Quote Originally Posted by Lambdafish View Post
Thats not how a gilsink works. Its designed so that you have something to spend gil on so that it is removed from the economy. Lowering dungeon reward will remove opportunity to gain gil, and won't solve the problem of not having any way to remove it from the economy (of which there are currently 2: mending and teleporting).

Like I said, it is already done poorly enough that you think it can be flat out removed anyway. What needs to happen is they make MORE things to spend gil on, not less.
What else are you losing durability on?

FATEs? Overworld hunting?

What in the game outside of dungeons and raids has you killing monsters back to back (losing durability) or dying (losing durability) to such an extent where lowering Dungeon gil rewards -isn't- the obvious solution to losing the gil sink of repairs?

Is it Eureka? Are people just raking in so much game generated gil in Eureka that not having to spend the paltry amount on repairs would just inflate prices so much?