Saw somebody mention that on a site and I completely agree with that. Each job should be able to get their own myth tomes. This would encourage people to play with all jobs rather than just sticking to one job for endgame.
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Saw somebody mention that on a site and I completely agree with that. Each job should be able to get their own myth tomes. This would encourage people to play with all jobs rather than just sticking to one job for endgame.
As long as other jobs/classes cannot use the tomes , i agree , that should also apply to GC seals then etc etc.. not likely ever gonna happen
Myth tomb cap should not be.
While we are on the topic of lockouts, I would love to be able to tank for other coil groups even if I was locked out of rolling on loot after the first run through in the week
I kinda agree that it should be on a per job basis considering how small the cap is. It seems to be adopting WoW's Valor Points approach but the difference between XIV and WoW is on WoW you did different classes on different characters. So even when you'd hit your caps on one character for the week, if you were so inclined you could do it on another. XIV, however, actively encourages you to do everything on the same character for the cross-class abilities etc - splitting myth into a per job currency with it's own cap would ease the otherwise ludicrously lengthy time sink that the myth grind currently is.
However, considering there's no discussion beyond adding new wings to Crystal Tower and Binding Coil each alternating patch I imagine that Crystal Tower will eventually become more efficient for gearing sub-jobs up. It's early days yet and I want to see the lay of the land once we have a clearer idea of the loot quality of Crystal Tower, Extreme Mode Primals and the new dungeons etc.
I agree that the caps are ridiculous, especially for anyone wanting to raise up more than 1 job and gear it within a year.
But, the cap is probably in place as a means to force a certain pacing to prevent powergamers from getting the best gear within a month or two, losing interest, and leaving.
Not sure if they're intending it to only be this restrictive until the start rolling out more content, relaxing the cap and adding higher tiers/sidegrades as they go; or if they're using it as a means of drawing out game content so that it will take a minimum of 3-4 years of constant grinding to gear out every current job (8-10 for all the jobs planned). Given the projected 10 year life-cycle that was mentioned, I hope it wasn't taken literally.
Myth should not be hard capped.
It should be soft capped, but once the player hit the cap, the myth drop will be reduced heavily. And if you don't claim any myth on the current week it should accumulate towards the next week.
it sucks when you have a week vacation, then you lost your weekly myth ration
I support this idea. What is the point in being able to play every class on a single character if you can only gear one DoW/DoM job properly?
Sometimes I really don't grasp where Square Enix is trying to go with this game.
300 myth cap per class, yes please.
cap shouldnt even be 300, raise it to at least 500
Tomes.
http://ffxiv.gamerescape.com/wiki/Allagan_Tomestones
As it is now I don't feel like leveling anything more than just getting cross class skills for my 50.
I mean, why would I level a different class, I just put in all this myth into my main.
Going to say NOPE, Here is why.
Currently there is enough issue getting into these places we don't need more people crowding the servers.
Also, this is the gating to make sure people don't get to far ahead. It's fair for everyone.
There shouldn't be a cap at all.
Why am I being told how much I can accomplish in P2P MMO?
So you want to run AK 68 times per week ?
Have fun with that.
I think as time goes by and more content is available the Myth cap will be raised or removed altogether. Right now I feel it's there as a stop gap to keep people from having all the Relc+1 and AF+1 gear within a month, because there are people that play this game like a double shift job and could easily attain that.
So let them! Why shouldn't they be able to do that if they really want to? Putting a cap on things isn't going to help; all it does is make me want to get my points for the week and then play something else until reset. And I'm not even someone that has time to play more than a few hours a day.
the best gears of the current version shouldn't be that easy to obtain.
Damned if you do, damned if you don't. If there's no limit in place and someone maxes out everything they'll just hop to another game or unsubscribe until new content comes out. SE wants people playing for as long as possible and will bait people along by keeping certain limits.
People aren't happy now. Point systems are boring to begin with, and SE is making it worse by capping what we can accomplish in a given week. Not to mention there is only one dungeon worth doing. You mindlessly run it just to get a number at the end. No items of real value, no gil, no depth. Nothing. That's not going to fly.
IMO, they should set the cap to 500 per week, that way people don't feel like they need to wait 2 weeks for 1 piece of gear, and are able to get at least 1 small thing a week. That feels more like an achievement as compared to "Ok, i capped this week so i can get my piece next week after X runs!"
Stick to one job lol. Guessing your also a Titan complainer, why do you think when you do dungeons or primals people suck? It's the same ol', "Oh, this isn't my main, I'm just getting relic for this job". And they get in there and start sucking. "What's shield oath?". Lmao.
Exactly. No myth hardcape = everyone farms AK (the easiest dungeon) for gear as good as or better than what drops in Binding Coil.
If we turn off the hardcap, we've also got to take myth off of AK.
(Though I've always through myth from primals and myth from coil should not be capped...)
As someone who effectively has 6 jobs at 50, I agree that they should cap on a per-class basis. Although, ideally there shouldnt be any cap at all.
Hello,
Currently, the development team does not have any plans to separate the tomestone cap on a class/job basis.
For long term, cap should be there. Player should play two days then off 5 days, come back next week. Repeat.
Feel free to do so. But it's a huge hassle switching characters compared to switching jobs, plus you'll have to do the story over again every time. If that's your cup of tea, I think that's totally fine.
The purpose of the armory system is convenience, and it is. If you're crazy enough that you can/want to farm up 2700 myth stones every week on 9 different characters, power to you
costs will be lowered / older gear easier to obtain over time.Quote:
So essentially...5+ months to gear up all jobs or 3+ years. Gee, I wonder which is the best way?