Nah brah whatever sol you have is converted to myth and added to what myth you already have enabling you to have above 2000 myth for a short time. Your sol gets reset to 0.
Nah brah whatever sol you have is converted to myth and added to what myth you already have enabling you to have above 2000 myth for a short time. Your sol gets reset to 0.
Or do it like during 1.x
We need places to farm dark matter 5 again ^^
Every myth above 2000 would vanish
Last edited by Felis; 10-16-2014 at 07:25 PM.
Goodbye Phil.
You were a great guy.
Phil is alive, we just need a higher clearance. (or just ignore the ravings of General Glenn Talbot). Myth will be missed but I think we all knew it would be busted sooner or later.
Okay then. that's what I'll do. I'll tell you a story. Can you hear them? All these people who lived in terror of you and your judgement. All these people who's ancestors devoted themselves to you, sacrificed themselves to you. Can you hear them singing?
I think ilvl90 gear will become useful only for glamour and desynth, and a full set or certain item will be difficult to obtain, like now darklight. That's not a problem since glamour items usually are relatively difficult to get, even the low level ones.
A new class or player will go directly to buy soldiery gear while obtaining some lower gear in the meantime. Probably soldiery gear will be as easy to get as myth gear is now, maybe not from the first day of the patch, but in not a distant future.
With no soldiery cap, ilvl110 weapons will be much easier to get than they are now, but better weapons will appear, they will be just a step. The same with soldiery gear.
Only the last step gear and weapons will need a long grind, so new players can catch up without a lot of difficulty.
Inventory space is limited, so probably we will eventually end selling at the GC or desynthetising any item we don't keep for glamour or that is not on use or we will eventually or probably need.
@OP original post; For a new character, they also have the option of going for crystal tower gear so that they make least some ilvl caps. Myth may be a lot easier to get than old philo items atm over time due to daily and weekly hunts however... putting any Hunt LS aside that may be on server to server.
Accessories can be replaced with myth ones through hunts currency (if they leave myth in hunts npc shop.) Leaving them at ilvl80 or a little above plus if ST lock opens.... players can probably farm that for ilvl 100 stuff right after.
leaves you done and mostly caught up in that week or a little after at worse case scenarios, lets not forget first coil being an asset as well.
Last edited by Lillia; 10-16-2014 at 09:58 PM.
As I told you them being harder to get had nothing to do with what I meant when I said it enriched other systems, but keep acting like it did.
So much hurt over something that really doesn't matter at all and won't make a lick of difference in a month. There are more pros to this system than the cons for this system on the game balance, but your main gripe seems to be ease of access to items. Needs more deal with it.
I promise you no one is clearing turn 10-14 1 minute after patch which will be the current cap of 2.4. Thus what you said happening is the exact progression Yoshida wants, it catches everyone up to 2.3 standard.
making a token system the main source of gear is not a great idea, for me they could just delete all the tomes or turn them into a secondary source of gear.
While horizontal gear progression has cons which goes against economical benefits, vertical progression has cons which goes against player enjoyment.
there are only 2 reasons to base a MMO on vertical progression, keeping the subs active by forcing the players to repeat the same boring content over and over so they aren't left behind, and the easy and fast development it takes.
It goes against the players, i'm not saying that an horizontal progression system would be perfect, only that the actual vertical system is wrong and is by far the worse system an MMO can have, and if the system is economically effective is because it promotes addictivity.
I know this is not the thread, but if you ask me the perfect systems would be a mix, new tier of upgradeable gear (with different stats and traits) with every expansion, and new upgrade level with every update.
This way we could avoid this horrible “token/meaningless grind” sytem.
Last edited by Renik; 10-17-2014 at 12:32 AM.
You failed to actually 'enlighten' me on how it 'enriched' anything, yet I've pointed out several systems that it took away from. Did you actually want to make a point or just argue semantics?
There are relatively few pros and a ton of 'cons'. Game balance? What game balance? They're throwing out high level equipment like halloween candy! All the tiered gear has ever been is a mindless treadmill. Totally without innovation and every item just seems to be thrown in without consideration for existing content.
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