Quote Originally Posted by Hyrist View Post
You're assuming you know the formula, and upon which the weapons should be valued. That's the problem. You are not in the developer's position to make that call, therefore you're making a very highly subjective opinion based soley on a narrow viewpoint.

What you are asserting is that Stats are the only determining value of an item. And this is patently false. Weapons signify accomplishments through more than just their statistical means, which EXPIRE every time there is an ilevel jump. However, each item among this chain and beyond it has features that are additional to this base value.

There is a reason why it's said that "Glamour is the true endgame." Because essentially it is. Anima weapons have a reduced statistical lifespan due to when its final form is implemented - but in trade, it has some of the highest glamour work in the game - including partial effects. Same for Alexander and its unique look and moving parts.

Coven weapons are absent of these factors, and have absolutely no lasting value past the expiration point of ilvl 280 stats - which will, to put this to point, expire before you complete Stormblood's storyline.

A quested item, or dungeon item, you will get, during Stormblood's in-game will beat out your Alexander Weapon, your Anima, and this Coven Weapon. But the difference is, you won't be transferring your glamour from the last of these three to over to this quested weapon.

As I said before, those who are legitimately upset by this need to reassess their perspectives. All this is, is enticement for players to play Diadem. The stats gained by these weapons, this late into the game, is irrelevant in the long term, and minor impact in the short term.
I actually explained the formula, several times now. That being "Anything worth getting in this game requires different combinations of time, skill, and effort." Never once did I say the stats determine the value of the item, so no, that is incorrect. I am however placing the value of the item if you will, upon whether the means of getting it is proportional or not.

Let me put it this way: Currently, the "low" end of this patch's gear tiers is 250. Tome gear/weapons are 260, upgradable to 270. Would you be motivated to raid Creator Savage if the rewards were i250? Let's exclude any personal motivations such as love for raiding or the old "just for fun" excuse. I've been blunt about it before: winning, progressing, and earning rewards are fun. That's why it's a staple of gaming itself. That said, would players push themselves to take on the toughest challenges the game has to offer (I'm aware, yes, that Creator Savage is the easiest of the Alexander raid tiers, but we're speaking strictly of the current patch/raid tier) if only for gear that is effectively eclipsed by other rewards more easily obtained?

This is the issue, and I'm glad other people see it. Accepting that something that, by nature, ought to be a high reward is available through less involved means breaks the formula as I stated before. If you got it day 1, it didn't take time. If you were dead for most of the emergency mission, and just so happen to be the lucky winner, it didn't take effort. And compared to even the "easy" relic, Diadem content doesn't take skill. So then, where is the logic in this reward?

We agree at least that it is nothing more than incentive to try the "new" Diadem, but it is a big step in the wrong direction. Accepting it, justifying it, or at the worst, staying silent about it is effectively saying you agree with it. By that logic, this will be okay if perhaps they can simply throw something in as a higher-value, low-percent chance drop, earned via simpler means than the hardest/most involved rewards require at any given time, right? The 280 weapon itself isn't the problem, the wild defiance of established formula, and possibility of a dangerous precedent is the real issue. Some of us see it, but others just see people overreacting to an item. Please look again carefully.