Quote Originally Posted by Sortis View Post
The point is though, is dex does increase block rate, and GLA/PLD is the only job in the game that is actually going to even think about going after block rate, casters sure as heck don't care about it. So why even make a stat effect block and why let us allocate stats if there isn't some grand reason to do so. If these stats are just plain better than these stats then why is the point of this system?! To give us some kind of false sense of customization when there is none...thats dumb.

Furthermore the point of my post is to show that PLD is spread much more thin than WAR is. WAR is more successful because they can just balls to the walls go for 2 stats and thats all their job relies on, our job however relies on almost 3 times as many stats. I'm not saying we need to put points in them, but they can increase practically everything they do with 2 stats, we however have to be content with just letting most of our stats go in favor of something more potent, ergo we are spread thin on our needs. What would a world look like if we could increase our damage, MP pool, Block Rate and damage mitigation with MND?

As it stands WAR gets to increase with VIT : damage mitigation, HP pool, and damage all in one stat. VIT helps them hold hate through dmg, take dmg through mitigation, and survive with a high HP pool. STR is just icing on the cake. It's literally everything the job needs. If we could put points in MND to increase everything a PLD needs it would be a better job. That is my 2 cents. I could be wrong, but it seems like if MND was for PLD what VIT is for WAR we may not even be having this discussion.

If we aren't going to use point allocation to make unique builds then take it out of the game, it's pointless. Just give every job 2 stats that increase everything they can possibly do, and boost those stats beyond others every even level, that would go a long way towards making jobs balanced. (IMO)
Hi Sortis,

Definitely some good points and something I noticed as well when they were first announcing the key stats per Class / Job.

There is a *fundamental* design (flaw) advantage with making Strength (STR) and Vitality (VIT) the 2 primary stats on Warrior whereas for Paladin it's Mind (MND) and Strength (STR), unless SE decides to adjust the base Defense / VIT on Paladin when you switch over.

As you said, having VIT be a Warrior's primary stat means it helps increase their Auto Attack Damage (and potentially WS damage (TBD)), *and* it inherently increases HP, helps with Damage Mitigation, and as Kaeko's testing notes, it helps with Magic Defense in some way as well(!).

For Paladin (who is supposedly *the* Tank (its unique "characteristic" is supposed to be a Defensive "rock" / foundation (it's certainly not a Damage Dealer)), they make it so bonuses are in STR and MND, and in addition to that, they then have to focus some points into VIT (for HP, higher Defense, Magic Defense (from Kaeko's testing notes)), and potentially DEX (but as many have pointed out sadly, it doesn't help much with Blocking at all)).

There's definitely an inherent advantage and it's easier for a Warrior to just focus on dumping points (and Materia) into STR and VIT only.

Now if Yoshida-san and team actually made a fundamental adjustment so that when you switch over to Paladin Job, you gain a noticeable Defense and/or VIT Boost (inherent with the Job itself), then this problem would be solved.

Why they don't give Paladins an inherent higher Defense / VIT Rating is a bit baffling IMO (or change the formulas to calculate Damage or Blocking for Shields).