Its great how words can be twisted. I fully agree with you, Eanae, but that's a common argument that gets tossed around. Prevention would be outright locking a class. A better word may be "discourage", but even then, most end-gamers should have tons of seals lying around for resets.
12 = 30
I would think all the forced time gating on the pertinent endgame gear would be how we determine who is who in mains with a side of actual performance ability. Right now, the 30 stat points might not seem like a big deal since only 2 jobs fight over choices for the moment, while the others that only really entertain their own choices within an individual job are PLD and WAR with STR or VIT, for better or worse. I'm more inclined to call this as bad or worse than XI's merit system in this respect since picking STR on WHM would be like picking Defender merits when you could've chosen Berserk, Aggressor, or DA. And as our physical levels climb, not having those points will be like missing a piece of gear for said job. Telling people to just run around with a bunch stat resets just further emphasizes how silly this system actually is.
Right now, I'm of 2 minds on what to do with it. The first is to abolish it completely and just apply more points to main stat. "You're dumbing down the game and taking away my choice!" some might say, and probably even sound like some of the idiots on the Diablo 3 forums in the process. The second is to actually apply new traits and abilities at specific point levels for all stats within a given class/job. So, a PLD who goes full STR might get some more DPS abilities and traits, while one that goes VIT gets defensively minded ones. MND, INT, and DEX could have some class friendly options, too. No doubt some form of cookie cutter will arise, but it'd be more complex and rewarding than the now.
It is, and it doesn't accomplish anything, including his point. Yes, you can't min-max 100% optimally without purchasing another fairly-easily-obtained item. That's it.
Should it be more streamlined? Perhaps, but there's a laundry of list of streamlines I want before that one takes priority, considering there's already an in-game solution to it that every end-gamer should be able to easily acquire if they cap sold each week or myth farm.
http://cdn.guildwork.net/albums/imag...489d4c8d95.jpg
i fucking love and pity rau for this
Sadly I'm expecting Stone Curse to get butchered in 2.4, plus they keep on talking about toning down the 1hit KO mechanics after content stops being relevant (see all the recent Titan EX talk).
Either way, Coil2 is a lot more execution-based than Coil1 so I don't think they'll simply slap Echo on it and call it a day.
Just making sure, since people always say different then other stuff
Will Oil/sand be in CT as soon as 2.3 releases? or like 2.35 or something
They need to just not make content a 40 hour exercise in rote memorization and timing.
Wtb challenging fights that actually involve fighting an enemy and not fighting an arena.
That'll be the same day they finally start making fights that don't get harder and/or become impossible if you push phases at the wrong time (Dear Square Enix, this should not be a thing) in a game where phases are dictated by boss HP% and HP% is not available without a 3rd party tool.