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Thread: More Stats?

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  1. #1
    Player
    Kalise's Avatar
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    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80

    More Stats?

    I wonder if it's just me, but does anyone else wish we had more Stats that offered more variety in gameplay?

    As of right now, stats can feel kind of lame due to the prevalence of Crit and the lack of much decision with them.

    Since, given that a piece of gear typically has 3 secondary stats on it and we have 4 main secondary stats: Crit, Direct Hit, Determination and Skill/Spell Speed (Which, really, should just be one stat...)

    With Piety and Tenacity being additional stats that are kind of lul. With Tenacity being kind of useless because extra mitigation is not necessary and it provides less damage than the other 4 stats. While Piety is generally wanted up to a breakpoint and then ignored (Possibly still the case even after its ShB rework)

    I wonder, if we could get more stats. With more interesting and/or niche effects so that certain jobs might diversify from the Crit > DH > Det formula as well as making gearing and melding more interesting.

    So, for that, I wonder, what kind of Stats would you find interesting to see?

    I have some examples myself:

    * Multistrike - Adding a chance for a skill to fire off multiple times (Additional effects are not duplicated) much like how NIN's Duality or BRD's Barrage works. Possibly could even allow for cascading procs I.e. Standard proc is +1 strike, but bonus strikes can also proc it allowing for multiple more strikes.

    * Tick Rate - Increasing the frequency of DoT/HoT tick rates. Instead of being fixed every 3 seconds can be sped up, similar to SkS/SpS and the GCD.

    * Follow Through - Adds a chance for a skill to proc an additional hit of damage. Also, increases the damage of the additional hit.

    * Mastery - Adds to an effect that is unique to each job. I.e. Each job will get a trait with a passive bonus specific to some part of their kit. Mastery will improve it in some way, I.e Block Chance and damage return/MP gain on Block for Paladins. Astral Fire/Umbral Ice bonuses for BLM. Greased Lightning bonuses for MNK.

    * Lifeleech - Adds a chance for skills to proc a life steal effect, dealing damage and healing you based on a percentage of your maximum HP.

    * Cooldown Reduction
    - Reduces the reuse timer on skills (That aren't the GCD)

    Of course, I'm aware of the major barriers for implementing more stats. Such as, the time and balancing that would need to go into making sure that certain stats aren't brokenly powerful, or simply just far and above all others (Well... Disregarding the current state of Crit)

    As well as the "Well, Theorycrafters will just math out the meta stats anyway" but this argument also suggests just doing away with secondary stats completely. Just make all gear simply give Weapon Damage/Defence, Primary Stat and Vitality... Since, that would be equally as interactive if you think Theorycrafted stats are the end-all-be-all of gearing.
    (2)

  2. #2
    Player
    LalaRu's Avatar
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    Character
    Mi An
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    Phantom
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    Paladin Lv 80
    The path devs have chosen with the reborn of XIV is, removing stats, for the simple reason to make the game more... simple?

    Elemental resistance and accuracy have been removed (who of you remembers all the theory about how to avoid any 'miss' on T1? xD), and today any stat outside the main have so negligible effects, you want optimize them only on raiding environment.

    And I agree with this simplification, in the past have dealt with games with tons of stats but in the end, if you didn't had the "only" "correct" build, you got cast away from anything.

    To add fuel on the fire, I'd expect sooner or later, materia will get simplification too. We have six grades now, for all and every stat....
    (1)
    Last edited by LalaRu; 06-04-2019 at 11:07 PM.

  3. #3
    Player
    MsMisato's Avatar
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    Khloe Stardew
    World
    Siren
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    Gladiator Lv 90
    Quote Originally Posted by LalaRu View Post
    The path devs have chosen with the reborn of XIV is, removing stats, for the simple reason to make the game more... simple?

    Elemental resistance and accuracy have been removed (who of you remembers all the theory about how to avoid any 'miss' on T1? xD), and today any stat outside the main have so negligible effects, you want optimize them only on raiding environment.

    And I agree with this simplification, in the past have dealt with games with tons of stats but in the end, if you didn't had the "only" "correct" build, you got cast away from anything.

    To add fuel on the fire, I'd expect sooner or later, materia will get simplification too. We have six grades now, for all and every stat....
    I still have my books of the hymn for to change up my stats from back in the day.

    Thought they were doing away with the ability to use main stat materia such as str, vit, dex, and such and going to up the values on the armor pieces and such?
    (0)

  4. #4
    Player
    Liam_Harper's Avatar
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    Liam Harper
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    Zodiark
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    White Mage Lv 90
    Sounds a lot like WoW tbh. Multistrike, Mastery and Leech are direct copies.

    WoW's stats had more impact, which could be fun but also worked as a double-edged sword where your class could feel horrible to play until you could stack Haste or certain gear (particularly accessories) were worthless if they didn't have your two best stats on them.

    It's also extremely hard to create decision making. Players will tend to aim for the stat with the highest dps. Stats like SkS are good for decisions because there are multiple builds depending on latency, preference, double weaving, inner release windows and so on. Multistrike is difficult because at core it's an copy of Direct Hit but any proc based class suddenly finds it mandatory to stack. Your "Follow Through" sounds like crit that again becomes absolutely mandatory for proc based classes. Tick Rate would be near-worthless on some classes and feel awful to see on gear.

    Mastery in WoW was very hit and miss. Some just got a flat % damage buff. Others got great Mastery. Often it was either "avoid at all costs" or mandatory. I'm not sure FF14 (having only 4 class designers) currently has the manpower to balance a mastery for every class.

    Bonus stats like Leech are interesting. WoW had avoidance and movement speed too. Elemental Resistance could have been made a bonus too. Perhaps something could work there.
    (1)

  5. #5
    Player
    Bonbori's Avatar
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    Iunia Arcena
    World
    Balmung
    Main Class
    Weaver Lv 80
    I'm not a fan of RNG so most stats that could potentially be added would just annoy me. And probably be entirely redundant. CH and DH is as much random variance in output as I can tolerate.

    The only thing I wish they would do with stats is have animation lock on ogcd abilities be affected by Skill/Spell Speed to reduce the clipping threshold and give weaving more wiggle room. The removal of TP will make SKS slightly more attractive and I would love to see it become equally as effective as Crit on certain jobs, but animation issues and ping might still get in the way.
    (0)
    Last edited by Bonbori; 06-05-2019 at 04:05 AM.

  6. #6
    Player
    Aristotle's Avatar
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    Aristotle Avinroo
    World
    Faerie
    Main Class
    Black Mage Lv 80
    Everything is so ingrained in the flow of class rotations I don't see this working very well. Games that have more stat types, stat customization for different build types, and special effects on gear, etc. are a lot of fun, but FFXIV wasn't designed to accomodate it. I could see them doing this in a Eureka type of setting though.
    (1)

  7. #7
    Player
    LeoLupinos's Avatar
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    Ul'dah
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    Leo Lupinos
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    Behemoth
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    Dark Knight Lv 90
    Maybe for PVP, as PVE is already super balanced and scripted, there's no room for different build where everyone will just go to me "meta" build.
    Now with pvp there can be a place for it if the Devs manage to develop a expanded Rock Paper scissor type of builds and skills that can turn the tides of the battle. I don't enjoy much PVP/the feast as it is now, it just lack Job strategy, wins whoever burst the healer. There's no counter mechanics, no meningful skills such as reflect, reverse, actions to confuse players. I would like PVP to be a content to make players laugh. Now it's with a cool base concept, but lacks expansions to it.

    I think the only fun part of them adding new stats is to search for the meta build, and not choice of build. But they will need to keep changing it every now and then to keep things fresh. But I think it's fine as it is, but maybe they can bring those new stats with other type of content as they have brough with Eureka Haste stat and the Logos actions.
    (0)
    Last edited by LeoLupinos; 06-04-2019 at 11:38 PM.

  8. #8
    Player
    wereotter's Avatar
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    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by MsMisato View Post
    I still have my books of the hymn for to change up my stats from back in the day.

    Thought they were doing away with the ability to use main stat materia such as str, vit, dex, and such and going to up the values on the armor pieces and such?
    They are removing main stat materia, yes, and they are adding strength to tank accessories only, not increasing it across the board. No job other than tank could meld their main stat as it currently stands since every piece you get is maxed out on main stat, making anything other than strength materia useless.
    (1)