Can we please get better Cordials to regenerate GP faster, 400 GP every 3 minutes is outdated, we now have 900+ without foodbuffs.
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Can we please get better Cordials to regenerate GP faster, 400 GP every 3 minutes is outdated, we now have 900+ without foodbuffs.
What are you doing that's causing you to go through GP that fast?
Personally, I'm not having issues except gathering for Aethersands (and that should be a problem to give them value). If I'm working on legendary nodes, GP is regenerating fast enough that I only need a Watered Cordial between nodes. If I'm gathering from normal modes, I'll hit BH/BY II before I start autogathering and while using Hi-Cordial it takes some time before I bottom out so I can't use BH/BY.
We're not intended to be full GP for every node, and the node bonuses + Gatherers Boon give a fair amount of extra materials even if we run out of GP.
What's causing the excess GP use for fishing right now?
Since we got Angler's Art, it's been rare that I've needed a Cordial for Patience II when doing normal fishing except the one I use when I first start casting.
Spearfishing can be pretty intensive on GP at times but at least in my case, that's usually when I'm going after Aethersands.
I admit I'm not doing Ocean Voyages so I imagine that going after point achievements goes through GP rapidly but then I suspect that's intended by SE and they've taken GP use into account. If that's the concern, maybe they would consider introducing a Cordial that can only be used when on the Endeavor.
Is when Mao goings for Aethersands that Mao feels it the most. Even with 4100 Gatherings and Perceptions (that with foods) the RNG on tops of RNG on tops of MORE RNG, make the gatherings much painful. Mao wouldn't mind not has more than 700 GP every 3 minutes if was little bits less troubles with RNG.
400 GP with a 3 minute cooldown is good enough for Hi-Cordials, IMO. We don’t really need higher Cordials.
What I’d like to see instead, is a small increase to the GP regeneration rates. I’m at 923 GP base as MIN/BTN (and obviously higher as FSH). I don’t have max melded GP (though I don’t believe I’m too far short of that).
GP regenerates every 3 seconds (1 game minute). That’s 60 times per game hour or 120 times per 2 game hours. That’s 960 GP regenerated every 2 game hours, or 6 minutes IRL. 160 GP/minute at 8 GP regen.
In theory that should be enough for MIN/BTN to gather from a timed node every 2 game hours… but the 6/swing rate is annoying. That rate could be increased I think. Both should be increased with 7.0, I’d hope.
For FSH, I’d rther see them bump the amount of GP restored by spending those 3 points. I’d also like to see the stack size of those points extend beyond 10. But, I don’t see much need for more than that for FSH (though obviously should traits be extended with 7.0 for MIN/BTN, they should be for FSH as well).
I would want some new Cordials for my gatherings, mine is start to go empty :D
Right now, for fishing, we're at a point where GP management is far less of an issue than it ever has been. Thaliak's favor and angler's arts has really raised the floor up a bit on some of the more trickier GP management fish (like Stethacanthus, Ruby Dragon, Ocean Fishing Routes, Ambling Caltrop), and made big fishing a bit more bearable for folks while opening up new methods of fishing. Outside of material farming, and at the current moment with big fish, GP is becoming less and less an issue, varying with how much you prep AA stacks ahead of time.
A better cordial COULD:
Help improve scores on Ocean Fishing.
Eliminate any chum down-town on longer window straight catch big fish.
Improve yields of material farming slightly.
Raise the floor on Purple Scrip farming.
Does fishing need a new cordial? I don't think so. We have enough tech with Hi-Cordials and Watered Cordials that we're ok at most skill levels.
If anything, I think they should increase the cost of some of the skills (including AA skills) to put back some pressure on GP Management.
If they want to address issues, I'd rather see it in more creative ways than a new Cordial rank. An UltraCordial that restores 600gp on 3min CD would be useful, sure, but it'd also be pretty boring. Something more akin to the Relic trait, the one that has a chance to decrease Precision/Powerful Hookset costs by 50%, seems interesting and novel. If we could get like, relic armors for crafters/gatherers that have special effects when you have more pieces/more upgraded forms of them, that'd be a cool way to do progression for crafters. Effects like 'Manipulation now lasts 2 turns longer', 'Innovation's Touch bonus % is increased to 75%', 'Rapid Synthesis is guaranteed to succeed for the first use in a craft', stuff like that, which slightly changes up what we can do. And then for gatherers it'd be stuff like 'Wise to the World has a chance to proc another Wise to the World' or 'the crystal yield increase move (forgot it's name) now increases yield based on perception (up to 10 bonus yield)' to make that more useful to people
And then for fishing, Power/Precise Hookset costs being reduced, on a 'chance' that is not even shown, is kinda 'testing the waters' I assume. I'd expect to see stuff like 'Patience 1 now lasts 145s like Patience 2', 'Patience 2 completely guarantees caught fish will be Large-Size (HQ)', 'Electric Current can now be used at 7 catches instead of 10', stuff like that. If we make stuff that is costing us so much GP, get bonus effects that help with it, then we address the issue in a more interesting and creative way.
I actually posted (in a different section) the idea of, instead of getting Materia 11 and 12s next expansion, a side-progression system called High Materia. You'd only get to meld one per job, to the weapon, and you'd have a selection of 'traits' to choose from that are, not necessary per se, but give choice to change your playstyle a little bit. Stuff like being able to choose, as a Sage, 'more Kardia healing', 'less Kardia healing but it's now AOE', or 'Pneuma now has 2 charges', stuff like that. So I guess the same thing could be done with crafters and gatherers: give them a choice of 3-4 different 'traits' to swap between. If you're going for a big fish that is a direct catch type (so you can chum-spam), a trait that makes Chum last for the next 3 catches instead of 1 might be good. Or, if you're going for Ruby Dragon or other mooch-monsters, a trait that says 'Mooch 1 can now be also used with NQ fish, but costs 250gp to do so' gives an extra potential leeway with the mooch chains, stuff like that
As FSH, I think some GP regen med could be nice.
However that probably wouldn't works for BOT/MIN.
I guess they could stop the buff timer while gathering and make each hit remove 3s ?