All in all it just sounds like there going to lower the bar for the physical stat soft caps and boost the effect of att and Xmp.
Ie if you have a pair of +40~ str gloves that's all you would need to cap out or something along those lines.



All in all it just sounds like there going to lower the bar for the physical stat soft caps and boost the effect of att and Xmp.
Ie if you have a pair of +40~ str gloves that's all you would need to cap out or something along those lines.
An Aware, Informed, and Critical community is vital for the success of a game.~ John "Totalbiscuit" Bain

Make gear less important in a gear centric game? Pure genius.

This is concerning. Does that mean that investments we have put in now are going to be minute in 2.0?Dense as the mightiest Minotaur or tallest tree!
I have no clue what's actually being said here and find it quite concerning.
From what I understand
- Base stats will be higher/lower and we will receive more/less per level
- One point of a stat will contribute more/less
- Damage, accuracy, evasion, critical etc are all related to your level verses mob level in 1.0
What isn't being said however is if materia stats are to go up or down in 2.0 or if the player vs mob level system is to continue leading to even more confusion.
Or is the very point of this post going way over my head?
I guess we will just have to wait and see, but I like it how it is now. And I agree with Rogue.
![]()
TMPST Est. 1.0
Tempest Free Company of Hyperion
Exactly the reason I made this thread. I'm terrified that what I have now won't be worth anything in the future
That assumes a gear dependent game. Most MMOs these days are trying to blend skill and strategy into their games. You cant do this if gear trumps everything else all the time. Diminishing returns prevents gear/gil ftw (pvp balance) and encourages more variety in stat distribution.hmm im not sure why it should be different for PVP, it is the exact same scenario, if i have better gear than someone i should have an advantage or else why bother? not trying to argue but i think this is a valid point.
if someone can get 500 STR from melding then all the power to em, in fact im sure they deserve whatever benefit they get- without the stat-police saying "oh no we will have to cap you at 350, sorry bout that"
brass tacks- the whole stat system imho is a complete mess, everything about it is counter-intuitive and overly complicated.
changes have obviously been thought about though- going by yoshi's post, so hopefully it will come good, but i think it is flawed on a fundamental level and needs drastic changes.
The reaaon some may not prefer it for pve is because dLvl nerfs you anyways. Having dLvL and diminishing returns nerf you may feel like cheap difficulty...rather than making a fight harder by design.

The flaw in that is it doesn't matter how much skill and strategy you put into a fight, most are just going to do it once and forget about it if the rewards aren't worth coming back for. Thus people lose interest more quickly and the content you put so much effort and work into gets largely unused after the first time.
You can easily do both, no reason not to. Tiered progression has been a successful model for 10 years now.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote




