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  1. #41
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    It's entirely true that if you value overall group effectiveness, efficiency, and progress above all else, healers are going to be the absolute last to get their Sands and Oils. That's pretty much an undeniable fact, due to the very nature of healing versus damage (and arguably even healing versus tank survivability).
    And it's also entirely true that if you value distributing rewards equally more than you value group effectiveness/efficiency/progress, this problem is easily circumvented by just giving healers the same chances as other roles for casting lots on those upgrade items.

    But there's no good reason whatsoever why a group should have to choose between min/maxing their group progress, and making sure that all members of the group are receiving regular rewards for the time and effort they put into the group. Awarding one Oil or Sand to every player in the party would ensure that nobody has to make that choice, and would still not trivialize progression, as A) Sands and Oils can only be used to upgrade equipment that is already under the Soldiery lockout, and B) Are only obtained from getting deep into the Second Coil, meaning that nobody is receiving something they "don't deserve" and everyone who gets them has completed much of the most difficult content in the game.
    (5)

  2. #42
    Player
    CYoung187's Avatar
    Join Date
    Dec 2013
    Posts
    865
    Character
    Colman Meridius
    World
    Famfrit
    Main Class
    Goldsmith Lv 60
    So now instead of one piece of armor dropping, there are 8. Talk about hastening progression. The solution is to either make healers more dependant on gear or change the oil drops. Perhaps change the oil to 3 different forms. Oil of Healing, Oil of Fending, Oil of Slaying. Then one randomly drops and less fight over it. Or statics like this can figure it out on their own.
    (0)

  3. #43
    Player
    sharazisspecial's Avatar
    Join Date
    Mar 2011
    Posts
    672
    Character
    Bunny Boo
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by CYoung187 View Post
    So now instead of one piece of armor dropping, there are 8. Talk about hastening progression. The solution is to either make healers more dependant on gear or change the oil drops. Perhaps change the oil to 3 different forms. Oil of Healing, Oil of Fending, Oil of Slaying. Then one randomly drops and less fight over it. Or statics like this can figure it out on their own.
    This is a great compromise. 3 oils , 1 for each role dropping i mean . Though i wouldn't mind healer and tank sharing an oil. 4 dps ,4 tank/healer. But not random drops. 2 garunteed oils per coil 7.8.9
    (0)
    Last edited by sharazisspecial; 04-03-2014 at 04:57 AM.

  4. #44
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Quote Originally Posted by CYoung187 View Post
    So now instead of one piece of armor dropping, there are 8. Talk about hastening progression. The solution is to either make healers more dependant on gear or change the oil drops. Perhaps change the oil to 3 different forms. Oil of Healing, Oil of Fending, Oil of Slaying. Then one randomly drops and less fight over it. Or statics like this can figure it out on their own.
    Progression would only be 'hastened' up to, as an absolute maximum, the speed at which you could progress in 2.0/2.1 - but only for groups who can reliably clear at least Turns 6 through 8, every week - because even if you gave every player 100 Sands and Oils, they're still limited to the Soldiery lockout. If you think that's too fast, you haven't really thought it through in relation to the game's quarterly update schedule.
    (1)

  5. #45
    Player
    razzgrizz3's Avatar
    Join Date
    Sep 2013
    Posts
    220
    Character
    Depravicus Mana
    World
    Shiva
    Main Class
    Lancer Lv 19
    its not the drops that are screwing you its your selfish group. would never roll with such douchebags. a couple of +points will make or break the dps? give me a break thats complete bull. no encounter in this casual fest of a game is that tightly tuned.
    (2)

  6. #46
    Player
    sharazisspecial's Avatar
    Join Date
    Mar 2011
    Posts
    672
    Character
    Bunny Boo
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by razzgrizz3 View Post
    its not the drops that are screwing you its your selfish group. would never roll with such douchebags. a couple of +points will make or break the dps? give me a break thats complete bull. no encounter in this casual fest of a game is that tightly tuned.
    Did you even read the thread lol...

    Crater's post is good.

    Quote Originally Posted by Crater View Post
    It's entirely true that if you value overall group effectiveness, efficiency, and progress above all else, healers are going to be the absolute last to get their Sands and Oils. That's pretty much an undeniable fact, due to the very nature of healing versus damage (and arguably even healing versus tank survivability).
    And it's also entirely true that if you value distributing rewards equally more than you value group effectiveness/efficiency/progress, this problem is easily circumvented by just giving healers the same chances as other roles for casting lots on those upgrade items.

    But there's no good reason whatsoever why a group should have to choose between min/maxing their group progress, and making sure that all members of the group are receiving regular rewards for the time and effort they put into the group. Awarding one Oil or Sand to every player in the party would ensure that nobody has to make that choice, and would still not trivialize progression, as A) Sands and Oils can only be used to upgrade equipment that is already under the Soldiery lockout, and B) Are only obtained from getting deep into the Second Coil, meaning that nobody is receiving something they "don't deserve" and everyone who gets them has completed much of the most difficult content in the game.
    (0)
    Last edited by sharazisspecial; 04-03-2014 at 04:15 AM.

  7. #47
    Player
    RowanLauron's Avatar
    Join Date
    Aug 2011
    Location
    Gridania
    Posts
    358
    Character
    Rowan Lauron
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    Your "issue" is not anything SE can do anything about. In my FC we gear our healers and tanks first if at all possible. Our dps is solid so we prefer to have the durability and longevity well geared tank and healers bring.

    It's all about player preference. If you don't like how your FC/group does things with loot, it may be time for a change. Maybe even bring it up to them you want priority. I've never considered dps more important that tanks and healers. But that's just me.
    (0)

  8. #48
    Player
    stephenjd3's Avatar
    Join Date
    Aug 2013
    Posts
    209
    Character
    Trianna Nox
    World
    Balmung
    Main Class
    Conjurer Lv 60
    My BiS as of now looks like weathered on the right (which ill upgrade)
    And all High Allagan on the left, hoping my chest drops from t7 this week

    (WHM)
    (0)

  9. #49
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    i still think the system is quite bad, let's take a minute and think. a static have someone that leave for X reason, if they want to replace him, they will have a player in i100 at best. if you don't have any luck with the drop. this player will need (even at 2 per week) 3 at 4 week for get gears. we don't have tons of times before the 2.4... we have 23 weeks if they follow the planning. the 2.3 will add CT, maybe with luck this is will drop i110 (i doubt it) and sand/oil but you will have 12 week behind for finish..

    this system is bad in soo many way. it relly too much on RNG for increase the duration of the game. for a good static, is not really a problem, but for the other group it will become a huge wall. they are making a game at 2 speed, do i am the only one to see it?
    (0)

  10. #50
    Player
    stephenjd3's Avatar
    Join Date
    Aug 2013
    Posts
    209
    Character
    Trianna Nox
    World
    Balmung
    Main Class
    Conjurer Lv 60
    its slowing progression which is a good thing...

    Remember how fast all of us are i90? From Dec-2.2 it seemed like everybody was i90, most of us had 2-3 full i90 classes....lets not do that again with i110.
    (0)

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