Re: The *ahem* OFFICIAL "FINAL FANTASY XIV Online" Thread of Ultimate Anticipation!
Yes, but their builds won't guard against everything. It won't be absolute. FFXI allows you to have a blend of Acc/Attack/Haste while attacking, max Haste/Interruption Rate Down while casting Utsusemi, max Enmity when using hate tools, max Cure Potency when healing, and max Enfeebling Skill when enfeebling. You don't think that's the least bit fucked up? There's no need to think. Just grab all the best gear for each action and slap 'em on!
Please. The only variance is either insignificant (Potent Belt VS Life Belt), or sub-optimal choices caused by not knowing any better.
If the situation changed suddenly that's...tough. Too bad. If there was such a risk, you should've either re-evaluated your gear set OR made sure you absolutely weren't going to get caught in that situation. You shouldn't be entitled to Unforseen Situation Insurance. I feel it's asinine that any player, on any job, can change from maximum performance within their role to maximum defense and back again when the threat is over, on the fly, with no restrictions. It goes right back to what I said earlier about being able to have max DPS when DPS'ing, max Cure Potency when curing, and so on. That sort of "mode shift" is best left to a job's abilities, which have restrictions and can be regulated easily.
If only things would move in such a direction. FFXI is too shallow in gameplay and tries to compensate by providing the means to create extremist gear builds. Having to resort to a specific counter-threat build is not my idea of depth; that's just trying to cover up the fact that the gameplay isn't deep enough to allow for real skill to have more influence in the outcome of a fight. I can't help but feel that Skill >> Gear doesn't really hold true. For me, ideally, gear should be to customize my character, not to create sets whose sole purpose is to counter a specific mob.
People are always going to strive to create similar builds, even in games where there is no swapping and one item is always better then the next for something.
But even in FFXI people debate what is best, and we end up seeing similar, yet varied builds for different players in the same situations.
And by "defensive abilities", or rather "reactive situations", I mean situations where you're fighting a mob one moment, but are attacked by another, or pull hate youself so you're the target. Or as you suggested, throwing on magic resistant gear when being hit by a big spell.
If attacks and spells could have persistent, lasting effects, it would open up a whole new style of play and create a completely new reason to select your gear.
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