It Might Be Time for FFXIV To Address Gear



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45 thoughts on “It Might Be Time for FFXIV To Address Gear”

  1. Please no. I like gearing being straightforward and not a big deal.

    I played WoW for like 10 years and had enough of that. One of the reasons I like this game is because it’s NOT that. If people want that, they can play literally almost any other mmo for that.

    Personally, I find “exciting gear” to be pointless in nearly every mmo because of the nature of group content. People say they want more exciting gear, yet that gear is never actually exciting because you just look up a bis setup and copy that. Even if you dont want to do that, you will have to if you want to get invited to groups.

    If I want a game with “exciting” gear, I’ll go play borderlands, or an arpg like poe where there is no group focused endgame, and the game scales based on group size so you can do pretty much everything regardless of if you have a full group or not, which means you can ACTUALLY have exciting gear because you dont need to adhere to meta slaves gatekeeping you. You can play something you enjoy even if its suboptimal because you can play solo where you’re only hindering yourself and nobody else.

    Or I can also play something like a roguelike/roguelite for exciting gear.

    In this kind of game I’ll take boring gearing with good balancing over trying to make gear “exciting” but in the end it’s still boring because of mandatory bis and the game becomes a balance shitshow.

    Like, covenants in WoW were a perfect example of this. Lots of cool choices, and none of it actually mattered because you just google what’s best for your spec and that’s it. Do you like the edgy vampire abilities? Too bad, your bis abilities are in the fairy covenant. The only people who actually get to do what they want are LFR tier players.

    Jfc no.

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  2. can i have relic armor back? with field buff. 5 or 10 IL lower is fine. Just make the materia 5 slot or advance melding allowed. Those 5 slots will have slightly higher dps but lower armor of course.
    like eureka il390 gear with 5 materia slots. it's slightly more dps than il400 gear.

    i already mentioned this on another video.
    make an il750 ring, advanced melding, tradeable drop from a rare fate from day 1.
    0.000000001% drop rate. sell it for 1 billion gil.
    think of the farming scene.

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  3. Interesting ideas, though one thing immediately set off some alarm bells. Namely if they did add equipment sets where a bonus activates only in a certain duty, that would cause the player's own Armory inventory fill up VERY fast and that wouldn't get fixed even if you could put the equipment sets into the Armoire chest. Other than that, interesting ideas.

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  4. I believe the materia issue on the jobstones could be done but (I may be the only one thinking this would be feasable though) to justify it both lore wise and mechanics wise a quest would be needed to be completed in game, where you would meet your old mentors for that particular job (Dont ask me how with master Musosai though… maybe we can bring him back as an Aether Ghost… like a force ghost but Aether. This could make sense as soul crystals are meant to be he crystalization of memories of the warriors who wieleded them before.) And after the quest is concluded your Jobstone is "Awakened" raising its item level and adding special materia slots. I mean… maybe?

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  5. I think the complaints about adding more gear and having to get BiS comes from other MMOs and how the community acts. People literally get locked out of raiding if they don't have BiS, whether or not something has been cleared. It's what I hated about WoW with it being so RNG based. Not lucky enough to get your legendary or gear drops? Enjoy the bench.

    People will always take the path of least resistance and that means whoever has the meta. As content goes on over the patch cycle, I can see it becoming harder and harder to actually get in as a newer player. This also leads to the question that if it requires you to clear the hardest content to get cool effects on your gear, what about people who don't do that content? Are they stuck with the boring, basic stuff we've had for the last 10 years? Because that would not go over well with the majority of the FF community.

    Adding any new effects would have to be done very carefully or you end up with shit like Azerite Armor, with 95% of the effects being useless.

    That said, I'd like to see some more horizontal progression as opposed to constant level ups that don't do much other than give a damage upgrade/new graphical effect or replace an old skill with a new one.

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  6. To me, I feel like they waste the potential of dungeon gear being on par with the content they were released for would significantly help things out. Originally in ARR and some parts of HW, the dungeons you unlocked for fear alternatives did have some comparable use or as powerful for alt job obtaining, even being as good as crafted gear due to stat weight or potential sockets.
    But these days the dungeon gear ilevel is so low it makes me wonder who was it designed for? If casuals looking to get upgrades, they probably already have easier time with uncapped tomes more often than not.
    I motion we make dungeon gear same ilevel as crafted gear since most of the time the dungeons release is after a tier launches and still is weak. Subterrane for instance is 635 ilevel gear in 6.5 when by that point you can get better already/have better by doing the content that came before it for the last few weeks. I get there are always new players each patch and it's meant to be easier gear for them, but making it 5 ilevels less than crafted feels like there's no real need to even obtain it outside of maybe glam (And maybe maybe maybe ultimate raiders min maxing)

    I'd also like to bring back Aetherial Quality to be a between of green and blue. If not random, at least obtained through Criterion or side content to be at equal level to cappable Tome Gear/raid gear with perhaps it's own currency or dropped as a coffer for certain slots. Maybe make it where 4 coffers drop so 1 per person obtains it a week on a personal loot rule until it becomes outdated.
    Don't even need to make it look pretty or amazing. Just another alternative to gearing and helps with people gearing for progression if they couldn't for a week as a saftey net loot progress. (But we would have to lower the Criterion gear requirement to be that of EX level first)

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  7. A big problem is incentive and reason to do anything in 14, for example if you have no plan to do savage, you don’t need tome gear, therefore you don’t need to do roulettes (unless for alt jobs), and crafted gear will carry you through 99% of the content. The other problem is they create a load of run once and never again content. I think they need to significantly re-think game design (I.e make stuff with a reason to do it – which brings rewards and a feeling of profession) and then they can think about gear after.

    I mean, it's pretty bad, after 10 years, if you're a casual player and if you like group content, if the only content you have is a couple of hours of roulette a day and maybe an Ex trial clear. And for the rest of the time you're expected to ERP in limsa, try and get a house (ha), endlessly craft? Of which none of those things are battle content.

    Not everyone has time for a static, or time or patience to wipe over and over in PF.

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  8. I feel like all the comments here are gonna boil down to 2 main arguments.

    1. The game needs more interesting itemization to help make the system more engaging for players and have them be more involved in the process of gearing and decision-making.

    2. The gearing system doesn't need to get more complicated. As a fair portion of the community came to the game to get away from overly complicated gear systems that put you on a endless treadmill that dont feel rewarding to the player.

    The end conclusion is they are gonna upset a side no matter what because they try to make a game for everyone and sometimes that ends up being a game for no one. Hopefully, they find a good solution, or maybe they dont and stick to the status quo because technically, it has been working thus far. Why change it? Guess well, find out in the coming 2 months. See ya in DT.

    (P.S. personally i find gearing boring because 99% of the time you just go search for a mathematically crunched "BIS" and stick to that and a gcd number you're comfortable with. But i dont see how they would be able to change it and if they did the average player will probably not give a shit and just pick out of what few gear options are available to them cause they dont do all the content anyway. Just my 2 cents tho)

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  9. Yeah sorry chief im gonna disagree here. Last time a job was out of balance in this game parties IMMEDIATELY began excluding its players from savage. Content that isnt even hard enough to warrant that behavior. Im fucking good if we keep things in relatively the same power level. I dont want to lose that for a damn thing, sometimes saying "fuck those guys they were elitist anyway" doesnt work because you need those assholes to fill out PF.

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  10. Can't be afraid of making something imbalanced. New things are almost always going to be imbalanced.

    Like Yoshi-p said at pax, they might have to apologize and fix things later, but I'd rather them do something new and have to fix it then just never try anything new and we get the same things every expansion. As you said, crafted gear is the baseline that savage raids are made for, so ANY additional boost to stats is going to be good, even if some might not be the best.

    Maybe you could have set bonuses per role. Tomestone tank gear gives you a boost to defensive mitigations, while savage tank gear gives you a small damage boost when you use your short CD mitigations. So long as you keep the main stats on tome/savage gear the same, then anything will be viable. Maybe there will only be one BiS set for ultimate or parsing, but that still leaves just weekly savage reclears, ex trial farming, alliance raids, all of normal content really, where playing around with this kind of stuff would be totally harmless.

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  11. Here's a more braindead simple idea to fit within FFXIV's simple gear system, where complexity is mostly within encounters.

    Add two stats to gear, lets make up two names, 'Break' and 'Burst'. All these stats would do is apply a value to the target based on this stat which scales with base damage of the action. In other words, two meters (visible or invisible) to fill. These stats would not be competing with Crit or Direct Hit, unless if you also tied another stat (to buff Determination or Tenacity), though maybe Skill Speed would get a buff. What would be the case is each piece of armor and weapon would only provide one or the other (or maybe both at a much lower value). What would end up happening is that jobs would be biased / defaulted to either 'Break' or 'Burst' through Crafting/Raids (or even a majority of content), but would be encouraged to do other content of equal difficulty to create a set for the other stat or a hybrid set.

    As for what these two stats would actually do… it would be entirely dependent on the encounter (lets say limited to bosses). It could be as simple as applying a 'stacking' debuff each time that 'break' or 'burst' bar fills. Maybe it prevents certain attacks or makes one of two attack patterns used less. Each boss would be different. And you would decide on what ratio of Break / Burst you'd want (also maybe which DPS uses a LB i guess). Since encounter design is usually so mathematically calculated, the devs could just map out the total potential application of these stats across the party and balance around that. Also it doesn't matter so much if Break or Burst effect is considered stronger than the other, because each fight would have a different effect and there would always be an alternative set for each job.

    This is obviously a skeleton of an idea and could be fleshed out by having actions (perhaps underutilized ones) be better at applying one or the other regardless of damage. Maybe Tanks lean towards Break and Healers lean towards Burst. There's always Break or Burst (or just having an alignment to one) could actually change actions, but that likely invites the same balancing issues. Also you could always include a THIRD stat to force more interesting combinations, but it would get ridiculous pretty quickly.
    (Oh and if wasnt clear this mechanic would only exist moving forward, no need to update older fights.)

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  12. I think I'm one of the few people who doesn't want the whole special stats/set bonuses. I think the system works now and is well balanced. I enjoy the simplicity of it and I think that's one of the great strengths of the game. I think it makes sense to add other ways to farm either tomestone gear or equivalent gear, so that if you love pvp you can get gear doing it. Like, I think it's fine to add gear progression in OTHER places than roulettes (and hunts) because roulettes aren't that fun so it'd be really cool to farm criterion or something else for gear. And the content island stuff makes sense too. But I actually think the original system works, and it works well. If it's not broken, don't fix it, even if it has been 10 years 🤷♀

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  13. Id love gear that could augment abilities, but i could only really see that working for blue mage. I say that because blu hasn't had any new traits since lvl 50 and id love to augment some early abilities to be of some use (like your first spell or something idk)

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  14. Some interesting stuff. If anyone has ever come across the streamer Rinon, they made a video about gearing but limited their ideas to the obtaining of the gear. Not playing with stats and the like and they came up with some neat ideas.

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  15. The idea for materia on the job stone sounds familiar.
    I think the idea that I heard was for it to be solely on the job stone instead on both gear and the stone. This way jobs within the same role/gear type that have different optimal sub stat melds won't conflict twith your gear.

    I don't see an issue as we more or less know the exact number of materia slots needed (pentamelding the job stone could still be a possible feature if that's really necessary).

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  16. I agree with almost everything except more delubrum reginae. Getting into delubrum reginae or the dalriada these days is impossible. They need to revise the content after some time and make a roulette for them imo, just to promote activity.

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  17. They have all the unique stat bonuses with logograms and lost actions from Bozja/Eureka. They should just start adding some of those to gear. I don't think they NEED to fix gear for Savage and Ultimate, it's pretty balanced now and keeps progression focused on skill rather than gear. But I'd honestly like some unique gear for Criterion and the new exploration zone. Who cares if those break a bit? For Criterion, the goal shouldn't be just Savage/Ultimate level 4 man content. It should be something fresher and more repetitive. It's the perfect place for experimenting with gear.

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  18. I think the first thing the devs need to do is make all the stats equally viable. How long has skillspeed been pointless? Doing that would have an effect on gearing, because it would allow for players to play the same job with different BIS gear. We need variety within each job. I also think the devs should get rid of the echoe buff they give to clear content easier, and give players a way to earn additional materia slots that house main stat materia (str, dex, Intel,etc). If they are going give us the buff anyway, why not give us a way to get it quicker. That materia slot could hold a main stat buff or a secondary stat buff high enough to equal the main stat materia's benefit (ie. 10 dex or 75 crit). I think these changes would bring diversity and excitement.

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  19. all the suggestions i keep seeing are "just add this gear here, that gear there" not realizing that this will only make a bigger backlog of gear. the answer needs to be some kind of horizontal progression. i'm all for set bonus, but they need to be done in a way where pf dont gate the fight out to "set bonus only"

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  20. While I greatly appreciate additional content, I dont want bloat; FF14 feels fairly overwhelming in terms of content compared although it is vastly improved from how it was in realm reborn

    I believe the way armour is now and how to obtain it is in a really good spot.

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  21. Changing numbers around on something i do no more with than click "equip" is not deep engaging content. Why would you want to overcomplicate things like balancing just to say "my one little number is higher than my other little number was yesterday"? What a low bar for fun. Gear in rpg context has only ever been a tool to access harder content. This whole idea of the gear itself, and further just the numbers on the gear are the reward is a jank turn of events. I run the content because it's fun. If i cant run something i get the gear that will allow me to run more of the fun. Getting gear to stand around and say I'm done because i can't get better gear is just a strange concept to me. It's like ppl really just want to play dress up with a "winner".

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  22. I'd just like to see tomes/savage unlock like crafted books. Say you get a glove chest from savage, once used you can unlock gear for any job on the glove slot across the board. Or you buy the tomes slot for boots or whatever. Boots are then available for all classes from that facet.

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  23. Maybe actually reward players for doing hard content (synced/mine, latest expansion), title/achievement for clearing latest extreme/savage/ultimate (like WoW has "ahead of the curve" and "cutting edge"), instead they are punishing if you clear/farm latest extreme with reduced mount drop rates and so on lmao..

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  24. So this perspective comes from someone that doesn't do savage raids on release date so I'm largely a casual in FFXIV. The way I see it and why I don't really care for more options for unique gear and the like is because people will inevitably make the "best gear" and everyone will just follow it like a flock of lambs.

    Look at Fromsoft games like Elden Ring, people will just find a video or post talking about which weapons/armors/spells etc. are the most broken and just use it to a T even though you don't need to if you just want to beat the game. A game like Helldivers 2 where just about every weapon is viable will have people bitch and moan because you didn't bring the rail canon or the shield generator or whatever the meta is at the time.

    People will optimize the fun out of the game, even if it's perfectly balanced. For example let's say that you decide to make Pink Mage by making a more healing centric Red Mage. Guarantee there would be people that will kick you out simply because they want a Red Mage and not a Pink Mage. Or how dare you as a Scholar not bring the ability to increase crit rates and instead you brought the ability to increase everyone's movement speed.

    And this isn't even knocking at the higher tier players, most of the time so long as you're playing well they don't give much of a shit unless they have specific strategies. But they only make up a tiny fraction of the player base. Who I'm talking about are the uber tryhards that make up a much larger portion. The ones that don't play the most difficult content simply because they're not good enough but won't blame their own inadequacies. So instead they go on Reddit and find the most powerful, easy, meta build that someone came up with and stick by that like it's their religion. Then they'll lash out at anyone that doesn't follow it like they do. They'll bitch about not getting specific clear times even in casual content because it's "rude' to waste peoples time even if the difference is about 30 seconds to a minute.

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  25. The entire premise of trying to adjust things just with raiders in mind is the problem.
    I honestly wouldn't even need set-bonuses to apply to raids. They could be bonuses that apply to overworld content solely.
    Or just lower level dungeons.

    E.g: 1. Acquire 3more tomes of comedy from roulette
    2. Decrease cooldown of sprint in overworld
    3. Increase rewards from fates by set %.

    Literally anything would do to entice people that hey Raid gear is more than just a glam or a way to do the next tier of raids.

    I persnally don't chace glam that is locked behind too difficult of a content. The only reason I would if that set had something that benefited my regular daily play.

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  26. This is really a problem of their own design. By building content around a single "optimal" build type, they've negated any sort of variety in gearing.

    I've discussed this with friends who still play FFXI, and the variety of both gear and content is far more extensive than anything XIV has ever attempted. I'd argue it swings toward being too complex myself, but there are specific gear sets with unique effects that people hunt specifically for gaining advantages against specific types of content and enemies. Elemental effects, passive buffs, things that allow you to exploit tiny advantages, or give a chance to avoid particularly punishing mechanics.

    I think this is what many people liked about the lost actions from Bozja (I certainly enjoyed them). They allowed you some freedom to customize combat in a way that you don't get in the rest of the game.

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  27. Hard disagree that introducing greater disparity between jobs will be healthier or more fun. Your spec sucking because of a crap tier set is literally the worst thing in WoW, I don't want that in FFXIV. Being able to play the job you love is a strength of the game, not a weakness.

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  28. You're talking from the perspective of someone who clears with crafting gear. Most people need the item level given to them from the weeklys and raid loot. If theres a disparity between jobs when theres new bonuses, people will require those jobs in the duty finder 3-4 weeks into the raid release. And it'll be especially hard for players who spent time gearing a non-meta job for a tier where their bonuses aren't as good as other jobs.

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  29. Much as I am loathe to make comparisons to WoW, that game has two things that would be great for gear/rewards. The transmog catalog and glyphs. For those not familiar, the former is basically the glamour dresser on steroids and little restriction on where you can make the changes.

    The latter is basically cosmetic adjustments to an character's abilities. In ff14 this might be things like Egi Glamour, swapping the element of a Red Mage's AoE spells (I always thought water and ice would be cooler), make Paladin Holy look different, etc. Nothing that effects balance, but gives some customization.

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  30. I came from WoW where at the start some pieces of gears would last a couple of tier due to their effect. IN all honesty, our current stats systems is now obsolete and we are in dire, i mean DIRE need of new wyas to get the same item level gear from alternate sources.

    We are also in need of special stats effect to complement the current one and propably our current one also need a complete rework. You told about set bonuses from tier set, well WoW had that, removed them and finally admit that it was a mistake to remove tier set. FF14 should really look at what other MMO are doing in term of gearing systems.

    IN 2.0, they implement a good system for gearing 10 jobs. Now we are at 30+ including the land and hamd one. We are in dire need of a rework.

    My wish list would be that a gear overhaul, no new jobs, an alternate ways to gain more power (a la Elder Scroll Online with their champion point system) for 8.0 Let 8.0 be a cleaning up expansion for the systems, updating older one, reworking them or remove any system that is no longer suitable and a cleaning up of the pieces of gears from start to finish. I wouldn't mind a no increase in level and no new job. Just an expansion to clean up. Let 7.0 be a testing expansion

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  31. They just need to make 24man gear Raid equivalent, you only get 1 piece a week anyway so it being under is just bad. They need to unlock savage the patch after release not 2 patches after. They can add tome upgrade items to criterion, that would help that content not be 1 and done. Just a mount doesn't cut it. The Savage version of criterion should be cut or if you clear that once you get the mount, rather than 25 runs of the non-savage version. That content is close to a 4 man ult for it to have basically nothing. And not needing the tome weapon first for the exquisite version would have been good as well.

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