Originally Posted by
Shiyo
Myth cap and coil lock out is literally the fatigue system from 1.0. Why did fatigue exist? To let players who played less catch up to the players who played 24/7, so they made it so if you played sooo much more you gained exp a lot slower, so someone who played less wasn't super far behind. Why does myth tome cap and coil lock outs exist? So that players who don't play a lot can keep up gear-wise with people who play all day and play a lot. It exists to keep casual and hardcore players within equal footing. It's exactly what the fatigue system was.
Please fix the armory system and coil lock outs SE, you are doing nothing but holding your fantastic game back and limiting everyone to playing for less than 3 days per week, forcing us to pay $2 more per month if we want to do coil/gear up multiple jobs, and forcing us to make new characters and ignore your armory system in order to do so. There is no reason for this limitation, it hurts EVERYONE, even casual players are running out of things to do, and I highly doubt the majority of people enjoy spending $13-15/month to be told how often and how much we can play the game per week.