Catching up to what exactly? Also, next patch crafted gear is pretty much a full reset that invalidate almost everything else.
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The REAL problem is that, ever since Eureka, the UNCAPPED tomestones have had zero use outside of week 1-2 of a new expansion.
I legit hope Godbert is gonna want a ton to give us the Manderville weapons.
That would be the case if Tomestones were the only source of the gear. As it stands the would be raider also can get the gear from crafters and the top end gear from current Savage as well as the limit have been removed in preparation for next tier. And even then that progression matters little for someone that's not interested in high end content as the MSQ requirements are much lower
It's a timegate that will be rendered a complete waste of time when the next patch drops with crafted gear.
Honestly I'm fine with the cap, I just think it needs to be more alt-job friendly.
For example, a few months into a raid tier they could easily half the price of capped tome gear and allow you to buy repeat pieces with the uncapped tomes for alt jobs once you've already bought a piece (so for example if you bought a 590 tome chest for your main, any other job can buy the 590 chest with uncapped tomes).
It doesn't keep me subbed at all. I just didn't bother gearing alt jobs this patch further than basic crafted gear.
For non crafters this can be very expensive gil wise (dont expect those people to be rich). And forcing them to become a crafter is just equal to forcing them to grind. Crafting is sadly not a good workaround in this case. Still, if they would go for highest difficulty duties, then they most likely would find a dedicated group that can craft the stuff for them anyway (and relatively cheap). Negating the issue for the most dedicated at least.
But there is the difficulty lower where the higher gear still helps a lot at, having the minimum requirement or the maximum available will matter. Mainly because balance is often decided to either force damage of a certain treshold (forcing players to live at the edge of survivability to make it more intense and force more healing etc), and gear can make you capable of surviving potentialy another hit by having that slight margin (preventing the need for overhealing). But still, its most likely down to skill at that point anyway, so probably i think it matters more than it realy does (most mechanics probably instakill at such difficulty levels).
I've always thought of it as more of an 'equalizer' rather than a gate. Different players have different schedules. Weekly progression for some becomes impossible for others if the tomestones are uncapped, as the possibility of finding other players for content decreases once all the gear desired has been purchased.