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  1. #21
    Player
    dspguy's Avatar
    Join Date
    Aug 2013
    Posts
    1,667
    Character
    Jain Farstrider
    World
    Leviathan
    Main Class
    Marauder Lv 100
    I don't think this is even necessary. If a player is clearing savage content on one character... then goes in with an alt... what they have on that alt is better than gear. Knowledge and experience. At that point, gear is just a reward and nothing more.
    (2)

  2. #22
    Player
    Lunalepsy's Avatar
    Join Date
    Mar 2016
    Posts
    1,140
    Character
    Yxiah Eruyt
    World
    Balmung
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Elizasylen View Post
    The biggest complaint of the patch has been the inability to reasonably gain raid level gear for alt jobs in a reasonable amount of time. I recommend the unification of the accessories so they can be shared across all jobs. Removing the fending healing casting striking maiming and aiming affixes on all accessories and just make one of each type i.e. Lunar Envoy, Abyssos, Purgatory etc.
    1. There is a precedence, every expansion we receive an universal earring that works on all jobs

    2. Relieves pressure on switching jobs and roles. Since you only have to worry about the left.

    3. Relieves inventory and data. Inventory can be redistributed to the left.

    Left side should be left alone for customizations job identifying and glamour reasons
    What's that? You want more oversimplification?
    (4)

  3. #23
    Player
    Bsrking5's Avatar
    Join Date
    Mar 2018
    Posts
    1,018
    Character
    Alpha Lupi
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    This is a bad idea. And this will in no way fix the healer drought.

    100% against this is.
    (8)

  4. #24
    Player
    Seera1024's Avatar
    Join Date
    Apr 2020
    Posts
    406
    Character
    Chymea Sum
    World
    Siren
    Main Class
    Black Mage Lv 100
    I do not want Skill Speed on my Dragoon. I want to maintain the normal GCD time for my rotation. My preferred GCD time for Dragoon is 2.5 and that's offered in the BiS gear and is actually the highly recommended skill speed.

    What about those of us who don't want one of the chosen traits on our gear at all?
    (1)

  5. #25
    Player
    GTK0HLK's Avatar
    Join Date
    Jul 2020
    Posts
    1,072
    Character
    Selene Halflight
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Seera1024 View Post
    I do not want Skill Speed on my Dragoon. I want to maintain the normal GCD time for my rotation. My preferred GCD time for Dragoon is 2.5 and that's offered in the BiS gear and is actually the highly recommended skill speed.

    What about those of us who don't want one of the chosen traits on our gear at all?
    Simple, make it variable based on the class..,
    So much of the it can't work cause this, is cause new solutions and side options don't exists.

    The fact dyeing is now a quest option unlock for AF could point to potential gear adjustments for later content.

    But one would have to push for it, and ask/converse for potential ways to deal with the issue.

    OP ain't wrong about the main issues.
    it's the way to solve it that get people to go at each other without trying to figure/iron out a solution.
    [with some simply just being contrarian to be so]
    (1)

  6. #26
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by TomsYoungerBro View Post
    This would not work with primary and some secondary stats. Even if they did get it to work where it would be viable across the board, they should not think about anything like this until they have meld presets in the game. This suggestion just sounds like a nightmare lmao
    And what, exactly, is accomplished by/through those unique secondary stats?

    Direct Hit is sheer bloat that siphoned power away from more interesting/gameplay-affecting stats (crit, especially back when we had more crit procs, and skill/spell speed). Piety is generally to be avoided after at most a small amount. Tenacity is generally to be avoided like a plague.

    None of the three unique stats add gameplay complexity (one of the three even detracts from it pretty directly), or even any significant out-of-game / menu-play complexity, even while detracting from available gameplay (by getting to more accessibly experience different content from different jobs' perspectives) in turn.

    Nor would unifying accessories would change the speed of progression. It would solely increase the freedom of alt-play.

    Would that reduce reason to farm certain Extremes? Certainly. But, honestly, that sounds all the better to me, given how that incentive might be replaced, given that room. We could use new, more varied reasons to run them that don't leave them so quickly obsolete tier-by-tier. (That said, even just having one's choice, now, of secondary stats for each ring --instead of having only the two rings to which your gear type is limited-- would be a decent reason to keep running a while more for min-maxers.)
    (1)
    Last edited by Shurrikhan; 10-22-2022 at 12:04 PM.

  7. #27
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    All this is not to say that the given stats are good or well handled.

    Crit was made weirdly quadratic for no reason other than to curtail its gameplay effects (which have since been removed from all but Monk anyways), rather than simply expanding the value of crit (see initial Greater Ruin procs, for instance) on jobs other than Bard (via River of Blood and then Repertoire) and later Monk (via Deep Meditation), and Haste has been only had a fragment of a bandaid applied to it, instead of any actual polish.

    But, as presently implemented, Tenacity, Piety, and Direct Hit are not a solution. They're not even an improvement over just having Crit, Det, and Haste (merged SkS/SpS).



    Ideally, I'd rather focus on the problems inherent to present Crit and Haste (i.e., SkS/SpS) directly and then work from there.

    CRITICAL HIT
    Simplify it back to affect only chance, of a flat 50% throughput bonus, but have any chance in excess of 100% multiply the effect of that chance by that excess. A 120% chance of that 150% damage crit, then, would instead become a 100% chance of a 160% damage crit. Similarly, a 125% chance of a 20% mitigation parry would instead give a 100% chance of a 25% mitigation parry. Etc., etc. No anti-synergy with auto-crits.

    HASTE
    Create a roll-over margin or percentile for (de)buffs in order to expand available Haste tiers and reduce the stat's finnickiness (especially in situations that may have non-integer GCDs of downtime). This margin could be, say, a flat 3 seconds, the final 20% of the duration, or an average between the two. Personally, I'd just go with, say, 16.7% (one sixth), as that would allow this to actually make a difference for SAM and DRG (up to 10 seconds on Higan, 5 on healer DoTs, 3 on Demolish), while remaining reasonable for lower-duration DoTs.

    Within that period, the remaining duration would be added to the early replacement. For instance, if I use Demolish, normally 18 seconds in duration, with 2.5 seconds remaining, that replacing Demolish would be 20.5 [18+2.5] seconds. This both makes the early replacement not a waste and allows greater rotational options to that player.
    • This leaves an exploitable mechanic, for better or worse, which could be resolved if we prefer. Under that simple implementation, one would be incentivized to potentially replace early any DoT that cannot be replaced multiple times within a given buff window; one might clip Demolish up to 3s early as the first GCD of Riddle of Fire, for instance, if they for some reason could not also end the window with a Demolish. Similarly, a HoT-based healer might pre-cast HoTs a bit before their major CDs in order to effectively get an extra tick on each. However, given that such alignment so rarely appears with any significant value on DPS, and the healing bonus would almost certainly not be worth any pre-HoT not already worthwhile, this should be negligible and, I would think, not worth the additional complexity to assess the difference in strength between any two instances of the same over-time effect.

    After that, it's just a matter of slightly scaling the value of those stats on a per-job basis in order to ensure that all three remain decently competitive options (perhaps with Det fairing faintly worse on paper than the two more gameplay-affecting stats)... if even that. Alternatively, we could just accept that BLM, SAM, and MNK may be intended to play at higher Haste thresholds. Nonetheless, those thresholds would at least be far less finnicky now than previously the case.

    ___________


    Finally, there are more "out-there" but nonetheless simple improvements we could apply:

    For instance, imagine if instead of each piece of gear giving a higher amount of one secondary stat and a lower amount of another, they just each listed the two secondary stats, the total amount of which would be equal to their item level (with each point's value being increased to compensate, of course). The choice of which of those two secondary stats we favor, and to what degree, would be left to the player, essentially via just a few sliders for the overall gear set.

    Let us say the most repeated secondary stat across my gear is Crit, followed by Det, and then Haste. And let's say I, for whatever reason of playstyle preference (big, rather than frequent crits, but certain GCD thresholds) want the opposite: Haste (up to a certain high point) > Det > Crit. I'd just press the up and/or down arrows to the side of the sliders until they're ordered Haste > Det > Crit, push my Haste slider along until I get the GCD I want, then max out Det; the remainder (any Haste/Crit pieces not spent toward getting my chosen Haste threshold) would naturally fall into Crit. Done. I have the GCD threshold I want, and complete control over my secondary stats.
    (2)
    Last edited by Shurrikhan; 10-22-2022 at 11:11 AM.

  8. #28
    Player
    Stasya's Avatar
    Join Date
    Oct 2021
    Posts
    439
    Character
    Stasya Astolfofangirl
    World
    Phoenix
    Main Class
    Botanist Lv 100
    Quote Originally Posted by PirateRyanG View Post
    Nah. People shouldn't be given gear easily. If you aren't willing to work for it, you shouldn't get it.
    Please go white knight se somewhere else
    (5)

  9. #29
    Player Midareyukki's Avatar
    Join Date
    Oct 2017
    Location
    Bozja
    Posts
    2,580
    Character
    Harun Asubra
    World
    Zodiark
    Main Class
    Warrior Lv 100
    Quote Originally Posted by PirateRyanG View Post
    Of course it is. It is rewarding those who dedicate themselves to their job.
    I thought it rewarded those who stayed subbed every week for it? Not really to express dedication to one's favourite class. Plus, not everyone who raids is on their favourite class anyway, some take on other jobs and roles out of necessity.
    (3)

  10. #30
    Player
    Elizasylen's Avatar
    Join Date
    Dec 2015
    Posts
    178
    Character
    Senba Torii
    World
    Sargatanas
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Lunalepsy View Post
    What's that? You want more oversimplification?
    The hoarding of Crit DH and DET on every piece of gear can hardly be seen as engaging to anyone. The proposal aims to give players versatility to start off in another role without essentially have to start the grind over again. Given how the current state of substats, there's hardly anything to simplify further. Any micro management of stats such as Skill and Spellspeed can be handled through melds.
    (2)

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