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  1. #1
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80

    Suggestion for Attribute Rework

    Here is, how I think that this system should get improved

    - Remove Attributes from Gear, Gear should give Attribute Boosts only via Stat Materias attached to them, the Stats from the Attributes should the Character receive automatically from Level Ups
    This will make Leveling characters feel more rewarding due to the Stats raising more by each Level, better than before, where you felt basically absolutely no big difference if you are now Lvl 65 or 66

    - Remove Role Attributes and integrate their effects into other Attribuses as secondary effects

    - Remove obsolete Attributes like Quickness and Cast Speed, and move their effects to other Attributes as secondary effects

    The following Attributes should exist so in this way:

    Strength:
    Increases dealt physical Damage for all physically attacking Classes from Skills and Auto Attacks and increases for Casters the duration of Spells with effects that last over time

    Constitution:
    Increases the Maximum Health, how resistent you are vs conditions and how much damage they can deal to you and lets Tanks additionally receive lesser damage, while generating more Aggressivity in combat

    Intelligence:
    Increases dealt magical Damage of Caster Classes of any sort and decreases otherwise Skill Recharge Times for any class, cause so smarter you are so more efficiently can you use your skills

    Wisdom:
    Increases the defense against magical attacks regardless of your class, for Casters is the effect of Wisdom just stronger and increases the Speed of MP Regeneration for all Classes, not just only Healers

    Dexterity:
    Increases the chance that Skills of any Class are performed critically, while now also showing you how high this chance is and how the Stat affects the % by xx,xxx%. Improves additionally how quick Skills are used, includes Spells as also how fast your Auto Attacks are

    Toughness:
    Increases the efficiency of how good you can get healed by others and especially your own skills and how long buffs last on you

    Precision:
    Increases the effectiveness of either your Critical Hits or your Critical Heals and increases how much they add points to fill the Limit Break Bar, as also how effective/fast DoTs trigger

    Courage:
    Decreases the chance to receive critical hits and increases the chance to either dodge Attacks for any Class, or additionally in case of Paladin block and counterattack them

    Luck
    Increases the Chance to receive higher valuable and rare drops fom reward chests and monster loot as also increases the amount of found Gil

    Here you have now 9 attribut which are for all classes useful, while the current system has basically same as much but only the half of them is for the classes useful
    Looks just silly when you have stat scratching on the 4000 mark and besides of that stands a say 150 from a useless stat for your class due to it providing not effects that are usefull for all classes as primary and secondary effects based on which class you play
    (0)
    Last edited by Kaiserdrache; 08-04-2019 at 06:29 PM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    But then we'd still just take the same stats, essentially, as we always have. You'd need to rebuild the game's ability acquisition methods and pools and class structure and toolkit as a whole to make use of any of this.
    (2)

  3. #3
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Hey, i havend suggested to invent the cycle new ^^

    Sure would people try to use the same things that make their characters work in their opinion the most optimally way, thats how humans simply are, they want to find out how things can be efficient and this will never change.

    The point of my suggestion is to makes the attributes simply spoken less confusing, more transparent on what they actually REALLY DO, and merging them together to refill the holes with better attributes to make combat in the game more interesting and character development more rewarding due to all attributes being useful to the player and not only the half of them, because SE wants to limit the gear treadmill on just only 4 Stats that gear raises up, when it easily could it be all, if they'd let rather raise up attributes automatically the classical way as like in Offline RPGs when you level up your character


    Could you please go a bit more into details what you believe would be needed all to change? Can't follow you currently in whole what you ment with ability aquisition would have to be changed? Why this? What has that to do with attributes?But I agree with you that Traits for example would need an adaption then, those that raise attributes
    (0)
    Last edited by Kaiserdrache; 08-04-2019 at 06:59 PM.

  4. #4
    Player
    Magnedeus's Avatar
    Join Date
    Jun 2017
    Posts
    237
    Character
    Arngrim Lightheart
    World
    Zalera
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Kaiserdrache View Post

    - Remove Attributes from Gear, Gear should give Attribute Boosts only via Stat Materias attached to them, the Stats from the Attributes should the Character receive automatically from Level Ups
    This will make Leveling characters feel more rewarding due to the Stats raising more by each Level, better than before, where you felt basically absolutely no big difference if you are now Lvl 65 or 66
    Ok, lemme stop you here. That is an an awful system.

    1. Why should we have keep buying materia in order to choose what stats we want while leveling?

    2. Your idea only seems to work with characters who are leveling up. Which imo stats only matter to me at max lvl.

    3. Materia is already expensive as hell, especially the ones that benefit your job the most.

    At max lvl that means that every upgrade we get means that we have to keep buying materia for our stats. And that is way too expensive.
    (4)

  5. #5
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Those stat names don't work. This isn't D&D, this is Final Fantasy, and Final Fantasy doesn't have Wisdom or Constitution, it has Mind and Vitality.
    (2)

  6. #6
    Player
    Acidblood's Avatar
    Join Date
    Jun 2016
    Posts
    359
    Character
    Sylvaria Molkot
    World
    Behemoth
    Main Class
    Black Mage Lv 80
    While I would like to see stats (and abilities) made more interesting, the underlying problem is that battle content (mainly Savage and Ultimate) is tuned so tightly that there is simply no room for customisation... i.e. until the Devs move away from the idea that DPS is only thing that matters (because every fight has a strict time limit) we will never have nice things.
    (0)

  7. #7
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Quote Originally Posted by Jonnycbad View Post
    Those stat names don't work. This isn't D&D, this is Final Fantasy, and Final Fantasy doesn't have Wisdom or Constitution, it has Mind and Vitality.
    And in German Localization Vitality is called Konstitution for uhm 3 times you may guess ^^ Constitution

    However, mind you, personally I like the word Vitality as in correctly localized naturally "Vitalität" as a stat term also better, and so do I too with Wisdom over Mind. Wasn't 100% sure how its called in the English Version of the game.
    I give a flying **** about it, if this isn't usual to call stat terms for a FF, or not. Fact is - Final Fantasy has no clear structure for it's stat terms, which aren't from game to game always 100% the same.
    FF7 for example had Wisdom, Courage and Morale, as also Luck, and thas was kind of my inspiration for this as the game per se had a much better, clearer structured Attribute System, as well as much more interesting Materia System than FF14, where they are more than just endless boring Stat Boosts only, but instead defined more what a character was able to perform in regard of skills and spells and if these things had evebtually via Materia Links some nice Combo Effects as Bonus for linking Materia with compability with each ozther together.

    Maybe SE thought thats too complex for this kind of player generation of the last decade, which wants to see everything in MMORPGs getting dumbed down, however, when kids, me included at that time over 20 years ago were easily able to handle that grade of complexity, I'm pretty sure the current gamer gen will do so easily as well too, should FF14 ever get its Attribute System overworked with a little bit more complexity, structure and especially a certain point of DEPTH, to make it interesting.

    Maybe i'm too old fashioned, but for me need to have Attributes a certain value, they need to be interesting and worthy to care about, and thats something, where I clearly say - this is with this games outdated system currently not the case and it definetely has alot of room for potentiel improval.
    The written up concept here is nothing but an example for how it could look like and work better in my own opinion
    (0)
    Last edited by Kaiserdrache; 08-11-2019 at 09:31 AM.

  8. #8
    Player
    Rayo's Avatar
    Join Date
    Dec 2017
    Location
    Limsa Lominsa
    Posts
    126
    Character
    Rayo Seibold
    World
    Siren
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Jonnycbad View Post
    Those stat names don't work. This isn't D&D, this is Final Fantasy, and Final Fantasy doesn't have Wisdom or Constitution, it has Mind and Vitality.
    you know the irony of that sentence right? Final Fantasy was inspired by D&D, especially FF1's original gameplay was heavily based on D&D 1st edition rules

    just wanted to point out the irony
    (1)

  9. #9
    Player
    HumanNinjaToo's Avatar
    Join Date
    Dec 2016
    Posts
    203
    Character
    Blaise Darkstar
    World
    Zalera
    Main Class
    Black Mage Lv 65
    I don't know... It sounds like if you are just moving all stats away from armor and rolling them onto materia, you're not really changing anything. Instead of new armor and weapons every level, we would need new materia at every level. And then what's the point of having any armor or weapons other than aesthetics? Attribute gains attached to the PC upon level up seems more geared toward a single-job type game, in which the PC cannot change jobs/classes. Otherwise I could see how changing job/classes would work toward improving particular stats at level up; this reminds me very much of FF6 where you would assign particular espers to your character upon level up in order to obtain the "perfect" build. It was honestly a nightmare to try and micro manage a character to that extent, so I can't see how this type of system would be an improvement over what we have already.
    (1)

  10. #10
    Player
    Saito_'s Avatar
    Join Date
    Dec 2013
    Location
    Ul'Dah
    Posts
    33
    Character
    Saito Sagara
    World
    Odin
    Main Class
    Monk Lv 80
    Back in the AAR days you could/had to raise your attributes on level up, and there were books to reset your attibute points spent. You could acctually decide to min/max for a specific job/role OR go a jack of all trades/master of none route. The depht and impact of that system was miniscule so they droped it instead of building up on it.
    Character groth based on items is just to conveniant.
    (0)
    Last edited by Saito_; 08-20-2019 at 06:30 PM. Reason: typos

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