That is a possibility, however a system where someone can out-roll me to gear up their second job at the expense of my main job makes the problem worse.How would have 6 clears of E1S with no loot-drops for your class at all been better than the current system? Given its all RNG thats a very real possibitly - so, how would have 6 weeks with tank-belts that all drop to the floor been better than 6 weeks of at least one person getting what they need for a job they play?
(Can't work out how to edit my post on mobile)
The problem for me isn't the RNG, it's that people who already got a drop (e.g. Hands chest) keep rolling on the same gear regardless because it's better to walk away with anything at all than to not get the one piece that you actually needed. When it was locked to jobs you might get unlucky, but the rolls would also taper off allowing the unluckier people at the start more of a chance to get gear later on. With this system, that doesn't happen.


I also agree with this. I feel like the game should instead restrict you only to greed if you already have the piece on whatever job you're playing (armory/inventory/retainers), and allow need if you don't have the piece in your inventory.(Can't work out how to edit my post on mobile)
The problem for me isn't the RNG, it's that people who already got a drop (e.g. Hands chest) keep rolling on the same gear regardless because it's better to walk away with anything at all than to not get the one piece that you actually needed. When it was locked to jobs you might get unlucky, but the rolls would also taper off allowing the unluckier people at the start more of a chance to get gear later on. With this system, that doesn't happen.
I don't think they'd be able to do this system right in the way I want it considering how it is, but I feel it would put people in the right direction, especially considering the sharing of gear most jobs use.

If it wasnt the case the guy would just enter with his secondary job and roll. At least now he plays with the job he knows.(Can't work out how to edit my post on mobile)
The problem for me isn't the RNG, it's that people who already got a drop (e.g. Hands chest) keep rolling on the same gear regardless because it's better to walk away with anything at all than to not get the one piece that you actually needed. When it was locked to jobs you might get unlucky, but the rolls would also taper off allowing the unluckier people at the start more of a chance to get gear later on. With this system, that doesn't happen.
I like the new system better than the old one. The problem is the gear restriction even if u didnt get anything.
You forget that with the old system you were able to stay unlucky with drops in the first place, never even getting a chance to roll on the piece you want because it simply didnt drop. The old system didnt allow unluckier people to have a better chance later down the line, it allowed them to stay unlucky while letting loot that no one needed fall to the floor.(Can't work out how to edit my post on mobile)
The problem for me isn't the RNG, it's that people who already got a drop (e.g. Hands chest) keep rolling on the same gear regardless because it's better to walk away with anything at all than to not get the one piece that you actually needed. When it was locked to jobs you might get unlucky, but the rolls would also taper off allowing the unluckier people at the start more of a chance to get gear later on. With this system, that doesn't happen.
And thanks to our token-system you can get the pieces you need later down the line anyways - you just need the tokens. Given that this raid-tier will last us about 6 months (so around 24 weeks), that means that "later down the line" you have potentially 24 tokens from each tier to exchange for whatever gear you want.
The old system had the potential to make everyone lose and it often did. Its anecodtal, I'll admit that, but everytime a tank-accessory dropped in one Omega my static and specially me and my co-tank expressed our... dissapointement, considering those were totally useless to any serious tank. We also ended up with only healer drops more than once, meaning that 6/8 people walked away with nothing.
The new system has the potential to make you feel like you lost out on the loot other people rolled on. And that you've lost loot that was "rightfully" yours, because you could have used it - since everyone can use it now.
I honestly dont think that we need to limit how many items one person can win - the old system allowed one person to walk away with everything just aswell as the new one does. They only would have had to be lucky enough to have all loot be for the job they could roll need on - mayb thats unlikely, but so is winning all pieces of loot a group gets.
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