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  1. #1
    Quote Originally Posted by Shikaree View Post
    I can see a reasoning behind a crafter's bonus to the item durability, but not for the extra stats during that over 100% boost. I'm already picturing elitist people who will abuse others by saying "must have durability above 100% at all times or gtfo".
    How is that any different than "Must have +3 or GTFO" or "Must be Rank 50 or GTFO". Elitists will always be elitist, and always demand the best or GTFO. It doesn't matter what the best is. Meanwhile, expand the repair system and hey! Crafters have something to do! Make it so that repairs over 100% can only be done with +1/+2+3 mats, and maybe the "Something to do" will trickle down to gatherers as well, at least a little bit.
    (0)
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  2. #2
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    Quote Originally Posted by origamikitsune View Post
    How is that any different than "Must have +3 or GTFO" or "Must be Rank 50 or GTFO". Elitists will always be elitist, and always demand the best or GTFO. It doesn't matter what the best is. Meanwhile, expand the repair system and hey! Crafters have something to do! Make it so that repairs over 100% can only be done with +1/+2+3 mats, and maybe the "Something to do" will trickle down to gatherers as well, at least a little bit.
    Since you decided to push this subject;

    Many people already hate the durability system. One is that before the wear rate was too fast, the second was the first durability hit where it's said that stats decrease. SE recently fixed the system to a satisfying medium. Having +stats just for having that durability over 100% will only reintroduce the first problem of that "first gear status hit" at a percentage it shouldn't be there at all. 100%+ will now be seen as "optimal stat gear" and 35%-100% will be seen as "gimped, damaged gear".

    Late game activities are all about 'the stats'. They will find every way to maximize their character and these methods will be mandatory. With a system like that in place, to have bonus stat benefits for items over their normal durability limit, will create a negative reason to what's normal durability now.

    If you want crafters to create augment items for gear instead, ok the community can live with that. But sticking it into the durability factor is stupid.
    (1)

  3. #3
    Player
    AlexiaKidd's Avatar
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    Mar 2011
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    Alex Kidd
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    Spriggan
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    Marauder Lv 90
    Quote Originally Posted by Shikaree View Post
    Since you decided to push this subject;

    Many people already hate the durability system. One is that before the wear rate was too fast, the second was the first durability hit where it's said that stats decrease. SE recently fixed the system to a satisfying medium. Having +stats just for having that durability over 100% will only reintroduce the first problem of that "first gear status hit" at a percentage it shouldn't be there at all. 100%+ will now be seen as "optimal stat gear" and 35%-100% will be seen as "gimped, damaged gear".

    Late game activities are all about 'the stats'. They will find every way to maximize their character and these methods will be mandatory. With a system like that in place, to have bonus stat benefits for items over their normal durability limit, will create a negative reason to what's normal durability now.

    If you want crafters to create augment items for gear instead, ok the community can live with that. But sticking it into the durability factor is stupid.
    Well the repair kits would help sort out many of the problems that people had with the repair system ie carrying around all the mats and leveling crafts for repairs or waiting for someone to repair the item. They can just patch it up them self anywhere at any time.

    For the +1 repairs it would be very random like 1 in 100 chance so it would not become +3 item with +1 as the norm at all. Yes HQ gear is great and there are people who HAVE to have it and there always will be but they are not the majority. There will always be elitists whatever they do but it won't be the norm.

    Is it the norm to have everything +3 or GTFO now? In FFXI even now that isn't the case, certain things yes but you can still get by with NQ gear for the most part.
    (2)

  4. #4
    Player
    Vesper's Avatar
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    Mar 2011
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    Limsa Lominsa
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    Narshala Beaumont
    World
    Balmung
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    Botanist Lv 50
    Quote Originally Posted by Shikaree View Post
    Since you decided to push this subject;

    Many people already hate the durability system. One is that before the wear rate was too fast, the second was the first durability hit where it's said that stats decrease. SE recently fixed the system to a satisfying medium. Having +stats just for having that durability over 100% will only reintroduce the first problem of that "first gear status hit" at a percentage it shouldn't be there at all. 100%+ will now be seen as "optimal stat gear" and 35%-100% will be seen as "gimped, damaged gear".

    Late game activities are all about 'the stats'. They will find every way to maximize their character and these methods will be mandatory. With a system like that in place, to have bonus stat benefits for items over their normal durability limit, will create a negative reason to what's normal durability now.

    If you want crafters to create augment items for gear instead, ok the community can live with that. But sticking it into the durability factor is stupid.
    You can no longer examine a person and see the durability of their gear. The only indication is the DAMAGE item near a party members name in the group. Thats an easy fix, make it so that a damaged gear icon doe NOT appear next to the players name in the group. Then only the player sees it. Now the 100% or 125% issue is gone for the most part.

    Lets face it, elite jackasses will always find ways to be elite jackass.
    (1)

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