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  1. #1
    Player
    SquigglesMajor's Avatar
    Join Date
    Jul 2016
    Posts
    24
    Character
    Squiggles Major
    World
    Midgardsormr
    Main Class
    Monk Lv 90

    Despite the stat squish why are we still recieving potency buffs while leveling?

    Power creep is something just about every game faces through it's life. Players want new toys to play with and, especially for RPGs, they want to feel like they are growing their character. However it leads into the problem of power creep that is only going to get worse and worse the longer we ignore it. Level syncing is a good start to help make sure the old content isn't obsolete. But with every new expansion we are still scaling in power beyond what is sustainable.

    SE just did a stat squish to curb power creep. Numbers were getting too high. And yet despite acknowledging the issue they still introduce more potency buffs and spells and traits that are only in effect for certain parts of the game. Scholar has it the worst. It has Ruin and then 4 different versions of Broil. Explain to me what it is about level 64 specifically that magically turns a potency of 165 from balanced to completely underpowered. Why is it that jobs like GNB can have the same basic rotation from level 26 though the rest of the game? The whole point of potency was to create a generic multiplier that you only had to set once and it was effective at any level.

    Why is it necessary that every expansion be another doubling of player power? Surely it can't be for the sake of players want to see bigger numbers, because we just squished all the big numbers. I'm not saying don't make your character stronger as you level, but if all we're doing is making numbers go bigger you get that same effect already just from improving your gear.

    On top of it being unnecessary it makes balancing jobs a complete nightmare. You have to spread an entire job's toolkit across more and more levels. This leads to some jobs being awful to play for certain ranges while they wait for their basic skills. Every time a job gets reworked they have to be retroactively reworked for each expansion as well, just so old content doesn't break. And it means limiting the amount of content where we're allowed to use our cool new abilities since the new stuff is always made absurdly strong. Why can't our power increase just be linear so we don't have to worry about these issues.
    (2)

  2. #2
    Player
    AziraSyuren's Avatar
    Join Date
    Mar 2016
    Posts
    566
    Character
    Azira Syuren
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    They didn't do it to curb power creep. They did it because the game engine literally couldn't support such high numbers, or was getting close to it at least.
    (16)

  3. #3
    Player
    SquigglesMajor's Avatar
    Join Date
    Jul 2016
    Posts
    24
    Character
    Squiggles Major
    World
    Midgardsormr
    Main Class
    Monk Lv 90
    Quote Originally Posted by AziraSyuren View Post
    They didn't do it to curb power creep. They did it because the game engine literally couldn't support such high numbers, or was getting close to it at least.
    That is still combating power creep. It's just one of the problems it causes. It still doesn't answer why they are still accelerating the problem. If they know there is a limit to how high the numbers can go, and we just had to scale back to avoid that limit, why are still climbing up to that limit faster again? Is the plan to keep stat squishing forever? There's only so many times you can do that before you spread everything too thin.
    (0)

  4. #4
    Player
    NobleWinter's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    804
    Character
    Winter Gem
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    I think the oddest thing about the stat squish is how although the numbers are indeed smaller we feel notably stronger across dungeons. For anyone who has done roulettes consistently you'll see dungeons go by much faster than before. I'm not sure enough consideration was given to the overhaul. I actually want to do mechanics in lower level content and I'm seeing boss fights end way before signature mechanics ever start. Our power level in synced content feels a little ridiculous in ARR and Heavenward. Things like Cape Westwind were always a meme but more content is falling into that situation. A lot of the immersion in game comes from the struggle to overcome obstacles and I hate to. See it go completely. Even running content at Minimum Item Level has many baffled at the newfound ease.
    (9)

  5. #5
    Player
    LauraAdalena's Avatar
    Join Date
    Sep 2017
    Location
    Albuquerque
    Posts
    300
    Character
    Carby Adalena
    World
    Siren
    Main Class
    Machinist Lv 90
    Quote Originally Posted by SquigglesMajor View Post
    That is still combating power creep. It's just one of the problems it causes. It still doesn't answer why they are still accelerating the problem. If they know there is a limit to how high the numbers can go, and we just had to scale back to avoid that limit, why are still climbing up to that limit faster again? Is the plan to keep stat squishing forever? There's only so many times you can do that before you spread everything too thin.
    Yes and no. The real problem was the boss health. However, the thing is that they didn’t just target potencies. They targeted the base scaling of how much stats the gear have and how much they provide as well as how much bosses do and they have health wise. They aren’t “accelerating the problem” unless the problem was the damage players were doing themselves. And it probably isn’t a stretch of the imagination to think that they might do it again if it gets that bad.
    (1)


    I'm from 1 MS in the future.

  6. #6
    Player
    Teno's Avatar
    Join Date
    Jul 2014
    Posts
    873
    Character
    Teno Gestalt
    World
    Moogle
    Main Class
    Sage Lv 100
    You said it, character progression : fresh animations and the feeling of getting stronger. Especially for healers, since the dps spell is almost all you see.
    (1)

  7. #7
    Player
    Gruntler's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    317
    Character
    Kawaiian Punch
    World
    Faerie
    Main Class
    Red Mage Lv 90
    Potency increases exist as a way of increasing a job's throughput relative to the pack as they level and as a way of limiting throughput in past content relative to the pack without having to add or subtract new buttons thus allowing for jobs to have progression where some jobs can get new buttons in their rotation without giving other jobs buttons they don't want at the same level range; this has nothing to do with the exponential progression of characters needing to be flattened for being exponential due to the base stats on items being exponential in growth over the course of 4+ expansions and numbers that would threaten integer overflows if unresolved.

    Potencies were not reduced in response to this, they were reduced because WEAPON DAMAGE on weapons was changed to scale directly with MAGIC DAMAGE. It used to be that physical characters had to have potencies that were much higher than magical because magic damage on weapons was much higher than physical damage. Instead with the statsquish they also made Magic Damage equal to Weapon Damage, so potencies needed to be altered for physicals to revert back to parity. Now potency values have more parity across jobs (though they still won't compare directly because of traits and hidden job coefficients.)/thread
    (0)
    Last edited by Gruntler; 01-23-2022 at 03:56 AM.

  8. #8
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Personally I think gear is the bigger problem in power creep. I said this all the way back in ARR, I was concerned that with HW and the level cap raise we would either be having ilvl gear from the get go (which is what happened) or there would have to be some kind of massive gear reset to go back to level 60 from ilvl 130.

    I always say it would have been better if they just went with much smaller ilvl numbers. For example first coil could have been ilvl 52, second coil ilvl 54 and final coil ilvl 56. We’d still have been gaining power but in much smaller increments, then when HW rolled around they could have just released level (not ilvl) 50-60 gear and then ilvl 62-66 for HW endgame and so on. It would be the same result as what we have now, our endgame gear from the previous expansion would last us until about halfway into the new expansion and then new gear would be better, but the numbers would be so much smaller. Think about it, we would be into ilvl 92 gear right now if it had gone in that direction. That is only just beating the ilvl of gear that was released in FIRST COIL. Our tanks wouldn’t even be breaking 10k Hp yet and 1k damage would still be impressive. Even if they were playing with potencies on our kits it would have a much more subtle effect if our gear numbers were that low.
    (1)
    Quote Originally Posted by Gilthas View Post
    The anonymity of the internet is what leads people to become jerks online.

    You could make a game where all you did was run through fields of flowers holding hands and you'd still get a guy telling you you're doing it wrong.

    Quote Originally Posted by Mcshiggs View Post
    Everyone knows you skip through fields of flowers holding hands, running noobs need to go back to WoW.

  9. #9
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,519
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Cabalabob View Post
    Personally I think gear is the bigger problem in power creep. I said this all the way back in ARR, I was concerned that with HW and the level cap raise we would either be having ilvl gear from the get go (which is what happened) or there would have to be some kind of massive gear reset to go back to level 60 from ilvl 130.

    I always say it would have been better if they just went with much smaller ilvl numbers. For example first coil could have been ilvl 52, second coil ilvl 54 and final coil ilvl 56. We’d still have been gaining power but in much smaller increments, then when HW rolled around they could have just released level (not ilvl) 50-60 gear and then ilvl 62-66 for HW endgame and so on. It would be the same result as what we have now, our endgame gear from the previous expansion would last us until about halfway into the new expansion and then new gear would be better, but the numbers would be so much smaller. Think about it, we would be into ilvl 92 gear right now if it had gone in that direction. That is only just beating the ilvl of gear that was released in FIRST COIL. Our tanks wouldn’t even be breaking 10k Hp yet and 1k damage would still be impressive. Even if they were playing with potencies on our kits it would have a much more subtle effect if our gear numbers were that low.
    Well done, you have just made a suggestion that completely destroys any sort of character growth throughout an expansion. It would be impossible to finely tune fights to take into account the miniscule stat gains between each raid tier which means you would likely be able to clear the last fight of an expansion with the starting gear. Crafting gear becomes useless, you destroy any sort of incentive to gear up, it is just a bad suggestion overall.

    However, ilevel is just a number, they can scale stats however they want between ilevels, which is basically what happened with the stat squish, make the stat scaling between ilevels smaller, which leads to smaller numbers overall.
    (1)

  10. #10
    Player
    Cabalabob's Avatar
    Join Date
    Sep 2013
    Posts
    1,671
    Character
    Gunsa Cabalabob
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Mikey_R View Post
    Well done, you have just made a suggestion that completely destroys any sort of character growth throughout an expansion. It would be impossible to finely tune fights to take into account the miniscule stat gains between each raid tier which means you would likely be able to clear the last fight of an expansion with the starting gear. Crafting gear becomes useless, you destroy any sort of incentive to gear up, it is just a bad suggestion overall.

    However, ilevel is just a number, they can scale stats however they want between ilevels, which is basically what happened with the stat squish, make the stat scaling between ilevels smaller, which leads to smaller numbers overall.
    There are more than 15 other FF games including another MMO where they have balanced the game around smaller numbers, so no it wouldn’t kill any sense of character progression, you can make an increase of 10 points of defence as meaningful as 1000, but the former doesn’t cause your numbers to break the game within 4 expansions. This is exactly what the stat squish is but they could have done it earlier and made it much more extreme.
    (0)
    Quote Originally Posted by Gilthas View Post
    The anonymity of the internet is what leads people to become jerks online.

    You could make a game where all you did was run through fields of flowers holding hands and you'd still get a guy telling you you're doing it wrong.

    Quote Originally Posted by Mcshiggs View Post
    Everyone knows you skip through fields of flowers holding hands, running noobs need to go back to WoW.

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