Doubling the tome cap and daily bonuses now would at least let us easily gear up multiple jobs before 4.2 hits, thereby giving players an actual reason to log back on before the next patch.
Idk they Never increase between Patches
Idk I feel like the top tier tome cap should just be 900 per week normally. We don't feel it so much on sets that can be used by multiple jobs (However DRG has never shared armor with another class, only accessories that I recall and I believe NIN has followed suit). However some patches in the past had gear sets that featured a different set for each individual job.
I guess the devs want us to run Deltascape (Savage) to gear up our alternate jobs instead of relying on Creation tomes.
They do need to raise the cap. I'm only logging in for 3 out of 7 days a week for the tomestones. Expert, Trial, and Alliance get me 150 each day. It'd only get worse once I move into harder stuff, then it will be once or twice a week due to weekly lockouts.
Without timelocks, I'd be able to freely play up to 7 days a week and gear out multiple roles. Heck add it as a perk to the $14.99/month sub if needed. I have money, I'll spend it to play the game more.
I would like it better if the restriction was based on the gear set, instead of a global restriction for all tome gear. I like to play all 3 roles tank/healer/dps, but the restrictions force me to pick only 1 role because the other two end up too under-geared to use for anything challenging.
Example, you can spend up to 450 tomes a week on a set of gear (fending gear, healing gear, maiming gear, etc.) And tomes roll over to the next week if you don't spend them all.
So, the time it takes to get a full set of tome gear would stay the same, but you could get multiple full sets in parallel if you put in the time.
Increasing tomestone cap would cause more negatives than positives in terms of an active playerbase.
For those who feel they need to get now 900 a week it would only serve to burn them out quicker to the point where they may stop playing altogether.
It's much smarter to just accept that XIV will have a lull near the end of patch cycles. Just play another game and wait for the next patch to come out, all you're really asking for is more busy work to get more done even though a month from now there will be better gear to get.
That lull is not without its own negatives though. People who continuously leave to play other games may eventually stop coming back altogether. Furthermore, this lull wasn't just towards the end of a patch cycle. 4.1 offered very little for players interested in non-hardcore PvE content. It'd be one thing if the last 2-3 weeks were a bit sparse on content, but unless you're progging Ultimate or enjoy PvP, we're talking about three and a half months with only Perform, Rabanastre, Skalla and a beast tribe.Increasing tomestone cap would cause more negatives than positives in terms of an active playerbase.
For those who feel they need to get now 900 a week it would only serve to burn them out quicker to the point where they may stop playing altogether.
It's much smarter to just accept that XIV will have a lull near the end of patch cycles. Just play another game and wait for the next patch to come out, all you're really asking for is more busy work to get more done even though a month from now there will be better gear to get.
When I played Wrath of the Lichking, there was no heroic token cap. You could do as many or as little as you wanted. Once you had a 'main' geared for the section of the expansion, you didn't feel like you had to keep busy or even have a lull due to being able to gear other classes. You literally could play every day if you wished and still felt like your were progressing on a class. Creation Tomestones doesn't quite allow you to do that. I can honestly say that was the best system of progression I have ever seen in a MMORPG, its a shame they didn't stick with it.
I have yet to see a reason why. Because someone might grind them out too fast? I'm sorry but the OCD tendencies of a very small percentage of the playerbase should affect the majority.
To fully gear oneself (in the armor), it costs 4635 tomestones of creation. If they took the cap off. You'd still only be able to make 150 per day doing the Expert/Alliance/Trial routine. Lets add in an extra 4 experts per day to make that an even 350. Even doing that routine weekly would still take 2 weeks to fully gear a role. With 5.5 roles (dragoon uses monk/sam jewelry iirc). You're still looking at potentially 3 months per section to fully gear every role possible.
I dunno about you, but an alliance raid, trial, and 5 experts (1+4) per day for 90 days straight isn't something the majority will be able to do. So gearing up everything and then being bored is NOT going to happen. I think its more likely you'll see from the average player is the 150 a day for about 4-5 days a week. I know I was averaging about 600-700 a week under the 900 cap in HW.
There's no decent reason to not allow this. Yes people will rush to gear out their primary role. There's nothing wrong with that. But our characters are more than one role.
The Creation tomes are used to buy savage level gear and affect both raid progression and content farming. One reason why people farm Ex primals, Omega nm, Rabanastre and savage bosses or buy crafted gear at this point is to gear up alts. Handing out 330/340 gear for doing roulettes would kill all of that content. What you are asking for already exists in a way and it's called Verity. The item level of Verity gear just reflects how easy it is to get.
This would be ok if the roles were split in a consistent manner and gear was not shared between them. NIN and BRD/MCH have separate left side gear but use the same accessories. Same with DRG and MNK/SAM. If DRG and MNK have separate caps, then one can use DRG tomes to buy accessories and MNK tomes to buy left side gear. Casters would have no way to keep up with that. The tome caps would have to be based on main stat or primary role (dps/healer/tank) for it to be fair to everyone.Example, you can spend up to 450 tomes a week on a set of gear (fending gear, healing gear, maiming gear, etc.) And tomes roll over to the next week if you don't spend them all.
So, the time it takes to get a full set of tome gear would stay the same, but you could get multiple full sets in parallel if you put in the time.
I would also think that the cap of 450 tomes would be a bit high because every job could be fully geared by the time an odd numbered patch arrives, leaving all content obsolete until another tome is introduced.
Last edited by Reinha; 12-20-2017 at 07:04 PM.
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