

Adding some form of random elements to dungeons/24-mans would go a long way imo. As it is now, after your first few run-thrus, you just turn on autopilot and any challenge or thought goes right out the window. Add random paths with changing enemy combinations and layouts. Add weather conditions to dungeons that give the bosses different properties and attacks. Add multiple objectives that change every time you enter the dungeon that you can do in any order to get to the last boss.
Just do something.
For example, Gubal HM is a great dungeon, one of many in fact, but I know what to expect each and every time I go in. If your party is halfway decent, the biggest challenge you face is staying awake as you run it for 900th time. There needs to be some element to dungeons that keeps them fresh in the 3 month window in between major patches.

6 months from now we will know won't we.




That system was for old gear or glamour pieces. Raid gear would follow a similar pattern it does now. If you wanted to upgrade say, the Starlight Robe to ilvl 250, you could through grinding it up. Basically, it replaces glamour with customizing gear you fancy to higher levels.



Except you'd better not ever want to change your look...That system was for old gear or glamour pieces. Raid gear would follow a similar pattern it does now. If you wanted to upgrade say, the Starlight Robe to ilvl 250, you could through grinding it up. Basically, it replaces glamour with customizing gear you fancy to higher levels.
The reason glamour works like it does here is so if I want to change my glamour tomorrow, I can do that with no issue.
I'm thinking: "If it's not broken don't fix it" here.
The point to the weekly time gate and the tome cap is to make sure the hardcore players like OP don't max out their gear in the first week and burn the whole patch content until the next patch. At some point it may be important to get involved in the community. Crafting comes to mind but it's not as important as it should be in FF14.
There will always be limited peanut butter in the peanut butter cup. One has to spread it.
When life gives you lemons, cry yourself to sleep, and tell all your friends.


Mainly i just want the difficulty to be a bit higher, least to were i have to be paying attention when i do said dungeons or ill die :P But yeah some light tweaks would be nice, but don't expect anything drastic, though id like to go back to 3 dungeons per patch even if one of em was "shorter" since least the shorter dungeon would also serve as a "i win yay!" kinda feel when it pops over the other 2 in the long run :P
I'd rather see the cap done per role or per job at the very least. Also I just want to add that, in my opinion, if a player decides they want to hardcore grind and gear up every max level job they have... then that should be a decision said player makes for themselves rather than having it be made for them.




And that's fair. Like I said, those ideas were more bare bones and definitely need some fine tuning. This might have worked better if implemented from the beginning since a lot of our gear would be leveled. Either way, I do believe the glamour system needs work. Perhaps not to boost stats, but just allow better flexibility and inventory space. My personal gripe now is how we're looked to one look for jobs that share gear.
One could argue the current system is broken, at least from an enjoyment perspective. Capping the amount of Scriptures we can spend on upgrades still prevents hardcore players from getting too far ahead, but it also allows people to gear up additional jobs. The devs are quick to put how the versatility of the job system-- a sentiment I wholeheartedly concur with. Unfortunately, they fail to acknowledge the actually challenging content severely restricts that very system. I'm working on an alt now for the sole purpose of getting more specialists and to potentially raid on another job without screwing friends out of a coffer or willfully gimping myself.I'm thinking: "If it's not broken don't fix it" here.
The point to the weekly time gate and the tome cap is to make sure the hardcore players like OP don't max out their gear in the first week and burn the whole patch content until the next patch. At some point it may be important to get involved in the community. Crafting comes to mind but it's not as important as it should be in FF14.
There will always be limited peanut butter in the peanut butter cup. One has to spread it.

I think Train88 forgot that even if someone wanted to grind hard for all gearsets that are capped weekly they can barely enjoy them due to the restrictions before they are useless again cause new tomes are out for new gears.
It is a neverending cycle of unrewarding content where the person who devotes most time gets the short end of the stick because someone else is too casual to invest time.
There needs to be more balance.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote



