By your own claim, at present, the season's progression effectively ends once a player gets their "main" their BiS set.
The rate by which one reaches that first BiS set is unchanged in my suggestion. There is simply means enough to grind out BiS also for other jobs, such that players are not forced to have only one competitive gear class for the whole relevant portion of a tier regardless of their time and willingness to gear up other jobs. There is thereby more available to be done, and more vantage points from which to play the content that would tend to expect competitive item levels.
None of that reduces the time players would stick around. Quite the opposite. Nor is it some huge undertaking to simply add another means of purchase.
Pretty much yes. Again, the amount of people that want to multi job compete after their main is BiS is very small. If they want to BiS other jobs, then they just have to continue playing weekly or wait until the savage tier is unlocked and then they barse all they want later.
It may not a huge undertaking to add, but it's one that is unnecessary to add, nor is it something that is highly sought after. Therefore it is something that resources do not need to be diverted towards. The data the devs have available probably backs up this argument, otherwise this would already be part of the game.
Last edited by DrWho2010; 10-01-2023 at 11:15 AM.
And, again, why is preventing players from spending as much time as they'd like on multi-gearing a bad thing? Why do we need to arbitrarily preclude players from rewards for playing the game, especially when that added time spent gives them no competitive advantage over single-jobbers anyways -- only an increase to their enjoyment and things available for them to do?
What even qualifies as "highly sought after" to you? You made similar comments in the past about suggestions for UI features that have since been added. Were they likewise a waste of development time simply because they weren't, at that period, already in the game?nor is it something that is highly sought after.... otherwise this would already be part of the game.
Rework 90 Roulette so that it's dynamic difficulty with iLv capping at EX's iLv minimum.
Make Poetics easier to gain, gearing up alt classes becomes a bit tedious since past 50 you're often outpacing Poetics gain.
Make mounts, minions, and hairstyles account-bound so if somebody wants to make an alt they still have access to those options.
Remove time-sensitive gathering materials for anything below the current expack. Leaving them intact is just an unnecessary, artificial barrier to reaching endgame crafting.
Trpimir Ratyasch's Way Status (7.3 - End)
[ ]LOST [ ]NOT LOST [X]TRAUNT!
"There is no hope in stubbornly clinging to the past. It is our duty to face the future and march onward, not retreat inward." -Sovetsky Soyuz, Azur Lane: Snowrealm Peregrination
My Current Characters:
Mikeru Takeuchi: http://na.finalfantasyxiv.com/lodestone/character/14812205/
Ekkusu Volnutt: http://na.finalfantasyxiv.com/lodestone/character/8909941/
Rokku Sigma: http://na.finalfantasyxiv.com/lodestone/character/5714962/
"Break a warrior's body, and he will thirst for vengeance. Break his spirit, and he will clamor for peace. Judge my methods distasteful if you will - but know that I seek to end this conflict, not prolong it." - Yadovv Gah, Final Fantasy XIV A Realm Reborn
Trpimir Ratyasch's Way Status (7.3 - End)
[ ]LOST [ ]NOT LOST [X]TRAUNT!
"There is no hope in stubbornly clinging to the past. It is our duty to face the future and march onward, not retreat inward." -Sovetsky Soyuz, Azur Lane: Snowrealm Peregrination
Sooooo just curious, but what do people who want to remove the 2 minute meta want to do after that?
I dislike coordination, but isn't the 2 minute meta a necessary evil? Contrary to what the vast majority of ffxiv players think pushing your buttons is easy. You should naturally memorize most of your combos and even when to pop things like defensives because of how timeline based fights are.
Having to watch your CDs and make sure your abilities don't drift off the 2 minute timeline is something extra to keep you busy with. Assuming you could outright remove the 2 minute meta right now, what would you replace it with?
The heavy focus on the two-minute meta has resulted in the dumbing down of jobs, increased predictability in fights, and an over-reliance on other players for your own personal damage, so...
For starters; a nice dose of chaos, where everyone would blow their murder buttons at different times depending on the job they were playing. I would much rather everyone go back to having to monitor a bunch of different cooldowns and buff/debuff timers that don't necessarily line up with anythin else in their own kit, let alone someone else's. This would of course come in addition to rotational changes intended to reintroduce some of the complexity we've lost, and fights that would once again force melee to put in extra effort if they wish to remain in range or land their positionals.
I'll say, I feel like the defensive options of non-tanks should be scaled back to where they used to be as well. There is no reason for DPS or healers to be able to take mechanics straight to the face and actually survive it, and of course tanks should be getting hurt by failing mechanics a lot more than they presently are. Could probably just amp the damage up on everything instead of curtailing defensives. It would accomplish the same goal. Vuln stacks simply are not sufficient, so let's scrap those and go back to the days of getting deleted if you screw up.
Last edited by Absimiliard; 10-01-2023 at 01:45 PM.
Because some people have the mindset that if the game allows you to do certain things, they will feel obligated that they have to do it. And sometimes (re: a lot of times) people need to be saved from themselves because they will go too far, and thusly as a result some community standards will be set to a level that will be too high in order to participate.
I hold no expectations from what the dev team will or will not put into the game based on suggestions. If they deemed them eligible for resources to be put towards implementing them in the game, then I was pleasantly surprised. But said suggestions must come from a place of thinking that they will not be implemented unless they have been vetted from a developer/management/financial budget/operating standpoint first. And 99% of suggestions from the forums come from a selfish, individualistic, self-serving mindset that should absolutely not be taken at face value.
If it can be even slightly disproven and unneeded from this point of view, then it should not be taken into consideration.
What is the point of making suggestions then? More people need to think about what's realistically achievable instead of pie-in-the-sky thinking.
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