byebye see you never <3Hey,
I'm gonna ask for a lock, or a delete or something. People can't actually read those days.
I have poeple who respond to me with a quote from other people and in fact wanted to respond to another guy, multiple time.
You don't even take the time to read or try to understand and respond.
Well, i'm out. I wish you the best ♥



There is a reason most jRPGs tie endgame fights with rewards that continue or wrap up your characters' progressions. For a lot of people the rewards making you stronger or providing you with more options on how to replay are part of the fun.
Often even the strongest enemy in the game will give you something that you can use to play around or to carry over into your second playthrough.
The only reason so many people here act as if expecting anything similar is so preposterous is simply because the designers in XIV always know best in their eyes. The truth is, if people really should be doing savage and ultimate "just for fun" and the majority of the playerbase doesn't raid, they shouldn't care if raiders get better gear that outperforms the gear non-raiders get access to in the next patch. The fear of making non-raiders feel "inferior" because of ilvl creep is very arse-backwards. What do they want that ilvl for if they don't raid? Expert Dungeon Unsynced?
Yeah no. I'm with the OP. If you do raids "for fun" then it wouldn't affect you if you also happened to gain more lasting useful rewards. And if you don't, you really shouldn't care. Literally no one would lose anything if that was the case.
Someone might've said all this before but there are several reasons.Hey all,
I started savage couple weeks ago, it's difficult but not that difficult either.
I'm actually on P3S and learn the mecha with my roster.
I wonder though, BIS taken appart, what's the point of the savage content? Just killing difficult boss?
For what? You can be full 600 ilvl (except weapon 595) only with memoquartz. What's even the point of learning and training hours just for killing a boss who gives you nothing really important.
I'm just curious, everyone seems so happy with how the actual endgame content are right now but i don't get it.
Even if you farm and you have everything BIS, in the next big patch when new ilvl release, the stuff from crafting will be 10 ilvl more than your actual BIS.
What's the point? How do you guys don't be bored of farming something that are not more useful than the other one which you don't need to farm to have it but just wait weeks and weeks...
You can't use your stuff on PVP and every roulette are sync so, your stuff means nothing, except for helping you killing the savage you already kill.
Even doing ultimate gives you nothing more except a skin... It just feel weird.
- Tomestone gear takes a long time to acquire and requires Savage content items to augment to 600. + Only some pieces are BiS (some pieces are horrible). So at the start, savage is the only way to get to 600. And later on it's still the fastest way.
- Raid gear is dyable. So anyone wanting to glam raid gear will probably prefer the savage version.
- BiS is required for ultimate.
- Similar to tomestones, 595 weapons aren't available on launch, same with the 24 man gear. You would have to wait for a few months. If anyone wants to argue that that's not a big deal, then you might as well wait a few more months for the next tier, and if you feel like it a few more months for the next expansion. Or you might as well just wait for SE's next MMO lol. You get what I mean, you gotta play the game at some point.
- The challenge is fun for some people. Whether it be the fights or getting together with their friends.
- Some people enjoy completionism
- BiS Gear allows you to carry others through content easier. If you're into helping friends that might not be as advanced in their prog as you this is non-trivial.
- For speedrunning.
- To gloat.
- If you don't want to spend a ton of gil on crafted gear during the next tier, BiS is usually a good enough base to allow you to tackle the next tier.
I think that covers most of it.
And ultimate only giving 'a skin' is kind of the point (though it does have an extra materia slot so is technically BiS). For the most part, people willing to spend days wiping to content do it because they find it fun. A shiny weapon and a title are just the cherry on top. There are many other rewards like this. Like relic weapons/sets, etc. etc.
Last edited by EaMett; 06-07-2022 at 01:17 AM.


Oh I agree the iLvL thing is pretty much worthless. They could just as easily make all the stuff you get cosmetic from savage and it would still be content worth doing. The iLvL increases are mostly there to appease a very specific group of players, who are very into their parsing and FFLogs to say the least.There is a reason most jRPGs tie endgame fights with rewards that continue or wrap up your characters' progressions. For a lot of people the rewards making you stronger or providing you with more options on how to replay are part of the fun.
Often even the strongest enemy in the game will give you something that you can use to play around or to carry over into your second playthrough.
The only reason so many people here act as if expecting anything similar is so preposterous is simply because the designers in XIV always know best in their eyes. The truth is, if people really should be doing savage and ultimate "just for fun" and the majority of the playerbase doesn't raid, they shouldn't care if raiders get better gear that outperforms the gear non-raiders get access to in the next patch. The fear of making non-raiders feel "inferior" because of ilvl creep is very arse-backwards. What do they want that ilvl for if they don't raid? Expert Dungeon Unsynced?
Yeah no. I'm with the OP. If you do raids "for fun" then it wouldn't affect you if you also happened to gain more lasting useful rewards. And if you don't, you really shouldn't care. Literally no one would lose anything if that was the case.


I used to raid. I found it rewarding for a while. However, it is just a treadmill.
Patch drops. Zerg crafted gear making old gear obsolete. Run 5 experts for tomestone gear. Grind savage for a week. Repeat expert/savage for a while. Countless hours, kill boss. Farm a few weeks.
Patch drops. Zerg crafted gear making old gear obsolete. Run 5 experts for tomestone gear. Grind savage for a week. Repeat expert/savage for a while. Countless hours, kill boss. Farm a few weeks.
Patch drops. Zerg crafted gear making old gear obsolete. Run 5 experts for tomestone gear. Grind savage for a week. Repeat expert/savage for a while. Countless hours, kill boss. Farm a few weeks.
New expansion. Repeat above.
I found I enjoyed the game a lot more when I did a lot of things OTHER than savage raids. Sure, I do my 24-man raids since they can be fun. I run expert sometimes, but frankly - since I'm not raiding, I don't need to be on that treadmill anymore. I found other enjoyment in this game that (to me) is far more rewarding. But my hat is off to those high skilled players that clear savage in the first few weeks.


As I was saying another topic about Savage, but I do find Savage a complete waste of time and energy for various reasons.
Not fun to me at all, and not worth the effort its asking for.
Much as I like the shiny Ultimate weapons, but those are not worth it either when it will be obsolete later.
Last edited by Kaliesto; 06-07-2022 at 02:17 PM.

Can't speak for others but I only do the savages if they have glamour I want. I did the last tier in 5.0 for glamour reasons but this tier I skipped because I thought the glamour was meh. Maybe if I had time for ultimate I'd put in more effort but for now it's the casual lyfe for me.
I personally feel the system is bad and it spreaded through most MMO's and this is not an FF14 issue specificly. Everything is for nothing every major patch. I don't mind redoing it on every expansion but every major update seems a bit much. Why not make it so that the gear will be upgradeable throughout the expansion. Meaning progressing your gear througout the expansion. Here is an idea. Not perfect but there are a lot of clever minds who can work this out further.
6.0 - introduce craftable gear to start doing end-game content
6.1 - introduce first raid tier gear
6.2 - introduce weapon enhancements (sort of like relic questline)
6.3 - introduce gear enhancements (maybe a relic version of this as well)
6.4 - Improve accessories
6.5 - Augment gear or further upgrade
Would also like to see that on this stage you can get a Disciple of War or Magic version. So you don't have to grind glamours for alts.


They already do the gear upgrade route through the expansion, with a relic weapon quest chain starting usually in the x.2 patches. I find the problems with savage are largely related to who the content is designed for and how the population of players into that style of content can be far and between. It is never a good experience to spend almost an entire patch cycle just clearing savage because by the time it is over, at that point there's not much time to even enjoy what you get from it.I personally feel the system is bad and it spreaded through most MMO's and this is not an FF14 issue specificly. Everything is for nothing every major patch. I don't mind redoing it on every expansion but every major update seems a bit much. Why not make it so that the gear will be upgradeable throughout the expansion. Meaning progressing your gear througout the expansion. Here is an idea. Not perfect but there are a lot of clever minds who can work this out further.
6.0 - introduce craftable gear to start doing end-game content
6.1 - introduce first raid tier gear
6.2 - introduce weapon enhancements (sort of like relic questline)
6.3 - introduce gear enhancements (maybe a relic version of this as well)
6.4 - Improve accessories
6.5 - Augment gear or further upgrade
Would also like to see that on this stage you can get a Disciple of War or Magic version. So you don't have to grind glamours for alts.
The problem with Savage is that the weakest link in a group drags the group down, and the expectations of learning in savage are very high compared to all the other content in game. Because of that the experience for savage is incredibly polarizing, where someone might think it's great because they managed to clear everything within a month due to having the right people, to being absolutely depressing and a waste of time if you end up with people that just don't have the capacity or time to learn, yet attempt to do the content. This is not about how well someone performs personally at doing a rotation on a job: savage is about how well someone can do so while learning strict motions and having the ability to clearly come up with solutions when something goes wrong.
Personally, I'd rather have the hardcore people say the content is too easy than to have them say that it feels just right, because the people who can clear savage on week 2 or 3 are putting in way more time than people realize. We're talking some folks going 20+ hours in a week with a set group not just grinding, but actually treating the content like coursework at an educational institute.
Last edited by Colt47; 06-07-2022 at 10:50 PM.
what is the point of playing games?
what is the point of living?
what is the point of BBQ?
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