Agreed, I love the armor in this game
And while there's definitely some cheesecake in the female armor, there's also some awesome stuff
http://i.cubeupload.com/z3TqJj.png
Yeah, I don't mind the sexy stuff if it is fairly distributed (subligar, bathing suits, etc.), but what does bug me are the uneven stuff like DRG AF and some skirt gear (guys arbitrarily get pants, but girls don't).
Reading the last page:
You can have a game with great variety even in games without action elements. You just have to think outside the box (or at least, look to adaptation and abstraction for ideas).
Let's say, for example, you use weapon delay as a way to differentiate weapons (I think they basically made delay the same for all weapons in this game, just like they made monster's evasion all the same, so that's not exactly a source of character customization currently). You could have a stat like that be more than just a simple way to make every class do around the same DPS. Make attacks have secondary properties (either as a universal system, tied to weapon, or tied to an active ability) which delay plays a big role in. Like, you could have it so fast delay weapons are good at putting enemies in a certain state as a gauge fills up quicker through fast attacks (let's say pressure or whatever, something that stuns or enables stunning). You could then have weapon delay be used as a mod for certain types of actions, improving their potency or accuracy. That could be stagger - perhaps a stun, perhaps it makes the enemy easier to tank, whatever. Maybe stagger works together with pressure. Maybe stagger and pressure are vital elements to encounter design, giving damage dealers an important role that goes beyond just adding numbers up until all the HP is gone. Maybe a dragoon would need to carry around two polearms (spear, lance?) dropped from two types of content based on what type of specialization they wanted or needed to play.
Why not go further? Why have every weapon critical the same way? Why not have faster weapons do multi-attacks (vulnerable to accuracy, but better for "pressure", accuracy builds now gain another purpose) and heavier weapons get a damage mod and have a chance of some other effect, like lowering defense? And magical weapons, e.g. primal weapons, could just do elemental bursts of damage. Well, that wouldn't be meaningful in the current system, so perhaps you could rethink it as assigning elements to a current effect besides the damage. Let's borrow from FFXI's Black Magic DoTs Burn, Drown, Shock, etc for names. Instead of DoTs (just as meaningless), have each do that damage plus a debuff. Burn could be a pure DoT, Drown could be Determination down, Shock could be magical defense down, etc. How would about these effects level up with repeated application (i.e. more criticals = good, using a "crit" build now has funner application). However, I have thought of an even more exciting idea. They wanted to avoid an elemental wheel, but a minor system based on gear choices rather than enemies wouldn't be bad. Let's say these elemental debuffs from crits boost the damage of primal weapon bursts of their corresponding weakness (e.g. a Dragoon with a Leviathan spear deals extra (water) damage and applies drown (lvl. w/e) through a crit. A pugilist with a Ramuh cesti crits and their damage is boosted while also applying another debuff, Shock).
That's just me fucking around over a few minutes. Don't let anyone say that these games leaning towards strategic mechanics can't be varied and interesting. I mean, this stuff speaks to me more than pushing my stick in a certain direction so my character can walk off a red circle (I'd rather have evasion moves on cooldown timers to be more inline with the other strategic mechanics). Sure it isn't Monster Hunter, but I don't really accept the idea that stats and builds, even damage ones, have to be boring.
Hell, let's look at Monster Hunter. Great Sword. Reminds me of the archetype Marauder fills. They have the currently-useless Holmgang (binds self and target), they generally want to stay in place for DDs when not avoiding various AoEs, and currently looking for a way to match up PLD's damage mitigation. Okay, give the player the option to hold down the key/button associated with a weapon skill to charge up that attack ("super-armor" in fighting game terms). Marauder actually has a history of being "immobile" tanks with 1.23~'s Steadfast ability (which obviously should be the name this mechanic). While Steadfast, they gain a significant amount of damage mitigation (what's a balanced amount? 20%, 40%), "store" auto-attacks only to be added in the WS (perhaps with a damage mod), and you probably want their attack range to grow with time too (just to smooth things over). This slows them down, so like Monster Hunter, let's give them a reward for releasing at the right moment: have there be no GCD upon release (this should be down in a way so they are not "profiting" from it). Yeah, they won't always be able to get the most of it because of AoE mechanics, but that's a good thing. For weaker AoEs there will be risk vs reward and for greater ones you'll have to strategize. Probably best if Holmgang was made available earlier and had a lower cooldown time regardless. Secret benefit of having a mechanic like this? Those dumb as fuck rock smashing class quests can now have a purpose.
Heh, whatever. I'm clearly bored at the moment.