I like that stuff of using essences and lost actions system, I would like to see that more.
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I like that stuff of using essences and lost actions system, I would like to see that more.
If the essences / lost actions are a one time obtain (with a proper cd) then sure.
Having to farm mats to use essences is a major PITA. It also promotes hoarding because you don't want to use that awesome essence you got on a random mob because you don't know when you're going to get it again.
I just realized that lost actions and mnemes system (Eureka) are both great spellcraft systems.
Don't remind me...Delebrum runs were either super fast or super slow just because of who used what. You get a full team using proper potions and actions, and that place is about as fast as a 4-man dungeon. You get people not doing it...and it's about as slow as Orbonne Monastery runs back when Stormblood was current content.
The Eureka and Bozja system of logos actions and lost actions was able to exist because it's in a contained area. They wouldn't want it to be like that outside of them.
In this expansion, the development of actions like this was put into Island Sanctuary and Variant Dungeons. They are very different, obviously, but the degree of user interface work looks similar.
Yeah, it's an interesting system but note Liana's comment there. The game is generally designed in such a way that the market board is very much optional.
If we had more systems like this and they were more prominent, there would be a corresponding general pressure on players to purchase things from the MB.
Presently, for general content, this is really only perhaps much of a thing for the week one Savage crowd, who may not have time to farm and craft food, gear, and potions on their own and still have enough to put towards raids (especially when you consider the possibility of having to re-meld the crafting gear on the spot).
For everyone else, crafted gear is a luxury (which is roughly equaled by normal raid and superannuated by tome gear, if one plays at a pace that allows the time to acquire these) and potions are rarely used much (whether they should be is another matter), so that only food need be worried about, and for most content there's something cheaper/easier that will do anyway (like the Espresso con Panna in Shadowbringers; I'm still leveling CUL, so I'm not sure what the EW equivalent is yet).
And yet despite this fact that the MB is largely a luxury or side game for crafters to make gil on towards their mansion dreams, and outside of it gil barely matters (except that early poor phase before you unlock the challenge log, basically), XIV is still as ravaged with RMT as it is.
Thus, I do not see the proliferation of systems that push people to hit the MB to maintain adequate stocks (to avoid the parsimony and resultant underperformance described in this thread) to be a very good idea, even if the systems themselves are interesting (especially compared to the relentless uniformity of the baseline battle system).
They really should have provided like some basic lost actions and essences as a permanent unlock after certain ranks, and kept the overpowered stuff as they currently are...
I was going to agree, but then I had flashbacks of 50 minute Delubrum runs because ffxiv players actively hate efficiency.
"Hey guys, can you please use a dmg essence?"
"dude chill omg this isn't a speedrun"
Also Eureka and the people who would AFK while other people spawned things for them. No one talks about it, but leeching is a huge part of ffxiv culture. I once got kicked for asking 4 people in my MSQ roulette to not AFK.