I was re-thinking the whole issue based on several factors. Another user posted this article in a related thread: http://gamerescape.com/2014/07/16/ff...with-the-hunt/ with a lot of responses in this thread.
Warning - Personal opinion incoming: I think now the hunting system is a game breaking content. The action of giving these monsters more HP, make more players to get there and get their kill, which means more seals for everybody, which means getting the "top" (not bis though) gear more quickly. Today I ventured myself in a trial roulette and the war was decked in full ilvl 110 sold. As I stated before, I don't mind that, there's no merit on it, but it burns the content. The rest of the content lose their purpose:
- Why would you do dungeons/trials if you can cap myth/sold with hunting?
- Why would you care about money if you can get a shit ton of craft mats with said myths?
- Why would you care to raid or do alternative content for gear if you have unlimited access to sands/oils of time? while raiders are locked out with 2 of each/week and chained to the RNG god?
- Why would SOME PEOPLE crowd the RAIDs if they have access to raid content already in a wild/free environment?
So, in the end, the end-game content gets devalued, openly inviting the devs to nerf it. I think the devs seriously understimated the grinding capabilities of the gaming community, which in a happy world, would make them to get the sands/oils at a lower rate instead of the current situation. This leads the whole thing to my next concern:
Even though this is a "catch up" patch, the 2.3 just went live and people are burning the the progression curve with this system. I invite SE to analize the ilvl 110 obtain ratio after patch and make their own conclusions. It's not good for business. People will not have anything to do when they're full decked out with ilvl 110 gear. We have 2 months and a half before the next patch! This is crazy! I know there's a limit for sold, I know there's a limit for UAT (2/week with ST and SCOB), but there're no limits for something that the end-game or the other developed content has. Why is that?
Several solutions were already stated, like adding a weekly lockout to sands/oils or seals themselves. The system in theory is nice, I like it, but the rewards are game breaking if not controlled somehow.