Increasing available resource neither increases nor decreases our agency over where to spend that resource. PFs that increase ilvl requirements to the greatest amount that can feasibly be had without relying on direct Savage drops would simply adjust accordingly, still requiring that all time-gated currency be spent on a single armor class.
This merely moves up the timeline for one's first purchase, assuming they wouldn't simply wait to buy the higher value-per-page item. By generalizing the currency, one can purchase a chest-piece, for instance, in the first week, accelerated from the fourth.2. Make it so books aren't worthless. Let me trade my books for other books. Example as follows. P1S books. 1 P2S book = 2 P1S Book. 1 P3S = 3 P1S Books, 1 P4S books = 4 P1S books. Given That you have cleared the fight!
Now, I do think that'd still be fine, especially if it allows us to trim the inventory bloat of having multiple page types per tier (with purchase choices instead simply being locked out based on clears), but I don't see how it would ultimately change what you seem to find a problem. Getting to full BiS would likely be no shorter except on jobs with minimal BiS from raids.
While, honestly, overmelding should probably be removed altogether -- thereby giving the previous tier a fighting chance at maintained relevance when a new tier drops since the unique benefit of crafted gear would thereby be removed -- you still definitely want people to go and do the next raid. The only room for adjustment then, is that crafted gear.3. Make our BIS worth getting. Our bis is simply invalidated the moment the next tier drops. This feels terrible, and imo a bad design decision.
You note this yourself; I just think simply dropping overmelding altogether would be the far simpler and accessibility-favoring solution.
As in using coffers instead of direct drops? Not only would that remove some of the traditional RPG vibe (of little value, imo, but notable to many), but such would slow initial gearing, given that 2-4 coffers may be required for a single item, especially for non-static groups.4. Make Savage loot work like the normal raid loot. Keep the loot tables. But make savage loot work like normal raid loot.
By your own admission, since you've sunk time towards getting your BiS (or at least max ilvl), the more sub periods that would take you, the more sub periods you're likely to play. While there's doubtless a breaking point that'd cause you to forgo a tier altogether, it's worth remembering that the game is funded primarily by subscription revenue and will make decisions largely based around that fact.There's no reason to Timegate gear like this. The fact as a raider.. the most fun time raiding a tier, is week 1. And Months later when you unlock the loot. Cause i can log into the game, raid and have fun, and have it not feel like a chore. That is a problem.
*End of critiques*
________________________
My own $0.02:
I think we should be doing more to make a feature, rather than a counterintuitive weakness, of "all jobs on one character" and to attempt to delay burnout even for players who want to level and gear up as efficiently as possible.
At present, one can only spend time-gated loot towards a single armor class, until reaching BiS in that tier, if not wanting to hold one's party back. Do otherwise shortchanges one's progression job. That should not be the case, and there is an easy fix:
Suggestion 1: Once armor for a given armor slot has been purchased via weekly currency, allow that same slot to be purchased for uncapped tomes. For instance, if I were to buy the weekly-tomes' chestpiece of Casting, I could thereafter buy any weekly-tome chestpiece with uncapped tomes. The first purchase for the given slot acquires and unlocks that slot, such that I could by the same slot for all other armor classes as soon as I'm able to gather the uncapped tomes for them.
Reducing burnout, however, is far harder. Primarily, this comes down increasing the efficient means of acquiring (time-gated) currency or other worthwhile resources. What counts as an "efficient means", however, is itself a matter of balance. No single means of acquisition can be so significantly ahead of others as to outweigh personal preference for the typical efficiency-minded player -- at least, without essentially turning all other means into "non-choices".
In this regard, I favor the idea of investing the time, in the short term, to create a procedure, for long-term gains, of easily scaling up content. Thereafter, I'd suggest making further use of such systems as Challenge Logs, Wonderous Tails (or some new, similar system), or the like, while decreasing the efficiency-lead of choices like Expert Roulette. For that matter, Expert Roulette should perhaps itself be repurposed, with the strict "last 2-3 current level-cap dungeons" being absorbed into the "Level <Cap> Dungeons" roulette.
It's worth noting also that with the above system, the relevance of uncapped tomes, too, would be greatly increased (at least for those who've leveled jobs in multiple armor classes).
To summarize, then...
Suggestion 2: Broaden, at fairly tight balance, means of efficient acquisition of useful resources (such as weekly tomes, etc.) through methods that offer those grinds more fun and flair. Ideally, this would not require players to (i)level sync down just to see more than a scant few instances of relevance.



Reply With Quote



