
Originally Posted by
Princess_Momoka
So this is my first time actually starting a new expansion, for 2.0, I started at release, quit, came back, quit, Then came back to HW with void ark ending beingcurrent while few weeks before The Weeping City of Mhach. I thought to myself hmm wouldn't it be something if it stopped at a 3rd one, be a weekly for that gear, only have about 2 months to pass by, have it uncapped while this causing to make it easier to get upgrades that lets you be even on the best gear in the game?
Then I am sure they are going to double the weekly limit, then drop it completely like they did in 2.0 for the tomestones.
So starting out on unlimited tomestones I though maybe SE will take a different approach, like yellow scripts for crafting and gathering (I am not sure if that happened in 2.0 or 3.0) so I thought maybe they where going to try something different.
Now that we have a weekly cap again, are we really going to have the 3-24 man zones again, where you get a weekly gear from, have 3 sets of delta scape, while throwing in more primal here and there that drop weapons? I mean I just do not get it, why repeat the same thing, reskining what was done in 2.0 and 3.0 only different level, while having all these weekly and daily things? isn't there a better way of handling progression and not have the same thing over and over again? What is the point?
What do these weekly caps really achieve? why are they there? Why not do the same effect though weekly and daily bonuses for quests and such (think of the cluster daily/weekly for HW relics) and for those that want to gear several jobs, they can grind it out? What if some patch makes someone's job unwanted spending all those weekly limits on that job? How are they supposed to gear something else with the limits?