STATS That Need A Re-Design (In FFXIV)



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10 thoughts on “STATS That Need A Re-Design (In FFXIV)”

  1. Yeah I was wondering the same when I was theory crafting some years ago with DRK thinking wow tenacity looks good just to be told "go crit" one of the dumbest stat to take logically as a tank in games in general. Still i don't think it will change because of how dps it important in FFXIV like for exemple avoiding enrage of boss.

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  2. its so weird to see all job BiS meld is maxing crit (not overcapping) and direct hit, i want tank to absorb a lot of damage and healer to regen their mp way faster to heal more without being annoyance for not damaging enough

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  3. I would definitely love to see us able to try something different for a bit. Even if they just wanted to test it out by adding it into an exploratory zone and not as another lost action style skill, but an entirely different menu in which you could add 1 boost to each main or accessory gear piece.

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  4. There is no "itemisation" or "build crafting" in the game. Anyone who says there is is just justifying suboptimal bad play. The stat puzzle has been solved and it's an outdated system that originated in D&D. It works in D&D due to its limitations and setup.

    Imo the stat system should be simplified and offer choices to people depending on playstyle, but not offer direct power.
    For example – have a stat system from 1 to 100 where at lower levels armor would give you 1 or 2 stats, while at max armor would give you 30-50 total stats.

    Accessories would now give spell modifications instead of stats. For example, an earring would grant +3 seconds of Astral Fire max duration, or a ring that grants Fuka when gaining Fugetsu.

    Next, stats are the following:
    Strength – improves damage reduction and mitigation spells (faster cooldowns, longer duration, more charges).
    Agility – improves slidecasting (longer window), spell queueing and longer Surecasts.
    Intellect – improves telegraphs. Boss/enemy abilities become easier to spot with longer AoEs and shinier prompts. Zero intellect = no telegraphs, 100 Int = timers and countdowns. Only for abilities you've witnessed and survived.
    Mind – improves spell interruption, casting during knockbacks. more mind = start casting sooner, 100 Mind prevents casting interruptions during knockbacks.

    You won't be able to max out all stats, and different items would give you different combinations of stats to let you mix&match.
    As for encounter difficulty – higher dificulty can apply stat penalties to the sync'ed party, forcing you to have certain stats; or boss abilities apply stat debuffs that you have to counter. There's a bunch of ways to go around this.

    If leveling up in the future is important to consider, the stat cap can increase to 110, 120, etc… Heck, the stat cap can be equal to the character level i suppose, thought i would prefer if we stopped leveling at 100 and explore different avenues of progression – which is a whole 'nother topic i won't go into.

    Suffice to say – there are a miriad of ways one could improve on the stat system, this is just a quick system i came up in 5 minutes.
    I could talk a lot more about this, but i've already blown up a youtube comment xD

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