As new iLevels are added, when crafters and gatherers upgrade to higher iLevel gear which allowed for higher materia to be used before meld caps are hit. Can we expect a Tier 5 and higher set of materia in the future?
As new iLevels are added, when crafters and gatherers upgrade to higher iLevel gear which allowed for higher materia to be used before meld caps are hit. Can we expect a Tier 5 and higher set of materia in the future?
Can crafting help IMPROVE top-level equipment, like crafting a non-sellable shard that can upgrade your gear the same way the Sands/Oils do now?
We need more crafters in this game, and making a character-bound, non-sellable, non-tradeable item you have to make yourself would greatly encourage more investment into the economy and make items far more affordable!
Okay you guys clearly done a decent job with alternatives to wean us off myth preparing for the tomestones (Hunts for i90 gear and Ixali quests for mats) However there is still a loose end to tie up: The Animus books. Are you gonna make it so taht they can be bought with Sol or are you just gonna leave it as is?
Why not just keep Myth tomes and Soldiery Tomes as they are and make dungeons that are harder than HM dungeons to drop these tomes?
Will the myth items be removed from the game if players earn solidarity instead of myth?
When are we getting the horizontal progress we were told about by a community rep a LONG time ago? Can you keep the ilvl the same, but give us our old stats back and make them more interesting.
Expansion, iLvls, and Gear
What do you plan on doing with our iLvls and gear once we hit L51 in the next expansion?
Ilvl 50/55 gear you get from your job quests is AF gear. i70 gear is Darklight gear and the Mythology gear that is i90 is also known as AF+1 or AF1. Which will mean AF+2/AF2 is an even further upgraded version/new better version of that gear :). A while ago they teased pictures of some of the sets.
Last Raiding cycle Coil on average was made harder and at the same time the focus on getting gear endgame was also more put on coil. In 2.0-2.2 you could either do coil and get gear that way or spend multiple weeks grinding mytho to get the same grade of gear which was perfect for people that didnt have the time raiding or werent good enough. in 2.2-2.4 Soldiery gear was really easy to obtain but getting ilvl 110 got harder. Since the only way up until hunts was by doing coil. The difficulty of coil got increased and this caused a lot of raid groups to be unable to do this content and a lot of disbanding of raid groups and leaving of players that werent the in the top 5% of hardcore players. For someone level capped on almost all classes being stuck on subpar gear for over half a year due to a random work schedule was very annoying. my question is: How will the new gearsets be handled? will we get the old Philo/Mytho system with coil or will we get the Coil focussed soldiery system.
Why the constant need to keep raising level cap? What's the point of a casual player wasting the time when they can just skip it later?
From a design perspective it really is mind boggling. It makes for a really sloppy leveling process... new players go from iLVL 49-50 to an almost instant 90 (I literally went from AF(50) to full LotA(80) in two runs...then coil (90) in a matter of days.)
Moreover, some of the best gear can be obtained without really putting in a lot of effort (namely, Syrcus tower). This, in turn, makes for really sloppy or under prepared players. I'm not talking newbie players, I'm talking by iLVL 90 not knowing how to use flash or how Medica works..or that Blizzard 2 is centered on the caster.
Anyway, the main question is: your team takes months preparing a dungeon for release, only to make it obsolete in the near future...why?