Leveling is pretty different from gearing up at cap. Most people level, but very few raid.
This.
While I didn't play 1.0, I know about the fatigue system. To me, that is something that actually prevents you from progressing at all in the game. Completely arbitrary and unnecessary. When you're at cap, unless you are a raider progressing in whatever tier of Savage content or EX primal, weekly gear lockouts and tome caps don't have as much restriction as activity hindering a leveling player's ability to level. So I have to respectfully disagree that weekly caps and lockouts are worse than the fatigue system.
Especially with Creator, people were clearing A12S in the crafted 250 gear. Sure maybe they had a piece or two of Shire or Augmented Shire gear, but most of them were probably in the crafted gear, yet they still cleared. Tome and loot lockouts didn't have that much of an impact on those raiders. For content outside of raids and EX primals, there really is no need to be ilvl 270 with a 275 weapon (I mean, unless you want to be, and that's your choice--you just gotta deal with the restrictions in place).. Because the "casual" content in this game barely requires the minimum ilvl, much less the maximum.
I'm sure for returning players that are probably still in Law or Esoteric gear, it's overwhelming to come back and be met with ilvl 250, 260, and 270 gear, and trying to meet minimum ilvl to start farming for current tomestones. However, playing catchup is still very easy, what with the PvP Garo gear, Lore being so easy to come by, and 250 crafted gear for those that are willing to pay for it. If you chose to, or had to, take an extended break from this game, then I do think it's a little unrealistic to expect to return months later and be able to just jump right into current content. Because then, if patch 3.55 content had the same requirements as, say, patch 3.0 content, this game would probably be pretty stale.
Last edited by HyoMinPark; 04-06-2017 at 07:31 AM.
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Hyomin Park#0055
Indeed they are. Leveling eventually comes to an end. Gearing doesn't stop. Two years after HW, and we've had weekly lockout the entire way. Run Dun Scaith once, got your drop? There's no more reason to run it.
Reached your tome cap? Tons of content becomes pointless to run.
Play multiple jobs? You can't fully gear them all.
Fatigue system, on the other hand, encouraged the playing of multiple jobs. It also wasn't a hard cap, it just made it incrementally less rewarding. Our lockouts are hard caps, though.
Fatigue did actually eventually reach a hard cap, where you would recieve 0 xp (or close enough to it that it became pointless to try gaining xp). And you could hit it on every class, in 1 or 2 days, and be unable to level at all for 4-5 days.Indeed they are. Leveling eventually comes to an end. Gearing doesn't stop. Two years after HW, and we've had weekly lockout the entire way. Run Dun Scaith once, got your drop? There's no more reason to run it.
Reached your tome cap? Tons of content becomes pointless to run.
Play multiple jobs? You can't fully gear them all.
Fatigue system, on the other hand, encouraged the playing of multiple jobs. It also wasn't a hard cap, it just made it incrementally less rewarding. Our lockouts are hard caps, though.
It works both ways, though.
Farmed Dun Scaith week one and got all the gear you wanted? Why run it anymore.
Geared all your jobs in Augmented Shire gear/Alexandrian gear within the first few weeks of release? Why run it anymore.
I know of individuals even with the lockouts in place that have multiple jobs completely geared out as much as they want them geared. And, forgive me if I'm mistaken, but didn't the fatigue system, at one point, prevent the gaining of ANY experience until the next reset? I feel like I read something about how experience was gained incrementally less and less until you just didn't gain any at all until the next reset. Again, I didn't play 1.0, so some clarification would be nice.
EDIT: Valkyrie gave me that clarification. Just posted it before I posted my comment. Thank you!
Last edited by HyoMinPark; 04-06-2017 at 07:45 AM.
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Hyomin Park#0055
I'm not saying fatigue system was good. I'm saying this one is worse.
Players don't need to be encouraged to play different jobs. Players already want to do that, and those that don't will detest the game for forcing them to do so. There's plenty of people who already have complaints about leveling other jobs for cross class skills, and so numerous are those complaints that they will in fact be removed completely from the expansion.Indeed they are. Leveling eventually comes to an end. Gearing doesn't stop. Two years after HW, and we've had weekly lockout the entire way. Run Dun Scaith once, got your drop? There's no more reason to run it.
Reached your tome cap? Tons of content becomes pointless to run.
Play multiple jobs? You can't fully gear them all.
Fatigue system, on the other hand, encouraged the playing of multiple jobs. It also wasn't a hard cap, it just made it incrementally less rewarding. Our lockouts are hard caps, though.
It reminds me of that time where Blizzard thought they needed to encourage people to explore the overworld, so they removed flying entirely from Draenor. What ended up happening is nobody ended up exploring at all. What would have happened instead is people would hit the fatigue cap on their chosen job, and then just put the game down until it reset. After realizing how much time they were wasting they'd probably just put it down and never pick it back up.
And I heavily disagree, and the player stats have shown that fatigue would have impacted far more players than the weekly tomestone cap does.
Completely missing the point. What I'm saying is that even if you wanted to gear up multiple jobs to max, with the lockout system, you can only gear up one job. Doesn't matter how much you want to gear them all up. You get one max level piece of gear and you're done for the week. Or in the case of body/legs, one piece every other week. All your other jobs are left without.
The fatigue system, on the other hand, still let you play the other jobs once you reached the cap on one.
One system has a cap that affects all of your jobs at once, and the other system caps you on only one job at a time. The one that is only one job at a time is better.
Last edited by MomomiMomi; 04-06-2017 at 07:53 AM.
I dunno, I managed to gear 4-5 jobs without much hassle, and I can take any of them into EX primals or savage. They don't all have to have 270 gear to be relevant. I ran out of stuff to spend tomes on actually...Completely missing the point. What I'm saying is that even if you wanted to, with the lockout system, you can only gear up one job. Doesn't matter how much you want to gear them all up. You get one max level piece of gear and you're done for the week. Or in the case of body/legs, one piece every other week. All your other jobs are left without.
The fatigue system, on the other hand, still let you play the other jobs once you reached the cap on one.
One system has a cap that affects all of your jobs at once, and the other system caps you on only one job at a time. The one that is only one job at a time is better.
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