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  1. #1
    Player
    neoreturn's Avatar
    Join Date
    Aug 2013
    Posts
    258
    Character
    Neo Anderson
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Like the cap
    (0)

  2. #2
    Player
    neoreturn's Avatar
    Join Date
    Aug 2013
    Posts
    258
    Character
    Neo Anderson
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    Easy way to counter cap is rolling more char instead of one.
    (0)

  3. #3
    Player
    Alpal's Avatar
    Join Date
    Sep 2013
    Posts
    75
    Character
    Al Pal
    World
    Excalibur
    Main Class
    Lancer Lv 60
    I've always thought it would work better with a higher total cap but a maximum you could gather for one class.

    So for example your total cap could be something like 500 or so but the most you could ever gather for one specific class in a given week was 300.

    It just allows a bit more customization while still not game breaking content by quickly gathering I90 gear. It's nice having a "main" and guiding people to having a primary class but not overly penalizing them for wanting to play secondary classes as well. It would encourage gearing up and leveling other classes and would give you the opportunity to gear things up (albeit at a slower rate) besides your primary class. Right now there's little incentive besides cross class skills and "for fun" to level secondary classes.
    (1)
    http://na.finalfantasyxiv.com/lodestone/character/3172350/

  4. #4
    Player
    Veerne's Avatar
    Join Date
    Sep 2013
    Posts
    73
    Character
    Verne Frostwhisper
    World
    Odin
    Main Class
    Lancer Lv 70
    I think the idea behind tome cap is fine, but due to how changing classes works, I'd like to see something like +50 to cap for each additional max level combat class, up maximum of like 600.
    (3)

  5. #5
    Player
    Noahlimits's Avatar
    Join Date
    Sep 2013
    Posts
    972
    Character
    Akira Ono
    World
    Sargatanas
    Main Class
    Conjurer Lv 90
    Most simple solution:

    300 myth cap per class, but you can only use myth obtained this way while IN that class, and only for gear that class can equip. This solves people trying to break the myth by using all earned classes myth to gear one class super fast, and allows them many more hours of content a week (although grindy boring content, I digress). At least this way they can slowly gear each class they have instead of just one.
    (2)

  6. #6
    Player
    Alpal's Avatar
    Join Date
    Sep 2013
    Posts
    75
    Character
    Al Pal
    World
    Excalibur
    Main Class
    Lancer Lv 60
    I agree with the premise behind a 300 per class cap I just don't know if I like the idea that all of your classes can be essentially equally geared (Right away) I'd prefer a system personally as I previously stated where you had the opportunity to gear up secondary classes but not as quickly as your primary.
    (0)
    http://na.finalfantasyxiv.com/lodestone/character/3172350/

  7. #7
    Player
    Terius's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    386
    Character
    Terius Palemoon
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Just raise it to 500. I'm not getting any healer drops from coil as none are dropping anyway, so how am I spose to keep up with everyone? :/
    (1)

  8. #8
    Player
    Godlafell's Avatar
    Join Date
    May 2012
    Location
    Ul'dah
    Posts
    24
    Character
    Infrared Laser
    World
    Excalibur
    Main Class
    Fisher Lv 49
    There is only one currency that is weekly capped, and it's the cause of players burning out? Playing for 90minutes a week (10 WP's)... is burning people out?

    My my, how MMO's have changed.
    (1)
    ty yoshi p

  9. #9
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    500
    Yea, the Cap sucks, but at the same time, a lil cap to build a timesink doesn't hurt.
    A different approach, like getting reduced amounts of tomes after a set amount of runs in each dungeon would work better.
    This atleast would encourage Players to go back to older or less popular content to squeeze out that last tome of mythology.
    (0)

  10. #10
    Player

    Join Date
    Dec 2011
    Posts
    512
    Quote Originally Posted by Black_Rose View Post
    Yea, the Cap sucks, but at the same time, a lil cap to build a timesink doesn't hurt.
    A different approach, like getting reduced amounts of tomes after a set amount of runs in each dungeon would work better.
    This atleast would encourage Players to go back to older or less popular content to squeeze out that last tome of mythology.
    This I have to disagree with. Main reason is level capped players (not all) dont like going back to level 10 20 30 etc. The system needs to change but not in that way. Let's consider how linear and boring ALL these dungeons are. They never change they are always the same, each and everytime you go in there, all the boss and mobs do the exact say thing. They need to add to each and every dungeon unscripted fights, but that wont happen because some dont like mobs doing TP moves at any time that are random once said mob/s have the TP for.
    (0)

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