Professor Dyrwydi wrote:
People that care about what color text is on their gear compared to what others get are sad and pathetic.
Easy to say, and actually not far off from the truth, but I think you have missed a point since the "color" of that text in a large part dictates which parts of the game you are allowed (by game mechanics along) to participate in.
Actually, no it doesn't; only if you wish to use a group finder tool in the game. Forming your own natural party doesn't stop you from going out to the instance "oldskool" style and still doing it.
And that wasn't my point anyway. I simply despise people that rely solely on what color an item a person is wearing to determine worth as a player versus what the player actually can do/has built with their gear; we get enough of that in life as it is in relations to money, cars, clothes, and looks.
Professor Dyrwydi wrote:
XI doesn't follow any progression so it doesn't make sense to compare the two in that sense, but undergeared people in exp groups had the same effect. Your healer is out of mp because your tank is undergeared and your DD can keep up their kill speed because they're pulling hate. It definitely affects other people.
To be honest, the majority of problems with FFXI tanks ended up being because the threat system is terrible and has never been changed from its archaic roots. In an EXP party the tank's gear has *nothing* to do with the DD pulling hate simply because of how horribly designed the CE/VE mechanics are: it was neigh impossible to outpace the DD while leveling because not only was the gear not available but the group composition wasn't designed to support a full TE tank. I don't have enough fingers to count on my hand the number of friends I've had over the course of FFXI that ended up hating tanking or healing (or both) simply due to how static and stagnant the threat system was back in pre-ToAU party play. It's probably the most non-intuitive system I've ever seen and considering how non-intuitive a lot of FFXI was (still is) that's saying something.
Professor Dyrwydi wrote:
You appear to be "reading between lines" that are not there. WoW rewards gear first, skill second - XI rewards skill first, gear second. I am not saying that XI takes more skill than WoW, but I would point out that if XI gear boosted player stats by 500% of the character's base stats then the game would be a whole lot easier. The math is not with you on this topic, FilthMcNasty.
I never understood the whole "FFXI REQUIRES MORE SKILL!!!!!" standpoint. Melee combat revolved around attempting to cap out haste and setting up specific hit builds (i.e. GEAR and buffs) in order to auto-attack to victory with a few WS and 3-5 minute JAs here and there. Casters revolved around stacking as much INT/MAB on Thunder/Blizzard (another major flaw: let's design it so that the BLM has 6 elements with which to pull normal nukes from but make 3 of them worthless in terms of damage in comparison and another too variable to be relied on).
FFXI had the most simplistic combat I've seen from any MMO on the market to this day and if anything it's a more gear driven game than WoW was in terms of needing to reach maximum potential. The only difficult thing at all was deciding whether to play on PC or a console (i.e. using Spellcast/scripts or dealing with a weak macro line limitation). At most, you had less than a dozen monsters that required you to actually move in any fashion on where to attack them or turn around if there's a gaze attack.
As far as stats are concerned your character almost stops growing once you reach level 60 in a class in FFXI. Your health/mana and raw stats barely increase in the next (now 35) levels beyond that compared to the previous 59 -- that's a seriously flawed and screwed up system. The stats on gear at endgame were never anything to get overly excited about because it was all nothing more than macro swap/situational pieces. That's really sad: I have never felt weaker in a Final Fantasy game (or any MMORPG really) than I do at any point in time in FFXI -- even with a brew on.
Seriously, you need to actually pay attention to FFXI before you claim it's more skill oriented than any other MMO on the market. If anything it gives the phrase "auto-attack to victory" more truth than anything
... including WoW.
Performance in WoW is related to how you build your gearset and then apply that gear through a rotational system.
Performance in FFXI is related to building a gear set to allow your nukes to hit harder if you're a caster or attack faster in order to WS more often if you're a melee. There is no performance rotational difference between a subpar geared character and an optimal one because it's all based on incoming TP which is based upon the quality of the gear
. And yes, before you try to lean on the macro = skill point you're incorrect: that's gear.
I saw someone earlier (can't find it atm) state that s/he only felt about 20% weaker with only a weapon and no gear on versus full gear. I would venture to say that the person's gear was poorly set up to begin with but the fact remains that the difference in gains are barely noticeably in FFXI. FFXI requires a lot of gear to notice a difference immediately (again, due to poor stat weighing) whereas more other games you can almost always see a visible difference in a single piece of gear due to how stats are weighed.
StateAlchemist of Amestris wrote:
WoW vs XIV rewards. In wow the more you do the more yo get, where as in XI/XIV before and after every reward there's a plateau where you may get nothing for a long window of time. In wow i could count the days which i needed for full epic raid armor. While in XI i lost track of time in between one reward and the next, 2 years for a sea neck, 3 for black belt, over 15 months for AF2, exe.....
Now compare how long that gear remained viable before it was 'outdated' compared to WoW.
I hardly call itemization being all over the place and terrible in general to be a selling point.