Dungeons are so safe that even with gear optimized for DPS, you'll give no trouble to your healers if you use properly your cooldowns. And if you don't, gear isn't supposed to be a cushion for them.
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uhhhh.. can you look at my post, and read everything under what I quoted from you? to be more clear you said "Again, another oversight by the loveable devs. Or maybe not an oversight. Just didn't care."
my reply to that:
oh i see, past that it was back at Reynhart, thought that would been clear, sorry it was an added thought after I was responding to youQuote:
I do not think that is the issue. Now I am assuming this point because of lack of communication but I think it has to do with cultural differences. I do not think the devs expected people to put such minimal effort. Look how Reynhart is speaking here, how much you want to bet this doesn't exist or at least happens a lot less, in the Japanese community?
If they really were in touch with us, they would put measures in the game to stop people severely gimping themselves real fast by preventing entry like ilevel scans for higher content.
So, I guess you didn't read my reply. I already told you that that was not the point people were arguing and you are just repeating it again?
Why are you arguing with me about the stats being boring or uninspired? None of my post talks about this, so you are picking the wrong person to try to argue with about it. I mean to be fair 9/15 (60%) of the jobs in the game right now are DPS jobs, so of course the main goal is "doing more damage."
I also never said I was against SE adding new stats or new variables to gear. That is a totally separate topic than what I replied to you initially about.
There is a difference between suggesting new stats to make things more interesting and the idea of simply working within the current system since that is what we are playing right now.
sorry, but that is not the point of my post. I am not sure if I agree with that fix or if I have a better idea. I specifically just wanted offer an explanation why they do not address this and have not addressed it since it was a problem since ARR. My guess is that they do not think it is a problem, because the Japanese community does not act like this. I am going to be honest, I would not expect people cheesing requirements to the degree some try to pull off till playing this game. Stuff like meeting the ilevel requirements, but having performance lower then what the dungeon is designed for because of a low ilevel left side, because right side is easier to obtain. The melds themselves is not really a big issue for me, but wearing wrong gear like Sigma-Astra was pointing at, and why that kind of mentality is poor for the game in general, because it is too easy.
At this point I am siding with everything you do, leveling 15+, expert, etc, should be hard enough to make you care since people need that push. Reynhart here is a shinning example why the game needs to be harder since he is trying to explain "game too easy so it doesn't matter"
The reason why I don't think this is the whole/real reason is because they actually did fix it... for SB. In SB all accessories are role-locked, as it should be. But for some reason they didn't change the old ARR and HW jewelry. That's why I call it laziness, an oversight, or simply forgotten. Because they could've changed it with the release of SB... but they didn't. It's a common trend they have honestly. It's rare they ever go back and fix old stuff. I don't know why(Looking at you ARR story)
It's more likely that they didn't change the role requirements for already existing accessories so players wouldn't suddenly find themselves with empty gear slots when 4.0 launched. It would have been a disaster if players logged in to find they could no longer equip some of their gear.