Why does there need to be a "sense of gear progression." I would rather not have the problem WoW faced when it went from vanilla -> bc (when my 6 months worth of raiding went down the drain with a few greens)
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They've already done that with XIV though. Darkhold gear is garbage, as is HNM gear. Ifrit weapons are trash. I don't agree with how they've handled new expansions in WoW, no. The major jumps from one expansion to another were pretty outrageous. That's not what's being discussed though. I'm bringing up how vanilla was, people say there was a sense of gear progression, it's what keeps higher tier players motivated to keep playing. It's fine if a casual player doesn't have the skill to tackle the hardest content, but this doesn't need to be a casual versus hardcore thread. You can have casual progression too.
Challenging & interesting content will keep serious players interested. (I've been playing MMOs long enough that I'm tired of the hamster wheel of loot)
I don't want to start a casual vs. hardcore arguement either, but a sense of progression is a players perception. That's difficult to measure and discuss. lol
Content on rail? No thanks ^^
All gear crafted only is not the best set for any class. It is the mix between crafted and U/U that make the set the best.
Like the body for BLM:
Darklight > Militia > GC officer coat (Gridania & Uldah) > AF > crafted body
If you are a BLM don't use a crafted body.
Any MMO does this though. New expansion and new level cap your old gear because junk because you can equip higher level gear that has better stats. Even FFXI did this when they raised the lvl cap, old gear became obsolete because new higher level gear became available with better stats.
Its not bad to have a gear reset or obsolete old gear when a new level cap comes out.
I still prefer the XI model. Have some equipment slots of crafted gear be fairly easy to obtain but have very good stats and only beaten by the hardest content at the time. Then some equipment slots dungeon gear be fairly easy to obtain and only beaten by a HQ crafting proc of an already expensive recipe.
Something like a crafter can make a pretty good, inexpensive body piece for blm that they use for most of the content, and then they finally replace it in the last or second to last dungeon. Then have one of the first dungeons drop a ring for blm that is some where between the NQ and HQ crafted rings.
I honestly think the problem is the fact that it is POSSIBLE to quad/penta meld gear. While it is rare, the gear is undeniably better than anything that drops. Triple meld should be the highest obtainable meld, in my opinion, simply to make it clear that one piece of melded gear cannot beat a certain drop because the triple meld is still worse.
ITT: People butthurt over l33t crafters. Lrn2craft or quit yo bitching. Crafting, melding especially, is a huge monetary risk and an enormous investment of time/gil. They deserve the rewards they get. What exactly do wars risk running dungeons? Gear dmg? Lol! Please...theres no risk in obtaining dungeon drops bc theres no penalty for failure. A crafter could easily blow up 2mil gil..and thats on the low end. The system is fine. People just wanna be lazy and farm easy dungeon drops all day instead of getting awesome gear from crafters. Melding is tiring but its all about risk/reward playas.