New token/oil upgrade system screws healers
If your goal is progression. Then you will give your tokens to the DPS ,followed by tanks and healers last only when you can clear the content reliably.
I main whm and i care about progression . So I will pass the tokens and oils. But i want the ilvl110 gear too. I can only really start to take it(without feeling selfish) after my static beats Turn 9.
Similar situation happens in levi ex. But not as bad because theres is no lockout on levi ex. Coil has a lockout though so my rate of getting ilvl110 is going to be very slow.
I would much prefer everyone getting a token or oil per coil downed. Perhaps upgrading requiring 2-3 tokens instead of one? Another way to create 2 versions of the oils. One for dps and one for healer/tanks. Then drop 1 of each per coil turn.
This is not a personal issue. My static would say nothing if I rolled for oils but it is inefficient to do so. They would even encourage me to take them.
I hope yoshi p takes this into consideration when the next progression raid patch is released. Gear is a big motivator to do raids for alot of us. So its bad design currently.
Quote:
Originally Posted by
Crater
It's entirely true that if you value overall group effectiveness, efficiency, and progress above all else, healers are going to be the absolute last to get their Sands and Oils. That's pretty much an undeniable fact, due to the very nature of healing versus damage (and arguably even healing versus tank survivability).
And it's also entirely true that if you value distributing rewards equally more than you value group effectiveness/efficiency/progress, this problem is easily circumvented by just giving healers the same chances as other roles for casting lots on those upgrade items.
But there's no good reason whatsoever why a group should have to choose between min/maxing their group progress, and making sure that all members of the group are receiving regular rewards for the time and effort they put into the group. Awarding one Oil or Sand to every player in the party would ensure that nobody has to make that choice, and would still not trivialize progression, as A) Sands and Oils can only be used to upgrade equipment that is already under the Soldiery lockout, and B) Are only obtained from getting deep into the Second Coil, meaning that nobody is receiving something they "don't deserve" and everyone who gets them has completed much of the most difficult content in the game.
Quote:
Originally Posted by
silentwindfr
i still think the system is quite bad, let's take a minute and think. a static have someone that leave for X reason, if they want to replace him, they will have a player in i100 at best. if you don't have any luck with the drop. this player will need (even at 2 per week) 3 at 4 week for get gears. we don't have tons of times before the 2.4... we have 23 weeks if they follow the planning. the 2.3 will add CT, maybe with luck this is will drop i110 (i doubt it) and sand/oil but you will have 12 week behind for finish..
this system is bad in soo many way. it relly too much on RNG for increase the duration of the game. for a good static, is not really a problem, but for the other group it will become a huge wall. they are making a game at 2 speed, do i am the only one to see it?