Whatever they do, I hope the effects of the traits is more pronounced than they were in 1.0, and the stat differences are more pronounced.
The +10 to a stat when changing to a job in 1.0 was not enough, and other stats should've been lowered, too. And any trait that enhances the effectiveness of something should have, like... a minimum threshold of 25% improvement, to keep things from getting mushy.
Totally. I would really like to see more pronounced stat tradeoffs for jobs. The
+10 stat gains from 1.x were pretty pointless unless your gear was good enough for that +10 to push you to or past your cap, and likewise loss of Y stat never felt like any real sacrifice.
As for job traits, some of them were pretty effective. Things like AoE Flash for GLD, adding Shell effect to Protect for CON (on that note, lol at everyone who got butthurt about Shell being taken out), and other traits that actually changed how abilities worked rather than just adding a small number boost to some secondary stat.
I'm definitely okay with a more rigid set of traits vs the endlessly spinning hamster wheel of WoW-style talent trees, and overall I think that 1.x traits were "balanced" for what they did considering other variables, but most of them sure were forgettable.
I would like to see them add the traits to weapons or simply something like sword with high parry/block for tanking and swords with high damage for DPSing, same for axes etc.
Well, they already did this somewhat, at least for swords. Melded skirmish weapons made great tanking weapons like you mention (axe and sword). Garuda sword has tanky stats on it (however, unfortunately, it's ass because accuracy is so important for PLD, which is why Curtana was such a fantastic weapon for 1.x PLDs). PLD can force so many blocks with skills that a PLD who goes out of their way to gear for block rate at the expense of other important PLD stats is most definitely doing it wrong. I make no claims to being the best or most knowledgeable PLD around, but I tanked enough Garuda and Darnus to feel pretty confident about judging the worth of certain tanking stats. On that note, as a personal gripe tangent, PLD in 1.x really got the short end of the stick in many ways because more than any other job in the game it needs high quantities of many stats to be effective, not just its primary potency stats (such as INT for BLM or PIE for BRD, etc.).
I want to see more customisation through equipment and better itemisation. (materia really is shit
)
As frustrating as the materia system is, I think the real root of the problem is how stats work to begin with, not so much materia. Well, that and the fact that the materia system in general was a bandaid to a problem that should have been super obvious from the start (that to level to 50 a single crafter basically had to make enough items to supply the entire server with gear).
Overall gear itemization in 1.x was also the victim of... I'm not sure how to describe it succinctly. On one hand, content was well balanced around the gear available at the time, including the leveling grind. However, because of how stats worked, it wasn't until materia was introduced that you really noticed much difference in performance from non-weapon gear. In general, crafted gear has such low primary stat boosts you might as well be naked.
1.x also seemed to have adopted the XI idea of adding lots of gear that was either completely pointless, or so pointless in most cases that the times it would be useful you either forget you have it or you... only in this game you couldn't macro gearswap (thank God), making said item in XIV, well, pretty pointless.
Anyway, back to the issue at hand, that being customization, I think YoshiP has expressed a desire to do just that. Because of how stat caps worked in 1.x, there was often no incentive at all to gear for anything besides your primary stats until you hit cap (there were some exceptions)... and unless you had gear like Darklight, simply getting to those caps probably meant you didn't have room for anything else. The issue has been talked about a lot, and while it remains to be seen how ARR handles it, we at least seem to have gotten some acknowledgement from the team that they want to address it.
I'm not a big fan of the materia system in general, but since it doesn't appear to be going anywhere in ARR, I hope it, and the underlying stat system, are changed to make some customization a bit more feasible. Never mind the fact that the way jobs had two "primary" stats may change in 2.0, my impression (and hope) for materia in ARR is that it will work something more like this (with a little help from Professor Rein):
But I guess we'll just have to wait and see. To me, gear as a means of real, viable alternate specs is kind of a pipe dream as far as this game goes. Not saying the mold couldn't be broken, but the mold is such that you generally need something outside of just gear to really give meaningful customization (such as talent trees). Otherwise, all that "customization" really just boils down to min-maxing the role in which the job serves, and generally, I personally have very little patience for people with snowflake builds that don't have math to back them up. This is the same reason why I think the limited stat allocation that 1.x had was just really retarded and pointless. There was literally nothing to think about for any job besides PLD; just pump your primary stats for best performance. There is some wiggle room when it comes to things like picking a few points of crit over a few points of STR, for example, but if your goal is to perform well in the game there are always clearly bad and clearly good choices on how to gear/stat your character... and if your goal isn't to perform well in the game, then frankly I don't want you in my party.
Edit: Another thought to add that I was kind of driving in general but since no one really brought it up specifically, I didn't really specifically talk about... To me, XIV
doesn't need widely diverging specs for its classes (like how WoW does with some of them), because your character already has the ability to be a widely diverging spec in the form of another class. Further customization may come with additional jobs built on class foundations, but IMO jobs themselves don't really need another layer of talent-like customization, or even any more of a layer of gear spec'ing than was already present in 1.x. Using PLD as an example, it's a tank first and foremost. I don't need a DD spec for my PLD, because if I want to DD I have other jobs that can do it better. At most, I might (and did, actually) swap a piece of gear here and there (depending on the particular content) to gain a few points of damage, but I was doing that because damage helps me hold hate, not because damage is what my goal is as PLD. One of the strengths of XIV (and XI) is that ability to customize your character that much--far more than your character in a game like WoW. The focus is on developing and customizing your
character not on your
class.