

Feed me all your skill speed materia. I don't respect my burst window.The idea of multiple stats with pure stat weight is obsolete and dead weight in MMOs, obviously the devs don't dare to touch it because
people would immediately cry how this destroys the immersion and how they always loved the system to be able to have a choice while simultaneously using the doc
of some math crackhead to auto optimize their character
he/him
I wouldn't mind this, but sadly every mmo has garbage stats on gear designed intentionally. Its to push players to keep farming for the BiS stats.Simple really. The FFXIV devs have already established they're fine with "role based stats" via Tenacity and Piety. Do the same with Direct Hit for DPS.
The reason Tanks Hate Tenacity and Healers Hate Piety is because they're objectively worthless. They need to be buffed.
Give every job 3 sub stats with tweaks for a "main substat" with 2 other minors
Tanks:
- Tenacity (Lowers Damage taken, increased healing received)
- Skill Speed
- Crit
Healers:
- Piety (Healing done / MP regen)
- Spell Speed
- Crit
DPS
- Direct Hit - becomes a DPS only stat. Let DPS be DPS and have the big numbers.
- Spell Speed / Skill Speed determine by caster or melee
- Crit
Yes this simplifies sub stats but it makes designing gear a hell of a lot easier when there's no "garbage" stat and no "garbage" gear pieces (tenacity/piety heavy gear currently. The above also reinforces role identity.
I'm more annoyed at the focus on burst windows. Having to orchestrate how you play your character around 1% of the fight is not fun or engaging gameplay for me.


I agree with this myself. I enjoy the Combat in this game, but the move towards two minute big burst windows with one minute smaller bursts in between was a mistake, imo.
People always used burst windows in raids due to party buffs, though, which is why they went that way. While I think having some burst jobs is fine, having every job rely on that burst window is whats leading to some of the job identity loss we're seeing.
Last edited by Ryaz; 08-21-2022 at 03:36 PM.




I'm not all that good with numbers, but I do wonder why there are even two separate values to attribute towards big damage. Just seems convoluted, and unnecessary. I can understand that after a certain point, a critical hit denoted with a '!' will need to be changed to '!!' and even '!!!'. Different sound effects for each also helps pump up the dopamine. Auto crits along with CH increasing abilities work just fine in this system. Still RNG. Still increased chances for big crits the higher you raise the stat. Just a single stat though.


Getting to the accuracy requirement for raiding was not really hard. Getting to the accuracy requirement while still maximizing crit was the problem. Only certain pieces had accuracy and melding accuracy to gear wasn't really ideal unless you happened to need just a little more accuracy.
- Accuracy (which DH replaced) just meant that everyone felt pressured to reach 100% accuracy in order to raid. It behaved as just a way to make it harder to get into raiding, when raiding isn't something the majority of people do in an MMO already.
- Parry (RNG mitigation that only works against physical attacks).
And parry was just garbage. Removing parry was good.
Back to accuracy though - I think it makes gear choices easier. Whether that is a good thing or bad thing is up to the players' interpretation.
That is the problem though, the crit increasing actions only added Critical Hit chance, not damage. That Midare auto-crit is doing 20K with or without the buffs, meaning you do essentially have a GCD where the buffs go to waste.I'm not all that good with numbers, but I do wonder why there are even two separate values to attribute towards big damage. Just seems convoluted, and unnecessary. I can understand that after a certain point, a critical hit denoted with a '!' will need to be changed to '!!' and even '!!!'. Different sound effects for each also helps pump up the dopamine. Auto crits along with CH increasing abilities work just fine in this system. Still RNG. Still increased chances for big crits the higher you raise the stat. Just a single stat though.
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