I'll agree that the points gained by leveling are more or less useless, serving only to cap your grand total of 2 to 3 useful stats in your endgame gear set.
However, what exactly would you be looking for to make them not useless? What could be done to make any and all stats less rigid, decided merely per class.
When it comes to stats in general, you can reach complexity enough to benefit from Calculus and it might still seem bland to those not putting in the analysis-goal-strategy-experimentation work outside the game. With enough complexity, gaps grow, and there will even be gaps between different players of equally "ideal" setups for different fights. But is that really that good a thing?
What about an aesthetic, stylistic, or role-fitting approach? What could be done that would be new entirely?
And for the leveling points specifically, what do you think that systems actually trying to accomplish? Experimentability, an aggregate sense of personal character? It seems obvious that none of those things could be achieved with the few points we can allocate, especially as we add them merely once per leveling, feeling none of the difference as we go. But then, what fill those functions?
Maybe having the ability, even only once per level for no reason other than to link it to the same area--leveling--, to change all of the allocated points. Perhaps something different from basic stat points altogether?
__________________________________________________________________
In a lot of ways I want to see this two, but I do see a few issues with it:I would prefer the system to be more evolved and it have more of an effect on how you use the class.
But in some respects I'd prefer to see DOW/M just have 1 set of stats each (maybe 2 if they are grouped somehow like GLD/MRD ARC/PUG dunno exactly..
And it styles how you play all th classes overall, fast casting quick MP regen, hard hitting burst damage, really accurate or Glass cannon and so on..
1. What does it matter if you're a glass cannon that's never attacked?
--b. However, that might be a null issue, fitting itself in in terms of group strategy, just because you'd need a high-enmity tank or a way to kite.
2. What would this mean to dual physical-magical classes? Should their spells really be automatically affected in the same way as their auto-attack speed, and what would that do to the idea of some cross-physical-magical rotational ends (assuming FFXIV could have these, ha...)?
--b. That said, a pugilist who hits like Hundred Fists normally might look very fitting being able to quickly launch a Thunder cast while dodging a boss ability. So this may be null too.
3. Without any "breaking points" or "special procedures" ("procs"), will there even be a difference between hitting fast and hitting hard in terms of actual dps. It's like 215 hits worth 75 each vs. 100 hits worth 161 each. Still dealt basically 16.1k over the fight.
For any real differences, something stat-related mechanic to be imbalanced (i.e. some "proc" that only takes hits into account, rather than a total of damage), and every relationship between mechanics and stats imbalanced in an equal number or worth in combat that they remain balanced on the whole. Being able to have a larger difference aesthetically is nice, but it'll remain just aesthetics. (And that's assuming general balancing; otherwise speed-sets will just be crushed by mana costs.)
***
I'd like for FFXIV to have something truly different, that's appears mostly aesthetic, but has a lot to do with team composition in a way that makes roles more fluid and versatile. This, of course, is to be paired with some class revisions, such that each class can to some extent fulfill any role within their basic type (physical - dps, utility, tank, etc), each in very different ways. Long story short: I'm dreaming way outside of practical scopes.


Reply With Quote


