on everything all the time roman numbers only, than to think for 1 minute over a better sounding item/skill name, that needs no numbers to let the player see, that a skill or item has upgraded versions... youi now, languages have superlatives, words ,with that you can easily describe, that somethign is better than X, more developed, stronger, longer lasting whatever ect. make usage of language, not numbers
    Technically, there's actually in-game lore around the numbering system.

    In the Great Gubal Library there's a book that details a group of mages running into an issue with previous naming conventions. As I recall, it was due to someone discovering a spell more potent than Curaga and they were trying to figure out how to name it. Before finally deciding that the most logical thing to do was to instead name spells with a base name depending on what form they take and then a number to designate its relative power.
    (0)

  9. #9
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Quote Originally Posted by Kalise View Post
    Technically, there's actually in-game lore around the numbering system.

    In the Great Gubal Library there's a book that details a group of mages running into an issue with previous naming conventions. As I recall, it was due to someone discovering a spell more potent than Curaga and they were trying to figure out how to name it. Before finally deciding that the most logical thing to do was to instead name spells with a base name depending on what form they take and then a number to designate its relative power.
    Console FFs of the later generations also didn't use anymore the silly numbers, but changed the higher forms of skills/spells by changing the spelling of the skill/spell, and thats something, that can be done theoretically unendlessly. Example: Out if Thunder 1,2,3 became Thunder, Thundara, Thundaga and as tier 4 Thundaja
    https://finalfantasy.fandom.com/wiki/Thundara_(ability) it are the old FF games mainly, which began with numbers, but so older the game series became, they changed with time the names, removed the numbers, changed just the spelling,
    I don't understand, why those silly numbers needed to return here xD, when changed magic spell spelling is just so much more original and creative of the FF-Series for what the game is basically by now known for, as you see this kind of spell naming practically nowhere else in RPGs, they made it for themself unique.

    Tier 1 = Cure
    Tier 2 = Cura
    Tier 3 = Curaga
    Tier 4 = Curegas
    and so on

    based on how many upgraded skill/spell forms you want to have in the game, and in the end, this all looks and sounds alot more creative and FF-original and not as lazy, than Cure 1, Cure 2 ,Cure 3 Cure 4 and so on.
    It isn't even so, as if the game is flooded by tons of skill tiers... the highest skill tiers we have so far end at tier 4, there exist in game no skills or spells currently that are of a higher tier, than 4, unless you want to count Flare for example as tier 5 for a fire spell for the Blackmage as example, that should come after, but its learned already before Fire 4 (Firaka how it is be basically backwards-localized from German to English, as here we have not these silly numbers, here we have exacly what I propose, that the spelling of the spell changes, so more powerful it is) (Fire > Fira > Firaga > Firaka/ Feuer > Feura > Feuga > Feuka)
    (0)
    Last edited by Kaiserdrache; 02-22-2019 at 08:17 PM.

  10. #10
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Kaiserdrache View Post
    Console FFs of the later generations also didn't use anymore the silly numbers, but changed the higher forms of skills/spells by changing the spelling of the skill/spell, and thats something, that can be done theoretically unendlessly. Example: Out if Thunder 1,2,3 became Thunder, Thundara, Thundaga and as tier 4 Thundaja
    Yeah, but like I said, in the game, there exists documentation that talks about how the mage council decided to do away with the awkward suffixes that they would have to completely make up a new precedent for each time a new, more powerful spell was added.

    Instead favouring the more logical and straightforward naming convention involving just using numbers to denote power level of the spell in question.

    I mean, talking about how currently there are only rank 4 skills as the highest tier... But what about in Shadowbringers? What about the expansion after it? The expansion after that?

    What does it add to the game to run around casting "Cureuraz" as opposed to Cure X?

    Personally, I did find it jarring to go to a numbered system from the iconic suffix system. But in the long run, it makes more sense. With there also being actual lore backing up the change.
    (0)

Page 1 of 2 1 2 LastLast

Tags for this Thread