Tombstones is definitely redundant but it does allow casuals to gear up. So not sure if they will get rid of em.. They should make a PoTD armor set
Tombstones is definitely redundant but it does allow casuals to gear up. So not sure if they will get rid of em.. They should make a PoTD armor set



You have three tiers of crafted gear you can use to gear up, from the cheap i180 all the way to the i250, so a new player could use those as a stepping stone. If the objective is to catch up for newer players, every dungeon drops gear upgrades in chests, as well as the times that come about naturally from simply running content. Weapons are also pretty simple to get, from the base Ravana weapons up to Sophia, and PotD drops an i235 weapon plus relevant materia to be used to further assist a new or returning player in the gearing process. The problem is that some of these options do require an fc as they might not get ran as much, but with WT and SCPoints, it's ridiculously easy for New players to catch up. Unless they'd rather just sit around and whine about how far behind they are, that is.
I agree with the OP: the gearing is very slow and basically padded and sometimes it even gives some trouble to new players: I had to buy some crafted gear for my friend (i think back in 3.2, but I can't remember), because she couldn't do roulette, which needed 175, but the loot from the 2 dungeons were 160...so yeah it was pretty messed up, had to spend 2m just to make her join me.
But the idea he gave about dungeons dropping some useful gear is actually a good one: it would make running dungeons more fun and actually worth something besides glamour purposes. I just get loot for GC seals but I would actually like to get them for my alts. Why even bother using 225 loot for gearing alts, when I can spend my lore into 230 loot?
Infact this is how I imagine the looting in my mind (I think the OP made a similar example but I'm gonna use the current tier). By the way I'm not counting the weekly locks for this, but I'm not saying to remove it entirely.
Dungeons= 250 (it's simply for gearing: it doesn't have to be useful beyond that)
Alex normal= 260 (not upgradeable, so it'll remain useful for a while)
Tomestone= 260 (upgradeable to 270, making it the prerequisite for most endgame content)
Alex Savage= 275
Let's face it: raid gear is basically the same as tomestone: what makes it better or worse are the stats (...which could be fixed by having a reforge system like WoW) and considering that they don't seem interested in adding unique effects they could just be 5 points higher. Not really big deal but still technically stronger.
And in my opinion, crafted gear should be "removed" and "implemented" into raiding gear directly, maybe using a mat to allow us to overmeld stuff. I don't think crafted gear is bad but it's all about stats: these armors allow the player to customize stats and that's what makes them a better choices in certain cases. But if we had some other way to do that ("cough" reforge "cough"), then crafted gear could become a niche thing and could be done on actual raiding gear instead, like an enchant or something.
Although as I said earlier because of the armor having either bad or good stats, this is hard to make. Until they start allowing stat customization on the armor (or simply giving each class their own stats on their own armor too), item level is often not a huge concern: the stats are, nothing more nothing less.
So yes while I'd like new ways, I wish they'd fix the stat distribution on loot first. I'm tired to have parry on my tanking gear and no spell speed on my BLM one!
...but we know they won't so, I'll just keep on dreamin'
Last edited by Voltyblast; 10-27-2016 at 08:40 AM.
So we are getting rid of crafters now
And in my opinion, crafted gear should be "removed" and "implemented" into raiding gear directly, maybe using a mat to allow us to overmeld stuff. I don't think crafted gear is bad but it's all about stats: these armors allow the player to customize stats and that's what makes them a better choices in certain cases. But if we had some other way to do that ("cough" reforge "cough"), then crafted gear could become a niche thing and could be done on actual raiding gear instead, like an enchant or something.
Although as I said earlier because of the armor having either bad or good stats, this is hard to make. Until they start allowing stat customization on the armor (or simply giving each class their own stats on their own armor too), item level is often not a huge concern: the stats are, nothing more nothing less.
To be fair it's not our problem if crafters have barely any real "work" to do besides crafting glamours. However I didn't say to remove them: make them useful by allowing THEM to customize our gear in some other ways.
For example, allow them to allocate our stats, allow them to overmeld our gear even tomestone ones, allow them to give our armor specific effects (it won't happen), allow them to give our armor and weapon some unique glamour effect that only their specialization can (they won't).
With the melder in our houses and at idylshire, I can assure you that I won't need a crafter to meld anything on my (tomestone) loot. They're just useful for crafted gear now and that LITTLE customization that they give.
But don't worry, nothing of what I said will happen anyway. However I'll just keep saying that the possibilities to expand the armor customization are endless.
Last edited by Voltyblast; 10-27-2016 at 08:59 AM.
To be fair it's not our problem if crafters have barely any real "work" to do besides crafting glamours. However I didn't say to remove them: make them useful by allowing THEM to customize our gear in some other ways.
For example, allow them to allocate our stats, allow them to overmeld our gear even tomestone ones, allow them to give our armor specific effects (it won't happen), allow them to give our armor and weapon some unique glamour effect that only their specialization can (they won't).
With the melder in our houses and at idylshire, I can assure you that I won't need a crafter to meld anything on my (tomestone) loot. They're just useful for crafted gear now and that LITTLE customization that they give.
I really don't get what you are on about, crafters are already useful and gutting crafting content will just annoy a lot of players.
Last edited by jameseoakes; 10-27-2016 at 09:02 AM.


Tomestones...
Wait wait, let's go back to 3.0, would you ?...in 3.0 you had...0 crafted gear. So again, what option did a fresh lvl 60 have to gear for 3.05 and entering Gordias ?You have three tiers of crafted gear you can use to gear up, from the cheap i180 all the way to the i250, so a new player could use those as a stepping stone. If the objective is to catch up for newer players, every dungeon drops gear upgrades in chests, as well as the times that come about naturally from simply running content.
And every dungeon drop...is lower than the ilvl requirement of the next dungeon.
The thing is, weekly locks are pretty important to slow down access to the best gear. That's exactly why I asked for dungeon drop to only be on par with uncapped tome gear. And crafted gear should be kept in the loop too, as another way of gearing for people who want gear fast by paying them.
I just think, since we already have dungeon gear, that it's the easiest way to introduce alternate way of gearing.
Last edited by Reynhart; 10-27-2016 at 04:08 PM.
Keep the tomestone method but add another method of gearing up that's more engaging.


Hmm, well one thing Ive always wanted that would be interesting is high tier faction based gear, if not from the GCs and maybe Ishgard if they join in fully, then maybe from some new factions of some sort... It would still most likely be a token-esque im sure but at least there could at least be different looking sets of gear and weapons and possibly different quests/ways of obtaining, so yeah a bit more variety. >.<
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