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Set bonuses are fun and all

by RSgoldlee Lee doctor

Set bonuses are fun and all, but why did I feel the need to talk about them before digging into HQ items? It all comes back to that comment about unique bonuses being more fun and my earlier comment about playing a bunch of MH and D3 lately. In those games nearly all of the gear you'll see is unique, both in raw statistics and in unique qualities. These unique traits can be anything from bonus skill ranks to health regeneration to damage shields and much, much more. This means that players are always playing that "which is better?" game in their heads whenever a new item drops. Do I sacrifice raw damage for more healing? Are these bonus skill ranks worth the drop in pure stats? This kind of item comparison and looking for that next upgrade is what makes games like D3 so addicting, especially in comparison to the vanilla gear FFXIV currently uses.

Now before anyone comes in and tells me I'm insane for advocating random loot for dungeon drops, let me explain what I'm shooting for here. For those dungeon sets we were talking about earlier, I think implementing set bonuses like what we were discussing earlier is the way to go. Raiders expect some degree of controllability in their equipment and having those gear sets available provide that while the set bonuses add in something more interesting than pure stat bumps. The random bonuses would actually for those slots you don't have set pieces in and/or don't need for your set bonus. This includes non-set drops from raid bosses, new token gear for future content patches, and potentially HQ crafted gear (told you I'd get back to this).

So how do we introduce these random bonuses to crafted HQ gear? To begin with, my thought is to remove the flat power increase of HQ over normal quality items. Instead, make the HQ bonus add these random bonuses; make your Quality roll and your finished item will have its base stats plus some sort of secondary bonus, such as HP regen, damage procs, movement speed, etc. This way crafters can still make a decent profit on normal quality items since the difference in raw power with HQ items is minimal and their market for those HQ items will actually expand as min-max players are continually looking to squeeze a little more power out of those crafted items. This system could also be used to give the Quality gauge a little more of a gradient than normal/HQ. For example, let's say that double-star recipes could potentially have up to three modifiers. The higher your Quality gauge, the higher your chances at getting three instead of zero to two. Going with a system like this would require a bit of adjustment to how HQ items are currently handled; I think maxing out the Quality gauge should guarantee one modifier and increase your odds of the others, but it shouldn't be a given. Doing it that way would make the top quality items stand out far more rather than simply being the standard that everyone expects and demands from their crafting.READ MORE: ffxiv gold


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About RSgoldlee Lee Junior   doctor

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Joined APSense since, January 20th, 2014, From San Francisco, American Samoa.

Created on Dec 31st 1969 18:00. Viewed 0 times.

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