Okay so you should get everything except dark light. That way you're getting *something* but you're not getting easy access to what is supposed to be rare gear. Darklight should stay as rare as it is, if you want more drop variety fine but leave the dark light alone.Sorry, but I don't want to do a dungeon 400+ times and get next to nothing for it. There has to be a system where each run counts despite getting a piece of Darklight or not. Token system? Cooldown system with harder conditions with guaranteed 1 DL drop? Doesn't matter, but the current system is tedious and not fun and does in fact need to change.



It isn't necessarily coming out with "something". If someone walked out of the dungeon happy, it is a fair system. Each MMO I play runs off this concept. The boss dies, it drops guaranteed loot, it may not be the loot you are seeking, but it does drop really good loot regardless.
Illidan from the Burning Crusade content in WoW had guaranteed really good drops from him, and added a cherry on top of that ice cream by having a chance of the Legendary weapon dropping. At the time, not anyone could just beat him, he was hard yet fair, and his drop rates were guaranteed and a decent chance at the legendary weapon because of cool down times. This is a balanced system. To FFXIV's defense, there isn't that much content, and hopefully 2.0 will have a wealth of content where long cool downs are understandable.
We need large scale content and stuff to do between those cool downs. Perhaps events in between times that has nice accessories to obtain or gear good enough to make you viable in high end game raid content. I don't know, my thoughts blueprint other MMO's because they are done right. :\
Well again, like I said, if you want drop variety thats fine. They can easily add more equip drops that are still good, but not as good as darklight. I don't see the problem with that at all if that is what you are getting at. My point is just that dark light needs to be left alone. Whatever anyone adds to a dungeon to make it worthwhile is totally fine imo.It isn't necessarily coming out with "something". If someone walked out of the dungeon happy, it is a fair system. Each MMO I play runs off this concept. The boss dies, it drops guaranteed loot, it may not be the loot you are seeking, but it does drop really good loot regardless.
Illidan from the Burning Crusade content in WoW had guaranteed really good drops from him, and added a cherry on top of that ice cream by having a chance of the Legendary weapon dropping. At the time, not anyone could just beat him, he was hard yet fair, and his drop rates were guaranteed and a decent chance at the legendary weapon because of cool down times. This is a balanced system. To FFXIV's defense, there isn't that much content, and hopefully 2.0 will have a wealth of content where long cool downs are understandable.
We need large scale content and stuff to do between those cool downs. Perhaps events in between times that has nice accessories to obtain or gear good enough to make you viable in high end game raid content. I don't know, my thoughts blueprint other MMO's because they are done right. :\



Well, how other raids in MMO work is like this:Well again, like I said, if you want drop variety thats fine. They can easily add more equip drops that are still good, but not as good as darklight. I don't see the problem with that at all if that is what you are getting at. My point is just that dark light needs to be left alone. Whatever anyone adds to a dungeon to make it worthwhile is totally fine imo.
Kill mobs > Boss that drops good loot > Kill more mobs > Boss drops good loot > and so on > Final boss drops really good loot at the chance of a really "really" good weapon.
Now the thing is, most of the gear here is the best you can get in the game, assuming this was the top raid. However, each boss dropped 3-4 pieces of gear/weapons out of 15 or so it has. It doesn't go off a RNG really, it picks 4 pieces by random, and whoever wants it, lots on it.
SE's dungeon is facing one mini-boss and a boss. The mini-boss drops something "okay" but is not that good at all. Main boss drops so-so items but only a 5% chance of dropping actual good gear. While this works in theory, it becomes tedious with low cool downs and low drop rates. I think the number of people who get a thrill out of constantly repeating a dungeon hundreds of times is only a few. I rather have these dungeons on a long cool down once you "beat" the dungeon with a much higher chance of good gear instead of tediously repeating it over and over every night with nothing but disappointment, but that is just me.



Indeed. Best part is that at least someone in your raid benefits from the run instead of no one benefitting when you get logs or dark matter dropping.It isn't necessarily coming out with "something". If someone walked out of the dungeon happy, it is a fair system. Each MMO I play runs off this concept. The boss dies, it drops guaranteed loot, it may not be the loot you are seeking, but it does drop really good loot regardless.
This is why I'm not flipping tables over the current endgame design. I can easily see that there's not enough content to support an actual system with real loot pools instead of "one boss, one drop people want". In the case of Illidan, you had multiple pieces of gear for multiple classes (Sight of the Betrayer, Bulwark of Assinoth, Momento of Tyrande) with the big enchilada being one of the two Warglaives of Azzinoth. People killing Illidan had something to look forward to, with a little something extra for the rogues in the group if one of the warglaives dropped. Certainly better than getting a primal weapon for a class you don't want to level, or worst of all, more dark matter.Illidan from the Burning Crusade content in WoW had guaranteed really good drops from him, and added a cherry on top of that ice cream by having a chance of the Legendary weapon dropping. At the time, not anyone could just beat him, he was hard yet fair, and his drop rates were guaranteed and a decent chance at the legendary weapon because of cool down times. This is a balanced system. To FFXIV's defense, there isn't that much content, and hopefully 2.0 will have a wealth of content where long cool downs are understandable.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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