Thank for pointing that out to me, I was thinking that game was to easy with nothing to really work for..
Looks like I got something to look forward to once I hit 50.
Thank for pointing that out to me, I was thinking that game was to easy with nothing to really work for..
Looks like I got something to look forward to once I hit 50.
Commendations.
If I play dps I only give it out to other dps.
If I play tank I only give it out to healers.
If I play healer I only give it out to tank.
Only if they should be getting a commendation.
There are always exceptions to the rules!
FFXI Red Mage AF+1 hat. 3 years, enough said...


There will be other ways to get mythology seals than straight AK farming in 3 years time you silly...



Yes, but grinding myth stones isn't difficult. Not by a long shot. It's just incredibly time consuming and the only reason it takes so long to make a full set of gear is because of the low weekly cap. I would rather earn AF2 through difficult dungeon fights instead of picking it up piecemeal through an arbitrary gating mechanic that tests my patience more than my reflexes.



Considering the game is still less than a month old, it makes sense that the source of mythology is so limited.
I'd suggest them adding "extreme" or Heroic versions of the dungeons currently in-game geared for lv50 players (so you'd have Heroic Sastasha, Heroic Toto-rak, Heroic Brayflox's Longstop, etc). Problem is, if they implement that you have a situation where level capped people will only enter lower level dungeons on their own will and if begged to by low level FC-mates. I'd probably do the 1-per day rule WoW used to have for heroics.
The alternative would be having lower level dungeons give you 5 or 10 mythology tomes when completed, provided you queue for the dungeon on a lv50 class/job. At least that way it would break the tedium of running AK over and over again. Of course, the downside here is that you'd have capped players choosing to be stupid and trying to speedrun the lower level dungeons instead...
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
I don't think its a matter of being easy... More that 5 months is way too long. 2/3 months is more acceptable. In my opinion, their should be a 500 cap per week or 300 for one class and 200 for another, that would encourage more people to try out other classes. Example, I do Coil on Paladin, get my 300, switch to WAR, get 200 and repeat next week.
I work full time and take classes, but I used to be pretty hardcore into mmos - I never enjoyed the grind, it was just something I had to do if I wanted to have every slot be the best it could be. Grinding is not hard, it's time consuming. There's nothing more "casual" than grinding, which is why the best gear in most games requires you to defeat difficult encounters, not grind the same dungeon for x weeks for a piece of gear.
If they have a chance to take out something that isn't fun and replace it with something that is, then do it. Preferably have grind and difficult encounter both be options, with grinding just taking a lot longer.
Of course, I'm not even max level yet, so what do I know.
EDIT: I see people mention that people shouldn't really even be worried about the gear the OP is talking about, and it should be used more as a way of filling gaps and such.... in that case, makes sense.
Last edited by Nakera; 09-16-2013 at 08:11 AM.

Coil is currently 6 drops per week.While it's true that they need to add a larger variety of dungeons.. People are still missing the point of the tomestones. They aren't meant to be a primary source of gear, they are supposed to be something extra you get per week as you do other, more challenging content. Over time you get enough points to nab something here and there, but it really is just to give you a guaranteed something or other as you tackle the real endgame (coil and crystal tower).
Keep complaining and I guarantee you'll get a post from Yoshi-P saying just this.
300 Mythology per week.
If I was able to get more than 6 drops per week (for 8 people, and not even guaranteed to be the same 8) then your argument would hold water. Right now, less than 1 drop/person/week vs. 300 tomestones means that tomestones are the better option 25% of the time without considering that the drops are RNG and that you may never even see one for your class.
So if that changes, great post. Until then, lol.
That you wasted your time for something that you probably got very little use out of by the time you got it. Congrats, you win.
Last edited by Churchill; 09-16-2013 at 11:57 AM.
i don't think it'll be an issue for the next major patch with new content.
with the current cap, there will forever be a gap between people before speed-run and after speed-run nerf. they'll probably increase the cap, or make things cheaper.
if not, new gear (from mission) will probably be better than existing end-game gear. just look at the af gear (easiest thing ever)


The gap due to the cap is more from people who did not start getting Myth the very first week, in addition to the people who were getting them and got an extra reset during that one maintenance. That's why I dislike the way the cap is done. It shouldn't be based on how much you can gain per week, but how much you could have earned total since the cap was implemented. ie if this was the third week, the most you could have gained since the cap started, is 900, regardless of you spending it or not. That way, you can't have issues with Maintenance resetting the cap for some and letting them farther ahead, but it also allows people behind to try and catch up if they desire. Doubt we'll see something like this though.i don't think it'll be an issue for the next major patch with new content.
with the current cap, there will forever be a gap between people before speed-run and after speed-run nerf. they'll probably increase the cap, or make things cheaper.
if not, new gear (from mission) will probably be better than existing end-game gear. just look at the af gear (easiest thing ever)
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