Actually I was hoping Square would get rid of the idea that crafting had to bridge tiers and just make equal crafted and raid tiers. So you'd have item level 80, 90 and (possibly) 100 crafted gear that's just as good as raid gear but requires materials dropped in CT, Coil et al in order to craft.
What they need to do is NOT HAND OUT WEAPONS SO EASILY, then content will be more challenging. Doing coil with relic +1 so easily attainable made it alot less challenging.
Another idea that they could implement is, CT2 and Coil2 both drop i100, except coil2 would only drop head/leg/feet/body, and CT2 would drop accessories. Then make new primals drop i100 weapon for example. That way the item level doesnt go up so high so quickly.
It's entirely different. The only way what you said could be similiar is if they increased ilvl and level of characters. Hitting 50 - when 50 WAS THE CAP; you're ilvl increase was only 10, then 20, etc etc. It was a slow increase. Not a ooop ding 50 ; now I get the i150 axe that dropped 5023423 times that I put into my armory because no one else could get it.
I think your missing the entire point of PROGRESSION.
Just chirping in even though I'm a noob in this particular game. I agree with increasing the difficulty of a fight mechanics "awareness". Not just making moves pop faster or so though, not fair to laggy regions, but making moves like twister where the game didn't straight out tell you how to beat it with too many hints. I'm not into hardcore raiding anymore because of life being busy, but I always enjoyed when games offered me a new challenge and not just repainted increased gear and mechanics(Forcing to grind easy to semi-easy places that just take time but are no longer difficult.) Possibly make an instance or Dungeon that requires being good at multiple classes and will allow to switch jobs and such during that instance. Reserved for the hardcore people who need the challenge and will walk away after too much grinding. Sorry if I rambled too much just really enjoy the game and am looking forward to whats new in the next patch^^
It doesn't work that way. The tier of a previous expansion is always overshadowed by leveling equipment prior to the first raid of a new expansion. When a new expansion occurs on this game (with, or without a level cap increase) the first raid will drop items of a significant enough upgrade and likely require better gear than what you were wearing at the start. There's no benefit to introduce content and items if no one needs, wants, or uses them. And anyways what Alkimi said is pretty much what you're arguing with the exception that when the level cap is increased you should not be wearing one piece of gear you were wearing at the end of the previous expansion going into the first raid.Do the words "power creep" mean anything to you at all? The reset always happens with the first raid at the new level cap. The gear dropped there is a step above the best gear dropped from the final raids in the previous tier. The dungeon stuff that the new players will be wearing from the new tier's 4-player content will be just a hair under whatever the old-guard raiders are wearing.
That's kind of the whole reason they call them tiers!
If the brand-spanking-new expansion content flat out requires you to farm Coil for weeks just to be geared enough to do it... you really didn't think this through, did you?
SE has already drilled home that when it comes to crafting it will never be equal to a raid drop. Doing so negates the raid content and providing a crafted item as a possible best in slot opens up a market for RMT. There might likely be better crafted gear in the PvP market because it will be meldable and affect a smaller portion of the game. Besides, since everyone can level all crafts there will eventually be a much higher supply of the items than the demand, so I wouldn't rely on it to be your money maker in the equipment area.Actually I was hoping Square would get rid of the idea that crafting had to bridge tiers and just make equal crafted and raid tiers. So you'd have item level 80, 90 and (possibly) 100 crafted gear that's just as good as raid gear but requires materials dropped in CT, Coil et al in order to craft.
there is a simple way to avoid that: make synthesis materials only drop in raid content.SE has already drilled home that when it comes to crafting it will never be equal to a raid drop. Doing so negates the raid content and providing a crafted item as a possible best in slot opens up a market for RMT. There might likely be better crafted gear in the PvP market because it will be meldable and affect a smaller portion of the game. Besides, since everyone can level all crafts there will eventually be a much higher supply of the items than the demand, so I wouldn't rely on it to be your money maker in the equipment area.
Seems like I picked the perfect time to unsubscribe.
It was fun while it lasted FFXIV
Still doesn't negate the other factor: RMT. If a raid drops synthesis materials and you craft a raid-level piece of equipment that opens the door for people to buy gil in order to afford your pricing of said item. Either way the stance on crafting is still that nothing craftable will be comparable to a raid drop.
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