Originally Posted by
Asiaine
Therefore, the only *REAL* arguments I would defend here are:
-- Hamlet Defense Seal - It is challenging to get the 60k chest, but after level 3 or 4 it should be really easy and seals should be more common. And as everyone in the party only needs *THREE* per hamlet, then it should be even easier for one to get it. (Since this will happen, no real argument here)
I think you misunderstand whats going to happen when they raise the level. Take how it is now between level 1 and 2 for example, there is a major difficulty boost. Now take that up to rank 3, the mobs will be 1 level higher again, which will boost how hard they hit and lower the damage they take. Granted with a triple multiplier youll only need 20k x3 instead of 30k x2, but itl be more difficult to win as a whole because of it. The advantage I do see with higher ranks is that you wont need to kite the boss and do whats basicaly the same strat with 3-4 different variations(all basicaly doing same thing though) that we have to do now so other clases can be involved
-- CC/AV Chest Drops - The drop rate is rather poor. Hopefully in time (months?) from now the system will be updated to increase the drop rate (perhaps buy a key item that increases the rate, or find the chest in other dungeons, or becomes a drop item from one of the critters). There is nothing holding them back from adding this, and perhaps they will. This is a supported argument and suggestion.
If the drop rate is that bad this is one thing i can see being changed, we will see i guess
-- Double Meld Rates - I can not in good faith support a system where attaching a second materia to an item is based on pure luck. This is illogical, not at all fun, and does not add any gameplay value. If they wish to keep luck involved, I may support a system where the materia being attached is lost, but not an 'all or nothing' system. Therefore this is a valid game mechanic to argue for reform upon.
people will have to live with this, not gonna change