The reason this isn't fixed yet: replacement refs.
I'd also ask where's the gameplay in any of this?
Gear breaks slowly (thank god!) but it's effects are barely visible in you normal month.
Fixing it doesn't require doing anything special so why is it there?!
If death penalty is the only reason then they should have come up with more threatening and real thing to avoid. Gear half damaged or not is barely noticeable.
This has a lot to do with balance. SE is trying to cater across demographics. This means that casual players will generally be deterred from taking part in risky content if the consequences for failure/death are high. A casual player already has less time than a more hardcore and going back to recapture EXP or gil or anything for that matter is fairly archaic. If casual players are "closed off" from most content (which a penalty would cause) then you lose that chunk of people.I'd also ask where's the gameplay in any of this?
Gear breaks slowly (thank god!) but it's effects are barely visible in you normal month.
Fixing it doesn't require doing anything special so why is it there?!
If death penalty is the only reason then they should have come up with more threatening and real thing to avoid. Gear half damaged or not is barely noticeable.
I'm not saying that this right or wrong but I understand both sides of the argument.
Also: replacement refs.
I hate how long it takes me to repair my gear..since my bf and I both have everything to 50 we just repair each others gear to save time lol. I also HATE how the fing timers reset when changing to a craft job...I REALLY hope they fix it so when we change to a craft job our 15 min does not reset. -_-
That would be too exploitable. Imagine farming keys in natalan as an example with a full group who has all 7 (soon to be 8) jobs leveled. As it is now you have 8 15 minute abilities every 15 minutes in that party, but if each party member changes jobs immediately after they use thier 15 minute ability, they could use another which would actually give your party a total of 56 15 minute abilities every 15 minutes. Hello exploit, how are you today?
Last edited by Molly_Millions; 09-27-2012 at 05:02 AM.
I think she was more getting at having the timer continuing to count down from where it was when they swapped instead of completely resetting.
Hell, I remember a com rep posting something before that they were looking at spells with long cooldowns such as Raise not reset their cooldown timer when switching classes/job. Never saw that come into fruition though.
I was talking about the same thing. It's the way it is to keep people from exploiting the timers.I think she was more getting at having the timer continuing to count down from where it was when they swapped instead of completely resetting.
Hell, I remember a com rep posting something before that they were looking at spells with long cooldowns such as Raise not reset their cooldown timer when switching classes/job. Never saw that come into fruition though.
You couldn't use the same 15 minute ability in less than 15 minutes, but what would keep you from switching jobs and using one on the next job giving you more than one every 15 minutes? That's why they reset when you switch jobs, it's an exploit counter-measure.
Last edited by Molly_Millions; 09-27-2012 at 05:39 AM.
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