Apart from it gives people more flexibility, like if you are busy one week and want to catch up the next. Sure it's not a massive upside but there is certainly no downside to it so why not?Monthly or longer cap periods: Same problem as the weekly rollover suggestion. Players who were already capping weekly will either cap early and now be forced to wait even longer for the reset or they pace themselves so they hit the cap closer to the end of the month meaning their progress is exactly the same as it was with the weekly cap and therefor there was no point in making it monthly vs. weekly. People who weren't making the weekly cap anyway still won't be meeting the cap if it were a monthly reset.
Due to the Battleborn launch, I'm currently at 30/450 and I still have plenty of time to cap without much effort for the week. Also, after taking a look at your character, what do you need lore gear for? You only have one level 60 and have zero Midas normal gear and the lore gear you do have is unmelded. A quick glance suggests that you spend most of your time doing PvP or crafting with little to no PvE.
The funny thing is, the cap use to be 300 and people complained that it was too low and that a higher cap wouldn't be hard to reach each week. The counter argument then was that people would complain that an increase in the weekly cap would force them to only do specific things when they log on and they would no longer have freedom to do what they wanted in game. While that counter argument appears to be coming true in the form of people refusing to see all of the other options available to them and pigeon holing themselves into only one thing.
By all means then play those other games. Nobody is forcing you to play this game and if you don't enjoy it, then why are you playing?
Missing one week isn't going to destroy the game for you. I recently had to miss an entire lock out due to work. I flew out to Boston 0700 PST Tuesday morning, landed 2330 PST Monday night. So essentially, I had no access to the game for the entire lockout and it didn't even phase me. The downside is that it has the potential to take away resources from other aspects of the game to implement something that isn't even needed.
Uhm...I'm not a programming genius, but if this cap is done in any comparable way to timers in common scripts and mod editors, all you have to do is to dive into the script, search the right number, change the number, then compile and save.
That may be true, but at the same time we do not know how it was coded so it could be more complex than that. It could also have problems with other unknown aspects of the game.
I've pretty much at this point stopped doing the tomestone grind all together. I mean if I happen to be doing something and get some tomestones while I am doing it....then thats fine.
Though yeah this is why content like diadem, deep dungeon and the acropolis is all things I like to see a lot more of. They offer up a unique option of gameplay and a style of gameplay that just goes out of the meta. This is the kind of content we need more of really, just stuff that breaks out of the current meta and stirs things up and puts a whole new twist on things.
Which I do make that argument, hence why I take a neutral stance on it. It can be extremely easy to change one thing or it can be a total nightmare, without access to the source code, we just can't make blanket statements that it should be a simple change to implement.
Edit - That doesn't mean I'm against the Dev's exploring that option, just that I would rather them not expend resources on a change if it turns out that it isn't a simple code alteration.
Lately the tome thing has been more of a chore than usual. The reason I think is that I have to include the weapon into the whole mix. That is 3 weeks (mostly) worth of tomes for one weapon. I think its too much. Perhaps raise the cap to 500 a week or something? In ARR getting time I got a piece of equipment from tomes it made me happy, but this time around it makes me say "ugh, finally".
Maybe a small change is in order?
It's the exact same as it was in ARR. When the tome cap was 300, it took 900 tomes for a weapon. When they raised the cap to 450, it took 1000 tomes to obtain a weapon (which is actually less time as it is now roughly 2.25 weeks of tomes vs 3 weeks). In fact, the only things that have changed really is that we now have more varied ways of obtaining tomes but fewer dungeons, 24 man raids, and EX primals to choose from at the end of ARR. (Which will change as more content patches are released)Lately the tome thing has been more of a chore than usual. The reason I think is that I have to include the weapon into the whole mix. That is 3 weeks (mostly) worth of tomes for one weapon. I think its too much. Perhaps raise the cap to 500 a week or something? In ARR getting time I got a piece of equipment from tomes it made me happy, but this time around it makes me say "ugh, finally".
Maybe a small change is in order?
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