Cant take serious someone who is complaining in all threads.Last gear of each expansion has always been "useful" at the next, Ironworks and Dreadwyrm was relevant till level 54-55.
Shire and Alexandrian will be relevant probably the same way.
So no, they did nothing people asked for, aside taking the "reduce the difficulty a bit" to "the ground". SE is incapable of properly balance things, content and performance, AST is their way to buff things, BRD is their way to nerf things, and all of alexander has been their example of terribly handled balance (gordias too hard checks, midas too messy dances, and alexander, way too easy everything).
Someone in that development team has to be fired. Its obviously doing a terrible job.
Thing is, right now is not raid gear the one being usefull... And since it was balanced for i240, eikon and midan gear are good enough and crafted i250 is not entry anymore, is overkill in 3 more months with people close to i270...No, people in other threads have been asking that the gear they get in raids is not immediately made useless on a patch, and want to use that gear in the next raid. This is what they did, you can use gear in the previous tier, and use it in Creator. So thats what people asked for.
Yes, that is something people had been asking for, but this wasn't the moment to implement them, cause that means a complete change of the reward structure for high end. It requieres changes only viable in a expansion, not midway through it.
You take me seriously enough to quote me and make me your only comment.
The devs had the choice of making it like Midas or Gordias, both of which have nearly killed this game's raiding community, or making it easier to get into in order to get people to raid again. The devs chose wisely given what they had in hand.Thing is, right now is not raid gear the one being usefull... And since it was balanced for i240, eikon and midan gear are good enough and crafted i250 is not entry anymore, is overkill in 3 more months with people close to i270...
Yes, that is something people had been asking for, but this wasn't the moment to implement them, cause that means a complete change of the reward structure for high end. It requires changes only viable in a expansion, not midway through it.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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