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  1. #21
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,927
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    What would be interesting to me if we had damage melds and utility melds. I also think we should meld on our job stones instead of our gear, so different jobs can have different melds, even then have more then 1 sets of Materia would be nice to switch around from.

    Damage melds would be
    Crit - Same as it is
    Skill/spell speed - (both should be merged lol) I think skill speed should scale so that crit isn't always the best meld, where skill would be a more "consistent pick" and crit can be ur highest peak pick.
    Det - Filler stat

    Utility melds on the other hand could either be baseline stat changes, such as HP, Defence values, or we could even have certain Materia that's more "in depth" melds that could effect defensive/raid wide utilities. Theirs a lot of room for creativity when it comes to utility.

    This would be a lot of work so i doubt any of this but i would love to see more creativity with the melding and job system.
    (4)

  2. #22
    Player
    niwaar's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    270
    Character
    Kaelie Niie
    World
    Gilgamesh
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Rithy255 View Post
    I do think melding is just generally just a poorly designed so I wouldn't be opposed to it going or it having a massive update in 8.0

    Skill/spell speed - (both should be merged lol) I think skill speed should scale so that crit isn't always the best meld, where skill would be a more "consistent pick" and crit can be ur highest peak pick.
    Melding non crafted gear should just be removed at this point. We'd do better with a "relic state reforging" system than anything else. As for Tenacity, if they want us to want it then they need to force it down our throats. Its not like this is WoW and we have a wide breadth of gearing choice. We literally have 2 sets, tomes and savage. Just remove the dps stats off our gear and force tenacity on us. Just give us a higher base crit/dh rate. Its not like some jobs dont have auto C/DH cooldowns as it is. Real problem though lands on encounter design. By forcing the tank and healer to do "competitive" damage while doing our role we have lost our identity. Generally I believe they should lower base enmity, and make tenacity increase the multiplier on enmity. Bring us back to having to actually try and keep threat and not be face roll, just because dungeon only people complain. The paradigm needs a shift away from "do the most damage we can" back to "control the fight and keep our friends from dying.

    As for your comment about skill/spell speed, I also agree that it should be a combined stat. I have no idea if skill speed speeds up Paladin's spell casting or not, but a general singular stat would help simplify things (if not just raise materia prices because more people want them). I will say that having speed be more important in some cases works, but i think generally it should be a playstyle choice, which is there for some jobs but not an option in others. Jobs with a lot of ogcds which are speed locked will never benefit from speed nearly as much.
    (1)
    Last edited by niwaar; 07-09-2024 at 09:28 AM.

  3. #23
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by niwaar View Post
    Melding non crafted gear should just be removed at this point. We'd do better with a "relic state reforging" system than anything else. As for Tenacity, if they want us to want it then they need to force it down our throats. Its not like this is WoW and we have a wide breadth of gearing choice. We literally have 2 sets, tomes and savage. Just remove the dps stats off our gear and force tenacity on us. Just give us a higher base crit/dh rate. Its not like some jobs dont have auto C/DH cooldowns as it is. Real problem though lands on encounter design. By forcing the tank and healer to do "competitive" damage while doing our role we have lost our identity. Generally I believe they should lower base enmity, and make tenacity increase the multiplier on enmity. Bring us back to having to actually try and keep threat and not be face roll, just because dungeon only people complain. The paradigm needs a shift away from "do the most damage we can" back to "control the fight and keep our friends from dying.

    As for your comment about skill/spell speed, I also agree that it should be a combined stat. I have no idea if skill speed speeds up Paladin's spell casting or not, but a general singular stat would help simplify things (if not just raise materia prices because more people want them). I will say that having speed be more important in some cases works, but i think generally it should be a playstyle choice, which is there for some jobs but not an option in others. Jobs with a lot of ogcds which are speed locked will never benefit from speed nearly as much.
    Apparently someone on the dev team saw this one comment and took it VERY personally for gearing up tanks... and the worse part is that only Dark Knight benefits from tenacity and even they don't want that in if they can trade it in for either Critical Hit, Determination, Direct Hit Rate, OR Skill Speed...
    (0)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  4. #24
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,342
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by niwaar View Post
    Generally I believe they should lower base enmity, and make tenacity increase the multiplier on enmity. Bring us back to having to actually try and keep threat and not be face roll, just because dungeon only people complain. The paradigm needs a shift away from "do the most damage we can" back to "control the fight and keep our friends from dying.
    This wouldn't actually fix the problem, just make the symptoms look prettier in a picture. Like SpS and SkS "checkpoints", this would mean that for each tier you got a "target Tenacity" you meld for, and then the stat becomes useless.

    This is no better (and arguably no worse) than just removing the melding system entirely.
    (1)

  5. #25
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,176
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    Increase mob/boss output tank damage, until tenacity matters.
    (0)

  6. #26
    Player
    ThurinTurambar's Avatar
    Join Date
    Apr 2023
    Posts
    126
    Character
    Thurin Turambar
    World
    Louisoix
    Main Class
    Reaper Lv 100
    The problem is not tenacity nor the fact that you only meld crit/direct hit or whatever on other jobs. Its the unavoidable consequence of having static stats on items.
    In this game gear is pretty much a 0-1 situation, aside from some hipster speed builds, you always have a clear BiS, you never have doubt if one piece of gear is better than the other.

    It would be different if gear you obtained had a) more kind of stats, b) the stat values on the item would have rng involved.

    But as you know, its not the situation, so complaining about this particular issue is redundant.
    (1)

  7. #27
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,342
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Or if like in early DAoC, items had a finite lifetime (each time you repair them, some non-repairable stat drops slowly, once it needs to be repaired at 0%, that's it, item is now gone), and the entire item economy were refocused around that. If the "best" melds also cost a fortune by comparison, then since items don't live forever, using "good enough" melds (and items!) becomes a very real thing.
    (0)

  8. #28
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,342
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Commander_Justitia View Post
    Increase mob/boss output tank damage, until tenacity matters.
    This would again just re-dress the issue, meaning you start a raid tier on 100% tenacity as you otherwise take too much damage, and as you get gear of that tier (with higher tenacity and base stats as the ilvl is higher) you remove tenacity melds and replace them with crit to do more damage. This is like Piety for healers, and see how well that works out for a comparison...

    You cannot fix this via avenues such as these unless you first change things so that damage dealt by tanks is not an important metric at all, and hence optimizing for damage is not a "thing".
    (0)

  9. #29
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,521
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Rithy255 View Post
    What would be interesting to me if we had damage melds and utility melds. I also think we should meld on our job stones instead of our gear, so different jobs can have different melds, even then have more then 1 sets of Materia would be nice to switch around from.

    Damage melds would be
    Crit - Same as it is
    Skill/spell speed - (both should be merged lol) I think skill speed should scale so that crit isn't always the best meld, where skill would be a more "consistent pick" and crit can be ur highest peak pick.
    Det - Filler stat

    Utility melds on the other hand could either be baseline stat changes, such as HP, Defence values, or we could even have certain Materia that's more "in depth" melds that could effect defensive/raid wide utilities. Theirs a lot of room for creativity when it comes to utility.

    This would be a lot of work so i doubt any of this but i would love to see more creativity with the melding and job system.
    I agree! Even if gear is still what is meldable, it should be - left side for damage melds/stats and right side for utility melds/stats.

    This way you can literally customize your utility with no damage impact. The accessories have primary stats, but those utility ones are only obtainable via melding, and can be stuff like movement speed, mitigation, healing received, MP economy for healers, leech... or even new features like some kind of 'resilience' stat that reduces the impact or the duration of the Brink of Death/Vulnerability debuffs.

    For the main stats, they should definitely merge the Speeds and ditch Direct Hit. I'd also love to see the Speeds actually useful for more jobs, but I feel it's very unlikely as long as we live under the leashes of the 2min meta.

    It would be interesting if we had a new throughput stat that worked somehow like Mastery does in World of Warcraft, as in a stat that works differently based on the job you're at. For example, Dancers and Red Mages having higher proc chances, Astrologians could have increased card effects, Pictomancers with more damage on Motifs...
    (3)

  10. #30
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,179
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Rithy255 View Post
    Direct hit needs to be a DPS only stat
    This. But also,

    Direct Hit, Piety, and Tenacity should just all be the same stat with a single materia type, with it acting as dhit on DDS, piety on healers, and tenacity on tanks.
    (1)
    Error 3102 Club, Order of the 52nd Hour

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