Quote Originally Posted by Nestama View Post
Which is why I said 5-20% chance of dropping. Also, i115 is less than i120 (so Poetics > Dungeon, but you're still gearing up, thus progression) and since chances are the last CT dungeon will drop i120 gear... where's the problem? Also, again, the i125 weapons would have a 5% drop and a lockout. Depending on how lucky you are, you might get the weapon instantly or never see one for a week-month.
It doesn't matter how low the drop rate is, people would farm it because once you're done with your cap or you run into a wall in Coil there's nothing else to spend your time on anyways. There's a reason SE has made sure that 4 mans have dropped garbage even though the "problem" is obvious to anyone who has been level 50 since 2.1. They don't care if they don't drop anything relevant because they don't want anything to be relevant outside of their "Coil >(=) Upgraded Tome > Base tome = CT on Time Delay > Old content" system.

I'd love to see them implement something like this because it's similar to what FF XI did a layer of its end-game with Rem's Chapters (Fights ranging from Very Easy to Very Hard with layered rewards that increase in type and number as you go up in difficulty) but they've just shown such a lack of ability or desire to do anything that would make dungeons anything more than "Here's where you get your tomes (And as of 2.4, not even vanity is present since it's all recycled gear this time)". Honestly that's my biggest problem with this game, that Coil is the end goal and everything else has to be warped around "This is how you transition to Coil, this is how you make Coil easier, this is to help you catch up to Coil after X amount of time". It just warps the entire focus of the game into a single set of instances rather than even attempting to make a majority of the fights worthwhile to people who are progression focused.