What's wrong with this increment?
Tomestone: i120
Coil: i120
Coil weapon: i125
Shiva acc: i120
Siva weapon: i115
What's wrong with this increment?
Tomestone: i120
Coil: i120
Coil weapon: i125
Shiva acc: i120
Siva weapon: i115
i dunno what will be the ilevel, but i do hope that the upgrade system of the 2.2-2.3 will not be back... token armor must be the same ilevel than raid or don't even put them on...
I'm surprised you are suggesting tome gear same ilvl as coil O.o
But they are same ilvl, it's just that raid gear came in 2.2 and unweathered soldiery was made available outside of coil in 2.3.
If they follow the same then in 2.4 you could have i130 gear in coil (2.4) i120 gear outside of coil (new tome) and something to upgrade tome gear to i130 coming in 2.5, along with i120 third CT gear. That gear progression is not bad, as long as they put strong limits they ever make it available from hunts.
Thing is, it's pretty evident they want people to have both parts. So it makes sense that it has to be the same. Alternatively, they can just have the armour i115 and upgrade to i120.
Unless they make it so you can obtain significantly more gear in Coil, or reduce the CD from 1 week to a few days, then having all the best gear drop from Coil would be a large pain.
I swear, although I can't find the post through search, that Yoshida or a dev posting a Yoshida response said that there isn't going to be new tomestones in 2.4
Edit: Welp nevermind, considering there is a live letter forum post to ask specificly about New Tomestones...that's moot
Last edited by Spiritus; 09-27-2014 at 11:18 PM.
This also seems to be the trend SE is fine with --
Month 0 (Ex: 2.0, 2.4):
1) Set arbitrary iLvl on top raid gear. Once a week lockout on all floors.
2) Include token gear with same iLvl as top raid gear, but with weekly cap allowing for one piece a week.
3) Set highest level weapons as +iLvl5 from the raid gear. Once a week lockout.
4) Set Primal/Alternative gear iLvl at -5 or -10 from top raid gear.
5) Set Primal/Alternative accessories iLvl at -5 or -10 from top raid gear.
Month 1 (Ex: 2.05, 2.25) :
1) Minor easing of difficulty of obtaining token gear by way of multiplying token acquisition or easing content itself.
Month 2 (Ex: 2.28):
1) Ease difficulty of obtaining token gear by way of multiplying token acquisition or easing content itself.
Month 3 (Ex: 2.1, 2.3):
1) Add alternative iLvL gear as a stopgap between Month 0 gear and top raid gear, but with a once a week lockout. -10 max iLvL from raid gear.
2) Add craftable gear with with up to -20 iLvL, but option to meld to make them better than -10 iLvL gear in choice situations.
Month 4 (Ex: 2.15, 2.35):
1) Ease difficulty of obtaining token gear by way of multiplying token acquisition or easing content itself.
Month 5 (Ex: 2.38):
1) Greatly ease difficulty of obtaining token gear by way of multiplying token acquisition (If needed).
Month 6 (Ex: 2.2, 2.4):
1) Abolish lockout rules on previous content.
2) Add static buff to previous raid content to ease difficulty for story purposes.
3) Set new arbitrary iLvl on top raid gear. Once a week lockout on all floors.
4) Roll two older token currencies into one, including rewards.
5) Add new token for acquisition.
6) Include token gear with same iLvl as top raid, but with weekly cap allowing for one piece a week.
7) Set highest level weapons as +iLvl5 from the top raid gear. Once a week lockout.
8) Set Primal/Alternative gear iLvl at -5 or -10 from raid gear.
9) Set Primal/Alternative accessories iLvl at -5 or -10 from raid gear.
Month 7:
1) Repeat from #1.
This is at least what's been happening for the past year of FFXIV content, which is why people can make the assumption that 2.4 will usher in an iLvl of 130. This is also why you see a great lul in players by the time you get to Month 4 of the cycle (2.15, 2.35). Within 2-3 months, all of the top tier players have already exhausted the highest level content of rewards and go on break and/or become casuals. By month 4, casuals and midtier players are just now completing top tier content (because of the combination of stopgap gear and constant practice) and are growing restless for new things to do. By month 5 you have the complainers [casuals] stating the game is dying because of nothing new to do. Month 6 arrives and brings on a wealth of content, and brings a great deal of players back across the board and the cycle begins again.
If you can't get anything done within 4 months of a major patch like 2.0, 2.2 or 2.4, you're better off quitting the game for a while and doing something else as further work spent getting gear would be a complete waste of time within the next two months from then on.
Last edited by ZReport; 09-28-2014 at 02:28 AM.
Another done.
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Last edited by Galliano; 09-28-2014 at 01:22 AM.
Last one.
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Last edited by Galliano; 09-28-2014 at 01:36 AM.
this systeme was overcomplicate for only one reason... flatter the raider ego, like they are the master race... when at the end it was a stupid move. they had to add many different way to get the item for upgrade and we did end with the massive trouble with the hunt, or the fact that almost no one really want the loot from ST now, they all want the oil or sand... why take a i100 item when you can get an item for get i110.
the best it's to make the system like while the 2.0-2.1... raider don't need another reason for go into raid, they already have acces to some of the best weapon of the game (if they beat t9) one of the most badass equipement and they can get more loot than the other.
new tomes set must = coil loot.
like this when the next CT will come out, people will go into for get equipement,not an item for upgrade an item outside the raid.
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