Have you not seen that Titan sword that some players are walking around with? It is a curved sword that glows red at the end...looks really cool. not sure what it is called though.I really second this post. Diablo is a good example, although i'm not suggesting that exact type of gear. But to have stats on gear that said maybe like, (has a 10% chance after casting cure, to make your next cure heal for 5% more). That isn't exactly game breaking, but it would be a neat added effect. The possibilities are endless. A shield could have something like "upon successfully blocking an attack, you take -5% damage for 10 seconds". I mean seriously, you could build literally thousands of different gear type "mods" that would make gear feel more unique.
Also, please give us glowing weapons/gear/items! haha
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Hmm.. I definitely think the weaponry could use some additional effects, like Ifrit's Sword applying a burn dot, or some additional fire damage occasionally, on hit. Or Perhaps some of the special armor activating a debilitating effect if triggered by a certain type of damage (Element/Racial/Slashing/Blunt/Piercing/etc).
I really liked these sorts of things in FFXI. Shiva's Claws were one of my favorite weapons for a long while, because of the para-effect.
The iconic "Enhances Whatever Effect" thing that rolled with AF gear was pretty cool too - I think it could make some of the highly situational(or sometimes useless. Shield Swipe vs many many bosses, for example) skills useful in a situation outside of the norm. Like Riot Blade -> Sanguine Sword(HP drain), when AF gloves are equipped.
Not only stats for gear, I would like some interesting materia additions as well. Say a materia you can only add to boots that increases movement speed? Idk lol but I agree there need to be more stats.
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This hit it fairly well. While I am all for more unique effects on gear, keep in mind that can not swap gear in battle in this game as well. If we could, just want to point out some of the issues XI had due to that, just look at the mages who never really had any free inventory space because all of the situational gear with good effects they had to carry around.Yes, this! You could have Allagan Flaming Gear! Then Mythology Flaming Gold Gear! By the time you get to 50, it would be Mystical flaming gold gear of Price Edward Charles the 3rd Hailing from the lost Kingdom of Jeuno, who Fell off his horse and was rendered unconcious for a decade, the third, +2".
Or we could keep it sane.
A good class to look at for this right now is ACN. As if one wants to be able to use both SMN and SCH effectively they are going to be carrying at least two gear sets as is, and if special effects go rampant they are not going to have any room for any gear besides all of their ACN gear very fast.
I agree with this.
This sort of thing is in many games, not just WoW and not just MMOs. Even Final Fantasy titles. It doesn't just have to be stat trade-offs, but additional effects. Leech health/mp on hit, raise X stat (with a cap) on hit/critical hit, % chance to do X skill, % chance to inflict a status effect. There are so many possibilities that can provide much, much more fun than the next piece of gear simply giving an extra stat point.
A lot of people against this seem to be fearing min/max players. They are there no matter what. We even have them now. Simply don't waste your time on them. You are playing the game to have fun, and find people who have the same concept of fun as you do. This is the goal of the social aspect in an MMO. I for one absolutely love finding gimmicky builds to experiment with and find success with. While they are not always optimal to the top-tier player, they are optimal to my amusement.And no, having fun does not automatically mean ruining others' fun, because that argument comes up quite often.
Also a +1 to the materia idea, more interesting forms of those would be great too!
It has nothing to do with the min/max players for me. I just know that some effects are game changing enough to be very hard to replace with new gear that does not have the same effect. Just consider how hard it would be to replace say a belt with a direct bonus of 5 to ability potency with any belt that does not have that same bonus. Or say a weapon with lower damage, that has a frequent chance of causing an ability to go off twice.
So it really boils down to how replaceable you want gear to be. Some gear is great to be easily replace able, however gear that is meant to take a while to get should not be easily replaced in my book.
That's the thing -- make it so that you need to decide if you want to replace it. Obviously the gear that takes a long time would be more stable, and that's where materia could come into play. If the a standard sash is: +2 dmg, +2 mdef, +2% spell speed; you get a sash which is X mp regained per cast with none of the additional stats. Let's say you are at a low level and the percentage of spell speed and +2 damage makes little difference for you -- that piece is great. You might not want to replace it until the mana restored is trivial, you have better mana management, or the stat standard outright outweighs it. There need to be tradeoffs for that twice-proc chance weapon (and honestly I would really hope that wouldn't be implemented in the first place).It has nothing to do with the min/max players for me. I just know that some effects are game changing enough to be very hard to replace with new gear that does not have the same effect. Just consider how hard it would be to replace say a belt with a direct bonus of 5 to ability potency with any belt that does not have that same bonus. Or say a weapon with lower damage, that has a frequent chance of causing an ability to go off twice.
So it really boils down to how replaceable you want gear to be. Some gear is great to be easily replace able, however gear that is meant to take a while to get should not be easily replaced in my book.
I do understand what you're saying. I don't like overly strong effects unless it's on something like a weapon that you can easily make tradeoffs with. At the same time, I personally, and the friends I play with, don't get too excited over ~10 damage point increases, so I have a hard time growing really attached to those kinds of amplifiers.
The double ability weapon I mentioned because it makes a great case in point of how hard spiffy effects can be to replace, and due to the multi-hit weapons that exist in XI. They were insanely hard to because of it even when other weapons had significantly better damage on them, those extra swings made that much of a difference.So you could likely have one with damage equivalent to a white weapon 25 levels lower than it, and it would still likely be the better option than weapons higher than it for a while as well. Even if it just changed number of auto-attacks, and had a much closer to normal damage it would be hard to replace too.There need to be tradeoffs for that twice-proc chance weapon (and honestly I would really hope that wouldn't be implemented in the first place).
I do understand what you're saying. I don't like overly strong effects unless it's on something like a weapon that you can easily make tradeoffs with. At the same time, I personally, and the friends I play with, don't get too excited over ~10 damage point increases, so I have a hard time growing really attached to those kinds of amplifiers.
Yeah, the Extra 1 or 2 to a couple of stats is not very exciting, but the stats that can get excited over can be really hard to hit the right balance of strength and ease of replacement, especially if start basing things around an average item level too.
I could however it'd be kind of pointless. XIV and XI have very different systems where in XI you could take advantage of all the different stats by gear swapping midfight. That's not possible in XIV so this isn't really a valid comparison. Basically, in XI, you could have the best TP(DPS) set but still be gimp because you didn't have 5 other sets for your different abilities, weapon skills and random other situations(shit. tank died, I'll put on my -Physical Damage set, etc.)Now, tell me 10 different stats from XI, And then tell me how each of those stats were different from the next without having similar ones, were equally weighted and balanced so no matter which ones you geared for, the DPS was the same. And then tell me how that was a meaningful choice.
I kind of wish XI's system caught on. There was no gear treadmill in the traditional sense in XI until very recently. Instead time was spent building various sets for your various jobs.
Overall, I'm for adding more stats eventually. But I agree that they should make sure everything's balanced now before they add more elements.
In XI The biggest reason those 2x/3x Attack weapons were useful was because of the really good TP Gain, they were plenty bad otherwise. in FFXIV TP Works differently and while TP Gain is still important, a 2x/3x weapon would not be as useful, especially if the Stats on it began to fall behind as You can't dual-wield (no offhanding), and your WS Damage is based on the base damage of your Weapon, so even if you could attack 2x/3x the weapon would still be easily replaced as White damage (non Skill) plays a lesser part in XIV than it did in XI.
So the same problems in XI wouldn't really occur here unless they changed the combat system again. So a lot of the fear of what XI had doesn't really translate well to XIV as the mechanics are a lot different... No macros makes breathing room a lot tighter TBH, and just further enhances the "(Itemset) or gtfo" type of elitism.
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