I don't know people complain mobs are too strong maybe they are doing this to make it easier?
I don't know people complain mobs are too strong maybe they are doing this to make it easier?
They said Run Ala Mhigo, to get the i300 Arhat gear, not the Ala Mhigan gear that use to be from tomes.
Anywho! I don't really mind the way they progress things. I mean, if I'm going to be gearing up, I want to feel the power from it. What's the point otherwise.
I see some people say to keep old content fun, but like... I want to do the new stuff, and gear up and get stronger from it. It's not worth it otherwise IMO.
Last edited by Anarnee; 02-01-2018 at 11:40 AM.
The thing is, for a vertical gear progression to work, the stats have to start accelerating. +1 WD for instance is currently a 1% change in WD. back in ARR times it was a 2% increase. As stats get higher, you need larger increases to make the gear "worth" upgrading to. The means it has to supralinear approaching geometic growth. Otherwise the engine pushing the vertical growth stalls.
Yeah, what they really need is make minimum ilevel runs something rewarding somehow..
The damage increase from tomestone weapon, to the upgraded version, isn't really a good indication of a power creep, as it isn't always the same. Looking at the WAR tomestone weapons over the course of ARR, HW and up to 4.2 in SB:
Augmented Ironworks Magitek Axe (Poetics) and Kintoki Kai (Law) have a +3 increase.
Conquerer (Soldiery), Parashu (Esoterics), and Mikazuki Kai (Mendacity) have a +2 damage increase.
Augmented Hellfire Battleaxe (Lore), Augmented Shire Bhuj (Scripture), and Augmented Lost Allagan Battleaxe (Creation) have a +1 damage increase.
The person you quoted was simply pointing out that the Ala Mhigan gear has been moved to the Centurio seal vendor, not the poetics one.
I think as long as FFXIV retains such a strongly vertical progression system, there's little chance of power creep slowing down. As others pointed out, the percentage increase of +2 damage now is roughly equivalent to the +1 damage we got in ARR.
That said, I think the power creep is a god-awful idea, and it has dealt a severe blow to my motivation for end-game content (there are other reasons I avoid it as well). Not only do small incremental boosts feel boring and worthless, I also know that the same boosts will be a lot easier to get in three months.
SE would be well-advised to start branching out, introducing gear that improves ability performance in certain ways to adjust how jobs play (a pseudo "skill tree" system, built via gear). Give me WHM gear sets that add a Stoneskin effect to my Cure, or increases the performance of my Regen. Give me gear that alters how Lilies behave and makes them more useful. Give me gear that adds a small AoE effect to Esuna, or an additional debuff effect for Break. These changes would be fresh, they'd provide a smaller damage buff than we get via item scaling, and they'd be easier to build stable content around (SE could simply test content sans bonuses to ensure proper balance).
That said, SE has demonstrated nothing but rank incompetence and an astonishing lack of creativity when it comes to itemization. I've little faith they'll ever move in this direction. Still, Eureka might surprise...
I think that's why they introduce craftable gear of relevant level, so you can buy your way through ilvl barriers. Most of my alts are swimming in money just from playing the game and minimal retainer use, I don't even need to craft stuff for them on my main, I buy it outright.
I fully agree. FFXIV is currently way too vertical, it needs a bit of horizontality. I stopped bothering to be up to date in the last patch of HW and in SB was only up to date until Creation gear was introduced and the new walls were set in place. Heck, now we have a new tomestone and I haven't even finished the old one. I wish they would take some design choices from GW2, where you have different sets at the same level, but each does different things and is for different kind of content. And please, more customization of your character ability wise, but... that went out the window the moment they stopped focusing on elemental attributes.SE would be well-advised to start branching out, introducing gear that improves ability performance in certain ways to adjust how jobs play (a pseudo "skill tree" system, built via gear). Give me WHM gear sets that add a Stoneskin effect to my Cure, or increases the performance of my Regen. Give me gear that alters how Lilies behave and makes them more useful. Give me gear that adds a small AoE effect to Esuna, or an additional debuff effect for Break. These changes would be fresh, they'd provide a smaller damage buff than we get via item scaling, and they'd be easier to build stable content around (SE could simply test content sans bonuses to ensure proper 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.