Nah brah whatever sol you have is converted to myth and added to what myth you already have enabling you to have above 2000 myth for a short time. Your sol gets reset to 0.
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Nah brah whatever sol you have is converted to myth and added to what myth you already have enabling you to have above 2000 myth for a short time. Your sol gets reset to 0.
Goodbye Phil.
You were a great guy.
Phil is alive, we just need a higher clearance. (or just ignore the ravings of General Glenn Talbot). Myth will be missed but I think we all knew it would be busted sooner or later.
I think ilvl90 gear will become useful only for glamour and desynth, and a full set or certain item will be difficult to obtain, like now darklight. That's not a problem since glamour items usually are relatively difficult to get, even the low level ones.
A new class or player will go directly to buy soldiery gear while obtaining some lower gear in the meantime. Probably soldiery gear will be as easy to get as myth gear is now, maybe not from the first day of the patch, but in not a distant future.
With no soldiery cap, ilvl110 weapons will be much easier to get than they are now, but better weapons will appear, they will be just a step. The same with soldiery gear.
Only the last step gear and weapons will need a long grind, so new players can catch up without a lot of difficulty.
Inventory space is limited, so probably we will eventually end selling at the GC or desynthetising any item we don't keep for glamour or that is not on use or we will eventually or probably need.
@OP original post; For a new character, they also have the option of going for crystal tower gear so that they make least some ilvl caps. Myth may be a lot easier to get than old philo items atm over time due to daily and weekly hunts however... putting any Hunt LS aside that may be on server to server.
Accessories can be replaced with myth ones through hunts currency (if they leave myth in hunts npc shop.) Leaving them at ilvl80 or a little above plus if ST lock opens.... players can probably farm that for ilvl 100 stuff right after.
leaves you done and mostly caught up in that week or a little after at worse case scenarios, lets not forget first coil being an asset as well.
As I told you them being harder to get had nothing to do with what I meant when I said it enriched other systems, but keep acting like it did.
So much hurt over something that really doesn't matter at all and won't make a lick of difference in a month. There are more pros to this system than the cons for this system on the game balance, but your main gripe seems to be ease of access to items. Needs more deal with it.
making a token system the main source of gear is not a great idea, for me they could just delete all the tomes or turn them into a secondary source of gear.
While horizontal gear progression has cons which goes against economical benefits, vertical progression has cons which goes against player enjoyment.
there are only 2 reasons to base a MMO on vertical progression, keeping the subs active by forcing the players to repeat the same boring content over and over so they aren't left behind, and the easy and fast development it takes.
It goes against the players, i'm not saying that an horizontal progression system would be perfect, only that the actual vertical system is wrong and is by far the worse system an MMO can have, and if the system is economically effective is because it promotes addictivity.
I know this is not the thread, but if you ask me the perfect systems would be a mix, new tier of upgradeable gear (with different stats and traits) with every expansion, and new upgrade level with every update.
This way we could avoid this horrible “token/meaningless grind” sytem.
You failed to actually 'enlighten' me on how it 'enriched' anything, yet I've pointed out several systems that it took away from. Did you actually want to make a point or just argue semantics?
There are relatively few pros and a ton of 'cons'. Game balance? What game balance? They're throwing out high level equipment like halloween candy! All the tiered gear has ever been is a mindless treadmill. Totally without innovation and every item just seems to be thrown in without consideration for existing content.
I did actually.
I didn't write an essay about it because it should have been obvious. Suddenly people farmed for GC points to buy items for crafting from the GC vender. Lots of people did this. This and the addition of ventures made GC much more useful. So yes the removal of philo directly enhanced the GC store. Ignoring me a second time won't change that.
Also more reading comprehension please. I clearly pointed out that the gc was enhanced specifically and you ignored it and then called me out like I didn't give an example at all.
This tells me everything I need to know. You aren't concerned with all the aspects of the change. All your posts show that you're only interested in how hard things are to get compared to before.
The funny things is that last one there is exactly what I described. They took those philo items and added to GC shop and it suddenly DID make people want to use GC because there was a reason to use it. Which was my entire point to begin with. That system was indeed enriched. In addition to adding more crafting items to GC it added ventures. Which was a new item just like you suggested. What is important to remember is that Ventures were not the only reason people used GC. I personally knew many people who farmed GC to make crafted accessories from the crafting items because after all there were many items that could be crafted from those crafting items whereas ventures could only be used in one way. I also knew desynthers who used it to make items to level desynth on. GC had many uses after 2.2 and it was largely because of this change. In addition turning in gear dropped from high-level roulette is super fast for getting GC making even the complaint that it was easier to get philo thand GC pretty suspect.
While where at it lets examine some pro's and cons.
Pro of removing Philo items
GC is more Valuable.
Less currencies to display on character screen and less things to reward in content.
More loot in dungeons.
Simplifies end game systems. I mean FFXI has like what. 10 different currencies? It's ridiculous.
Cons of removing Philo items
GC is slower to gain than Philo for comparable goods. Although this was only true near the end after philo drop rates were increased.
Darklight drops were included in a drop pool that is rather saturated with other loot.
Seems like it's better for the game to get rid of them to me and this was just a quick list. I'm sure there are more game balance reasons that could be given.
An yet this does nothing to change the fact you're complaining about darklight which hasn't been relevant since the second month of the game. Who cares. It's glamor. It drops from non expert dungeons and therefore gear drops more commonly than crafting items. Unlike expert roulette which doesn't drop darklight to begin with and drops tons of crafting items. The only reason this gear is tough to get is because there is so much low level gear that can drop from those dungeons. Not because of crafting items. I mean seriously. Crafting gear is rather uncommon from those dungeons compared to actual gear. I get gear all the time from High-level roulette and rarely from expert roulette. There is a reason for that.
If your fear is the myth gear will have the same problem then to you I say NO WORRIES! The myth gear is already on hunt points at an even cheaper rate than myth could buy it so that won't have the same issues as philo gear did making you're arguement even more of a moot point and even more focused solely on darklight.
So in summary. Darklight is only for glamor and not a reason to keep an entire currency around, and GC points are more useful now largely because philo crafting items were moved to the GC store. The inclusion of Ixal dailies and the Ixal Oaknuts makes your complaint that they are tough to get even more pointless. It's outrageously easy to get them.
If you have a issue with treadmill games then stop playing. This game will never change that style. It's what WoW did and it's exactly what this is going to do too. This game used WoW as a template.
MMO's change. They adapt, and they move on.
Having a bunch of different currencies is confusing to some players and makes the game less user friendly in general. The MMO industry learned from wotLk that you should not have a bunch of different currencies to buy gear. You have so many different raids which drop different currencies and like 5-6 npcs that sell the gear for those currencies. That's when the idea of having 2 relevant currencies for buying gear came from, for simplicity's sake and to allow new and returning players to catch up to the current tier content in a timely manor.
I hope they fix the drop rate soon. I am a ilv 101 DRG and I recently ran with a Noob Group who barely had the ilv to the new do Tam-Tamamra (Hard). We wiped at every boss and once during a mop pull. Everyone did there job fine but the Tank, Healer and DPS could have benefited to get some ilv 80 gear. As Far as MATs go the new beast tribe solved that with ignots.
So far in FFXIV, You have only 2 NPCs. It's been the same 2 NPCs since the beginning, so there's no confusion about turn-ins unless Mor'Dhona expands then everyone is like "Where's Auriana and Aelina!?!?!?" That's the most confusion you get with those two. Also you get currency from like... every high lvl dungeon possible. >_>;;