This topic encouraged me to make another video explaining myself, and my "general allocation" method.
My video is an example of how to "generalize" your stats and "swing" them with minimal reallocations and traits: http://www.youtube.com/watch?v=MGNlv1cO8m4
This is a good baseline for most players until they know what class they plan on taking to 50. In which case they can move to a "prime allocation" setup for the 1 class they want to play. I will make a video explaining that in the future.
First, is it possible for you to make a video in which you DONT condescend all those "ignorant" players who don't have your "vast" knowledge of FFXIV (and also thankfully don't have your uncanny desire to defend suboptimal game mechanics)?
Second, this video is a perfect example of what's wrong with the system: too much complexity with zero reward for usability for the player. Protip: if the system is so convoluted that powergamer needs to explain it in a video after reaching 50, IT'S A TERRIBLE SYSTEM!
Here's an idea: if a stat is going to increase my magical damage, why not simply let me put points into MAGICAL DAMAGE? Or HP? Or MP? Or critical chance? Why obfuscate it behind 6 dated stat point types when we could instead give players twice the number of stat points, 12 different stat types and then players could REALLY choose what kind of class they want to build WITHOUT having to guess what each stat means?
With the reallocation cooldown, the system is basically asking players to make the choice between spending a period of time as an inferior version of a class or not playing that class. If I want to switch my stats to CON, I better not then have a LS mate ask me to build something for them as an armorer because I'll be stuck with inferior stat points while I do so or I log in later and change my stats.
This isn't giving players more choices: this is DENYING players more choices. This is touting the armory system as a new, wonderful concept, then taking all of the wind out of it in practice because, if you need to reallocate stats if you want to be as effective as possible, then you actually DON'T have the freedom to change classes on a whim.
This could be easily fixed if each class simply had its own stat allocations. We'd get the best of ALL worlds then: build your Marauder however you want without ******** up your Gladiator, AND you don't have to sit there and click on buttons for 5 minutes every time you change classes and want to not be gimped.
And might I add something else? We already have GEAR to be an issue for deciding what to choose to level. Why do we need stat points on top of that?