people are saying you would be forced to have multiple jobs at max lvl because all Acc and most of the belts are shared between healers, casters, brd and mch.
people are saying you would be forced to have multiple jobs at max lvl because all Acc and most of the belts are shared between healers, casters, brd and mch.
This is exactly how I play and works pretty well. One job gets eso tome gear, the others get law/alex gear. Even the ones that get law/alex gear are still equipped well enough to do all the content anyways.Its a real shame people cant get their heads around the concept of 1 Main Job with Supplemental Jobs. most likely because they're used to other titles where being a different class meant logging in on a whole new character.
And even then, speaking as someone who had 17 level capped characters during Wrath of the Lich King, Gearing them all up to the current best was a freaking nightmare. At best, i had 1 class that had amazing gear, 2 classes that were in good gear and then all the others were still in quest gear because there isn't enough time in a week to cap all the currencies and do all the raids ...
Unless they start making class/job exclusive accessories down to even the belts, not happening. We (apparently) can't spare that much data on inventory slots and the like, let alone multiple copies of accessories for each of the jobs.
You also need to take into consideration from a design and the playerbase. Maybe you won't try to cap everything per week, but there are others that will, and I'm willing to be that's a good chunk of them. Experience burn out? Their own fault for trying to push after it, but that's still subs lost early into the game's lifespan (a trap that WoW's MoP expansion fell into when they removed daily caps). You don't have to like it, but game developers need to look at more than just your perspective.
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Alright...is calling them 'tombstones' some kinda meme I missed?
For me uncapped option is better. If there is some cap I always tend to do it no matter what, just complete that every week. If there is no cap and tomes are uncapped I dont feel way that I am forced to do it until I need it. But dont worry, they will be uncapped after 3.2 hits.
Bah, I have plenty of playtime and can probably cap like 7 x 450 tomes if such a cap exists but even I don't want it. All that for what? All you guys ever want to focus on is the gear. What about the process of getting the tomes? It's crappy as hell and you guys don't even care about asking improvements for that because all you want is fricking eye candy.Sounds more like a matter of playstyle then rather than something that needs to be regulated by SE. Gods forbid someone has more playtime and more desire to max everything than you do. Why don't we just make all jobs carbon copies of one another then so we can do away with exclusion based on individual job progression all together?
"Forget about asking for more content variety that isn't overused and abused dungeons and trials and crappy pvp, repeating the same 2 dungeons are fine!! In fact we want to spam it even harder just so we can get gear that we're just gonna use to overkill the spammed dungeons even more!!"
Absurd.
Because SE apparently can't figure out a novel enough way to keep people interested in their game without putting artificial lockouts on everything.
When I asked about more complex dungeons with patrols and bigger structures in them like vanilla Sunken Temple in wow i was bashed. People like 20mins long one way corridor from start to end and thats it.Bah, I have plenty of playtime and can probably cap like 7 x 450 tomes if such a cap exists but even I don't want it. All that for what? All you guys ever want to focus on is the gear. What about the process of getting the tomes? It's crappy as hell and you guys don't even care about asking improvements for that because all you want is fricking eye candy.
"Forget about asking for more content variety that isn't overused and abused dungeons and trials and crappy pvp, repeating the same 2 dungeons are fine!! In fact we want to spam it even harder just so we can get gear that we're just gonna use to overkill the spammed dungeons even more!!"
Absurd.
It's a novelty idea, but ultimately it doesn't have longevity to it and can lead to frustrations down the road. It's fun the first time (assuming you ever got a party for sunken temple to begin with), but after that it became tedious, monotonous (especially when you didn't even have a map function for dungeons at the time,) and really...not that much fun. I think 1.0 utilized those same type of dungeon formats as well? I think it fell out for similiar reasons.
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