How would you *fix* gear progression.

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Taking this away from the other topic of mine and that's gear progression, how would you approach fixing it?

I've done some savage tiers here and there and my general notion is that item level doesn't really matter unless it's a difference of like 20? (600-620) I could be incredibly wrong here, but as a semi-casual it just feels to me that even something like pentamelding is like 1-2% difference in overall. that's just a side note you can correct me on it if I'm incredibly wrong there.

Regardless gearing in 14 has gotten alot of critique for a long time in that it doesn't feel meaningful, then what could we do to make gearing feel meaningful.

I'm just going to borrow a system I know from a little game called Monster Hunter into 14 and make them fuse. :D

So here's my idea.

Let's not scrap the current gearing system, keep it as is, it's totally fine for people who want to squeeze just a little more out of their gears. But let's add a layer ontop of it.

First, let's seperate gearsets into 3 categories.

Overwrold Gear - Dungeon Gear - Raid Gear

This does NOT lock you from using Overworld gear in a dungeon or a raid, nor does it lock you from using raid gear in overworld.

But each category of gear will have a new "worldbonding" presentage that goes from 0 to 100% the more you do content with that gear in their corresponding content. It doesn't matter if it's FATE's, Hunts or farming mobs or World bosses, it all contributes to it.

Once it reaches 100% you can "extract" it. Yes very similarly to how spiritbonding works.

Now, each of these gear categories have a pool of skills they can get:

Overworld:
+5% running speed
Cast times halved
You can avoid a ground AoE with a jump every 1min30secs.
+100 critical hit in FATES or hunt targets
HASTE on O-GCD abilities in all overworld content.

Dungeon:
All party members have 5% shields at start.
+5% EXP for all party members
+20% extra gil on completion
Get 2 extra tomestones for completion OR get an egg.
30% faster Limit Gauge gain.

Raid:
1% increase on droprate for mount item.
1% potency increase on pots
1% potency increase on food
85% chance for extra 5 tomestones for completition
0.5% chance that getting hit does not give a Vulnerability Up or Damage Down
0.2% chance that dying does not give Weakness.

Just to name a few just randomly thought about, and using gear from the Raid category would not activate these skills in the Overworld.

There should be some determenistic way to approach these skills so that when they "worldbond" the gear it's not just an arbitruary % chance that you get the right one.

So in order to do this, you have to get the specific books from specific raids to increase the chance.
So let's say the Omega Savage raids books increase the chance of getting "1% potecy on food". then you would have to get a handful of those books, bring them to a melder with the extracted "worldbond" material. And it would have like a good 80% chance of giving you that skill instead. Or you can try your luck without the books.

And all this would work ontop of the current gear system.

the only thing that would change is that gear you get from dungeons are dungeon gear. Gear you get from raids are raid gear and gear you get from overworld stuff is overworld. You can still keep crafted gear as raid gear. But you could also add additional craftable dungeon and overworld gear.

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